Articles & Videos

  • Mood Boards in UX: How and Why to Use Them

    Create mood boards to collect visual inspiration, communicate brand identity, and decide on the product's visual direction.

  • 3 Common Antipersonas in UX

    Considering 3 main antipersonas in your design process can prevent much misuse or other grief which would undermine the user experience after the product is released.

  • What Every Prospective University Student Wants to Know

    Most prospective university students have four main questions, but choosing which schools to apply to is a very challenging process for them.

  • You Have the Users You Have

    The only realistic design strategy is to cater to the actual people who use your product, instead of designing for an idealized super-user who knows more and is more motivated than the real audience.

  • 27 Tips and Tricks for Conducting Successful User Research in the Field

    Leave your office and go where the users are. Learn about common pitfalls and how to avoid them from our experience.

  • Effective Resumes for UX Students and Graduates

    Don’t let a sparse resume hinder your first UX-job search. Avoid filler and stand out through academics, job-relevant extracurriculars, or internships.

  • The Product-Manager Archetype

    Product managers share common goals, strengths, activities, and skill sets. Awareness of these commonalities helps designers figure out how to best collaborate with product managers on Agile teams.

  • 3 Alternatives to Infinite Scrolling

    Infinite scrolling can create great user experiences, but it also has weaknesses. Consider 3 alternative design patterns that may work better for your product: A load-more button, integrated pagination within a long scroll, and traditional pages.

  • Figure/Ground: Gestalt Principle for User Interface Design

    Users perceive interface design elements that differentiate the foreground (figure) from the background (ground) as something to focus on or interact with.

  • The Most Important Work for the UX Team in a Startup Company

    In a startup company, the UX team can make two main contributions: identifying the customer problem to solve and polishing the UI so that people will use this solution.

  • 10 Usability Heuristics for User Interface Design

    Jakob Nielsen's 10 general principles for interaction design. They are called "heuristics" because they are broad rules of thumb for UX and not specific usability guidelines.

  • Empathy Mapping: The First Step in Design Thinking

    Empathy maps help UX teams visualize user attitudes and behaviors, building a shared understanding of end users while highlighting gaps in existing user data.

  • Journey Mapping 101

    A journey map is a visualization of the process that a person goes through in order to accomplish a goal.

  • How to Conduct a Heuristic Evaluation

    Step-by-step instructions to review your product to find potential usability and experience problems. Download a free heuristic evaluation template.

  • When to Use Which User-Experience Research Methods

    Modern day UX research methods answer a wide range of questions. To know when to use which method, each of 20 methods is mapped across 3 dimensions and over time within a typical product-development process.

  • Service Blueprints: Definition

    Service blueprints visualize organizational processes in order to optimize how a business delivers a user experience.

  • Design Thinking 101

    Design thinking is a user-centered process that helps teams understand needs, generate ideas, test solutions, and drive innovation.

  • Usability (User) Testing 101

    UX researchers use this popular observational methodology to uncover problems and opportunities in designs.

  • User Interviews: How, When, and Why to Conduct Them

    User interviews have become a popular technique for getting user feedback, mainly because they are fast and easy. Use them to learn about users’ perceptions of your design, not about its usability.

  • Usability 101: Introduction to Usability

    Usability makes designs easy, efficient, and satisfying to use. Improve it through early, repeated user testing with real users

  • User Journeys vs. User Flows

    User journeys and user flows both describe processes users go through in order to accomplish their goals, but they differ in scope, purpose, and format.

  • Affinity Diagramming for Collaboratively Sorting UX Findings and Design Ideas

    Use affinity diagramming to cluster and organize research findings or to sort design ideas in ideation workshops.

  • UX Research Cheat Sheet

    User research can be done at any point in the design cycle. This list of methods and activities can help you decide which to use when.

  • Using “How Might We” Questions to Ideate on the Right Problems

    Constructing how-might-we questions generates creative solutions while keeping teams focused on the right problems to solve.

  • Liquid Glass Is Cracked, and Usability Suffers in iOS 26

    iOS 26’s visual language obscures content instead of letting it take the spotlight. New (but not always better) design patterns replace established conventions.

  • User-Interface Elements: Glossary

    Use this glossary to quickly clarify definitions for key graphical user-interface elements and controls.

  • Why You Only Need to Test with 5 Users

    Elaborate usability tests are a waste of resources. The best results come from testing no more than 5 users and running as many small tests as you can afford.

  • Card Sorting: Uncover Users' Mental Models for Better Information Architecture

    In a card-sorting study, users organize topics into groups. Use this research method to create an information architecture that suits your users' expectations.

  • Open-Ended vs. Closed Questions in User Research

    Open-ended questions result in deeper insights. Closed questions provide clarification and detail, but no unexpected insights.

  • The Definition of User Experience (UX)

    "User experience" encompasses all aspects of the end-user's interaction with the company, its services, and its products.