Articles & Videos

  • CASTLE Framework for Productivity/Workplace Applications

    The HEART framework is great for B2C products but is lacking for workplace applications where users cannot choose the product. CASTLE offers a complementary assessment framework for UX that focuses on the needs of internal product teams.

  • 6 Tips for Better Participant Engagement in Diary Studies

    Keeping participants engaged and providing good-quality entries in diary studies can be challenging; recruit the right people, incentivize them appropriately, and keep recording entries simple.

  • 40 Years in UX

    Jakob Nielsen on what has changed and what has remained the same since he started in UX in 1983.

  • UX Strategy Components

    Each component of a UX strategy plays an important role in helping teams work toward a better future state of the experience by aligning user needs with business priorities.

  • Using the Funnel Technique in Usability Testing

    Even when you want to test a specific feature, start with broader tasks to capture natural user behavior and observe what participants would do on their own. If they fail, follow up with directed tasks.

  • Measuring DesignOps with the REACH Metrics Framework

    DesignOps success is difficult to track and measure. Use the REACH framework (Results, Efficiency, Ability, Clarity, Health) to identify and triangulate relevant DesignOps metrics, and use clear goals to understand the success of individual DesignOps programs.

  • UX Stakeholder Engagement 101

    Dialog, action, and compromise are all needed to build successful, mutually supportive relationships with your project’s stakeholders.

  • Common Fate: Gestalt Principle for User Interface Design

    Things that move in synch are perceived as belonging to the same group and being different than other screen elements that stay put or move differently.

  • Community Ecommerce

    Ecommerce user experience can benefit from community features. Our user research in China finds that shoppers often view such content as more credible and useful than brand content.

  • Groupthink in UX Work

    Groupthink is the human tendency to follow the opinion of the majority. This instinct can save time but can also lead us on the wrong path.

  • 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.