Before users can use an AR app, they must often calibrate it first. Usability studies find many big problems in calibration designs that can prevent people from ever getting into the actual AR experience.
10 things you should do *before* you actually run a usability study. Good planning leads to good research insights. (The first of 2 videos on usability study checklists.)
To get useful feedback on UX design or research, set the stage with stakeholders before presenting the work. Provide context and deliberately ask for the types of feedback that will be most helpful to you.
AR features in mobile apps are plagued by usability issues such as poor discoverability and findability of items with AR, low-visibility instructions, or vague icons and signifiers.
It's hard work to make a user interface that's easy to use. The end result may seem obvious to an outsider, but ease-of-use comes from trying out many design ideas and rejecting ones that are too difficult while polishing those that make the UI better.
Contextual inquiry can be conducted remotely for certain types of tasks, provided that your participants can share most of their work setting through a video-call platform.
You don't have to do all UX research yourself. You should learn from existing published work, which will save you much time, especially when beginning a new project.
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 maps help UX teams visualize user attitudes and behaviors, building a shared understanding of end users while highlighting gaps in existing user data.
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.
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.
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.
iOS 26’s visual language obscures content instead of letting it take the spotlight. New (but not always better) design patterns replace established conventions.
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.
In a card-sorting study, users organize topics into groups. Use this research method to create an information architecture that suits your users' expectations.