Articles & Videos

  • Screen Your Research Participants to Avoid Bias in User Research

    Rule #1 for all user research is to study participants who are representative of the target audience. 5 best practices for recruiting screeners will improve the validity of your research.

  • Transactional Notifications: Their Characteristics and When to Use Them

    Though they share similarities, notifications differ from emails because users expect them to be more concise, timelier, and only for urgent content. Choose to send SMS or push notifications strategically, depending on the context.

  • Visual Design in UX: Study Guide

    Unsure where to start? Use this collection of links to our articles and videos to learn about visual design in UX.

  • Should DesignOps Be a Dedicated Role?

    DesignOps can be a dedicated role or a shared responsibility. Regardless of approach, make sure to benchmark and track related initiatives over time to continue securing buy-in for DesignOps efforts.

  • Similarity: Gestalt Principle 1 for UI Design

    User interface elements that share one or more traits (such as shape, color, size, etc.) will be seen by users as being similar and belonging together.

  • 5 Visual Treatments that Improve Accessibility

    To design accessible visuals, account for color contrast, don’t rely on color alone, make interactive elements easy to identify, provide useful alternative text for images, and test your visuals with real users.

  • Hostile Patterns in Error Messages

    Premature error messages, aggressively styled fields, and unnecessarily disruptive system-status messages feel bad-mannered and increase cognitive load for users during otherwise simple tasks.

  • The Gestalt Principles for User Interface Design

    The gestalt principles for visual perception make users see some graphical user interface design elements as parts of a whole, and others as being separate, and thus different.

  • 3 Strategies for Managing Visual Complexity in Applications and Websites

    In application design, prevent users from being overwhelmed by putting things in predictable places, using a clear visual hierarchy, and taking advantage of progressive disclosure.

  • UX Researchers Reporting Structure

    Our recent survey of UXers shows that researchers report in a matrix style. Matrix offers benefits from both a central research team and product teams.

  • 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.