Articles & Videos

  • 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.

  • Can Hated Design Elements Be Made to Work?

    Once users reject a design technique due to repeated bad experiences it's almost impossible to use it for good because people will avoid it every time.

  • Mobile Content Is Twice as Difficult

    When reading from an iPhone-sized screen, comprehension scores for complex Web content were 48% of desktop monitor scores.

  • Non-Profit Organization Websites: Increasing Donations and Volunteering

    Giving money on charity websites is 7% more difficult than spending money on ecommerce sites. Donating physical items is even harder. For non-profit websites, social media is secondary; the top priority is to write clearer content.

  • Test-Taking Enhances Learning

    People remember much more after reading if they retrieve information about the text from memory. Quizzes are one way websites can help users remember more.

  • Parallel & Iterative Design + Competitive Testing = High Usability

    3 methods for increasing UX quality by exploring and testing diverse design ideas work even better when you use them together.

  • 10 Best Intranets of 2011

    Knowledge management progressed from cliché to reality, based on simpler and thus more-used features. Mobile intranets doubled.

  • Top 10 Mistakes in Web Design

    The ten most egregious offenses against users. Web design disasters and HTML horrors are legion, though many usability atrocities are less common than they used to be.

  • Kinect Gestural UI: First Impressions

    Inconsistent gestures, invisible commands, overlooked warnings, awkward dialog confirmations. But fun to play.

  • College Students on the Web

    Students use websites and social media extensively to complete various different tasks. They are multitaskers who appreciate simple, easy-to-use websites and products.

  • E-Mail Newsletters: Increasing Usability

    New research finds improved usability metrics for subscribing to newsletters, but problems with reading them on mobile devices.