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.

  • Best Font for Online Reading: No Single Answer

    Among high-legibility fonts, a study found 35% difference in reading speeds between the best and the worst. People read 11% slower for every 20 years they age.

  • DesignOps: 5 Common Team Structures

    The structure of a DesignOps team should be derived from the team’s specific challenges and needs. These types of team structures illustrate the varied approaches that can support and enable DesignOps teams.

  • Three Methods to Increase User Autonomy in UX Design

    Designers should help people use interfaces in ways that align with personal preferences and priorities.

  • Information Architecture: Study Guide

    Unsure where to start? Use this collection of links to our articles and videos to learn about information architecture (IA).

  • How to Conduct a Cognitive Walkthrough Workshop

    Step-by-step directions for running a cognitive-walkthrough workshop with examples and templates included.

  • Data Tables: Four Major User Tasks

    Table design should support four common user tasks: find records that fit specific criteria, compare data, view/edit/add a single row’s data, and take actions on records.

  • Creating Engaging Reports & Asynchronous Presentations

    To keep your stakeholders and team members engaged, incorporate storytelling techniques such as writing for your audience, adding anecdotes, and using analogies in your asynchronous research deliverables.

  • Support Recall Instead of Recognition in UI Design

    To strengthen people’s memory skills, we should design interfaces that help users practice recall.

  • Intranet & Enterprise Design: Study Guide

    Unsure where to begin? Use this collection of links to our articles and videos to learn about intranets and enterprise to help you derive an excellent design.

  • 6 Tips for Improving Language Switchers on Ecommerce Sites

    The language-switching feature on ecommerce sites should be placed in the top corners on desktop sites and above the fold on mobile, with enough details and flexibility to satisfy user needs.