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.
Instructional video content is helpful as supplementary information, though not all users will watch it. Videos should be easily discoverable, consistent in style across the site, and with thumbnails that accurately represent the type of content they provide.
Even great companies make mistakes. Don’t risk your UX by assuming it’s safe to follow a design pattern just because it’s used by a successful company.
Narrow- and broad-scope personas achieve different goals. Success depends on knowing the tradeoffs and structuring personas’ scope based on your end goal.
Collaborative sketching is a powerful tool for building buy-in for design decisions; however, it can be difficult to get stakeholders comfortable with the idea of drawing in a group setting. These variables help make group sketching more productive and effective with stakeholders.
User-related questions and assumptions are not tracked throughout a product’s lifecycle, causing misalignment and overconfidence. Documenting these questions and assumptions in a knowledge board differentiates them from real facts.