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.

  • Functional Fixedness Stops You From Having Innovative Ideas

    People’s blindness to alternate uses of objects limits their problem-solving capabilities and stifles creativity. Overcome functional fixedness by abstracting problems to generate outside-the-box ideas.

  • Homepage Links Remain a Necessity

    A site logo linking to the homepage is not enough. Logo design and placement, as well as the presence of a text link to the homepage affect success of navigation to homepage.

  • Small Pictures on Big Screens: Scaling Up from Mobile to Desktop

    To transition images from mobile to desktop, consider relative screen space and information density. Pay attention to cropping, scaling, and proportions.

  • Five User Requirements for Online Ads

    Adhering to user expectations and usability heuristics will ensure advertising content is delivered seamlessly and that brand image holds integrity.

  • Mobile Subnavigation

    Accordions, sequential menus, section menus and category landing pages are popular options for implementing mobile subnavigation.

  • Service Design 101

    Service design improves the experiences of both the user and employee by designing, aligning, and optimizing an organization’s operations to better support customer journeys.

  • Facilitating an Effective Design Studio Workshop

    Design studios are UX workshops that combine ideation and design critique with idea prioritization and help teams collaborate and feel invested in the project.

  • Wizards: Definition and Design Recommendations

    A common application-design pattern for inputting information, wizards work well for processes that are performed only occasionally.

  • Don’t Use Split Buttons for Navigation Menus

    Menu on hover, category landing page on click: we discuss challenges and solutions for replicating this pattern on touchscreens.

  • Dashboards: Making Charts and Graphs Easier to Understand

    Visualizations should leverage human cognition and use length and 2D position to communicate quantitative information quickly.