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.

  • How to Avoid Doing UX Theatre

    UX Theatre, coined by Tanya Snook, is the act of performatively using UX frameworks without achieving impact. It’s caused by unclear goals, shaky methods, weak evidence, poor insight adoption, and skipping testing.

  • The 3-Step CTAs Formula for Conversion

    Effective calls to action are essential for conversion. Start with an actionable verb, establish expectations, and communicate the action’s value.

  • 3 Steps to Scope Your Broad Research Study

    Proper scoping is tied to timelines, research efficiency and the usefulness of your outputs. Learn how to scope your studies for optimal impact.

  • Transitioning from Graphic Design to UX

    Moving from graphic design to UX doesn’t mean starting over. Most core skills are directly transferable and serve as a strong foundation to become a great UX designer.

  • 4 Mistakes to Avoid When Presenting Complex UX Maps

    UX maps clarify complexity but are often presented poorly. Prepare audiences by communicating early, speaking plainly, and focusing on collaborative outcomes.

  • What are Design Specs?

    When designs get rejected in dev review, missing specs are often the culprit. A solid spec covers layout, interactions, requirements, and project scope.

  • Storytelling in User Research

    Storytelling isn't just for communicators — it's central to user research. Stories help uncover insights, make findings intelligible, and drive team action.

  • Quantity Yields Quality in UX: Iterative vs. Parallel vs. Competitive Design

    No design is perfect on the first try. Combining iteration, parallel design, and competitive testing helps teams move quickly, explore broadly, and make confident, evidence-based design decisions.

  • Data Isn’t Enough: The Power of Narrative in UX

    People need narrative, not just numbers, to make decisions. Bring both!

  • The 3 Sizes of UX Copy

    UX copy comes in three sizes: Long-form, short-form, and microcopy. Meet users’ needs by using the right one.