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.

  • Usability Testing with Minors

    Usability studies with children and teenagers are as valuable as any other user research but require special attention to both participant recruiting and study facilitation. You can't act the same with kids as you would with adults.

  • How to Grow a UX Career and Advance Your User-Experience Expertise

    At the Virtual UX Conference, Jakob Nielsen answered audience questions on how to advance through various career stages: before getting your first job, and being successful as you grow your user experience skills and expertise.

  • The Case for Remote Moderated Usability Testing

    Remote usability studies can be run completely by software (unmoderated), or a human UX researcher can facilitate the study, even if the test participant is remote (at home or their own office, rather than yours).

  • Design Principles 101

    Design principles are value statements that guide designers in making the right tradeoff-type decisions in UX design contexts.

  • Firm Rules and Goals for UX vs. Balancing Goals

    To what extent do we have unwavering goals and definitive answers for user experience work? When can (or should) we compromise the design?

  • The Benefits of Benchmarking Your Product's UX

    Collect UX metrics to show how well your design is performing over time or relative to competitors. If numbers are down, you know what needs improvement. If up, ROI data is a key management tool.

  • What Makes a Virtual Conference Work?

    Most online events are boring and people tune out, and yet the Virtual UX Conference was a success with strong audience engagement and high feedback scores. Why?

  • 21st Century Design

    Traditional design education is too narrow. Don Norman advocates a broader perspective for design and designers.

  • When and Why UX Practitioners Use Service Blueprints

    We asked 97 UX practitioners how and why they use service blueprints. Here's what they said.

  • Journey Mapping: 2 Decisions to Make Before You Begin

    Customer journey maps come in two flavors: current-state and future-state mapping. Mapping can be based on hypotheses or on real user data.