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.

  • Will People Be More Tech Savvy in 10 Years? (Jakob Nielsen)

    People naturally avoid studying computers. Don't expect people's technical skills to improve in the future.

  • Usability Testing with 5 Users: Information Foraging (video 3 of 3)

    Usability testing is similar to how wild animals hunt for food: we're trying to hunt down the design flaws in the user interface and must optimize a series of studies for total gain, rather than spend too much on any one study.

  • Making a Case for UX in 3 Steps

    When UX is new to a team, you’ll have to spend time building support for UX initiatives. Make a strong case by understanding your audience, speaking their language, and calculating potential savings wherever possible.

  • A 4 Minute UX Workshop Facilitator's Guide

    As a facilitator, it’s your responsibility to make sure the time spent in workshops is as productive as possible for attendees, while at the same time ensuring that you get the insights you need in order to move your project forward.

  • Animations Are Distracting!

    Moving UI elements attract attention, which often means distracting users from accomplishing their primary goals. Some types of animations are more distracting than others, and it's important to match how attention grabbing the motion is to the context and user needs.

  • Observe, Test, Iterate, and Learn (Don Norman)

    There isn’t a next time in product development. You must always study to keep up with the product cycle.

  • How To Setup a Mobile Usability Test

    There are a lot of elements involved in a mobile usability test. In this video, we'll walk you through an example test setup, including the necessary equipment, and discuss how to prepare for a test.

  • Usability Testing with 5 Users: ROI Criteria (video 2 of 3)

    The number of test participants for qualitative usability testing that optimizes return-on-investment is determined by 2 parameters: the facilitator's observational skills and the design team's speed when generating the next design iteration.

  • How to Test Visual Design

    Visual design details like fonts and colors can have subtle but important effects on the overall user experience. Use research methods that are sensitive to these effects to test your visual design.

  • Where Should UX Report: Centralized, Product, or Somewhere else?

    There are clear benefits and drawbacks to doing UX work as part of a UX team or a product team. Knowing and addressing these can help you grow the organization’s UX maturity, improve awareness about UX, and hone your craft.