Articles & Videos

  • Separate UX Backlogs in Agile

    Agile development teams that struggle to keep track of UX work in the product backlog can utilize a separate backlog for UX. This method can help siloed teams where UX and development aren't in direct communication. Separate UX backlogs do have pros and cons, which are discussed here.

  • ConocoPhillips’s Improved Intranet Content-Management Process

    ConocoPhillips included publishers in its intranet redesign to improve content processes and offer new tools to create high-quality information for employees.

  • Facilitating UX Workshops: Study Guide

    Unsure where to start? Use this collection of links to our articles and videos to start designing and facilitating UX workshops.

  • Social Proof in UX

    Users take cues from other humans: if many others like something or do something, that makes people feel that this thing must be good.

  • Triangulation: Combine Findings from Multiple User Research Methods

    Improve design decisions by looking at the problem from multiple points of view: combine multiple types of data or data from several UX research methods.

  • Designing for Long Waits and Interruptions: Mitigating Breaks in Workflow in Complex Application Design

    5 guidelines help users tolerate the long waits and frequent interruptions that are typical of complex workflows.

  • Structuring Intranet Discovery & Design Research

    Commonwealth Care Alliance began its intranet redesign with discovery research that continued into detailed design and development. Involving employees early generated excitement and contributed to the new intranet’s success.

  • A Designer's Identity

    What does it mean to be a "designer?" Let's broaden the definition, based on the purpose, not the discipline. (Keynote by our Chief Designer, Sarah Gibbons)

  • Translating UX Concepts into Design Practice

    Edgar Anzaldua presents a 6-year case study of learning and applying ever-more subtle UX concepts and growing his influence. Always something new to learn, from junior to senior professional level.

  • Quantitative Research: Study Guide

    Unsure where to start? Use this collection of links to our articles and videos to learn about quant research, quant usability testing, analytics, and analyzing data.

  • 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.