Age groups differ in how they use websites, the internet, and computers. Our findings from studying teenagers are contrasted with our other user research with children and adults: user experience designers should target their designs based on target audience behavior patterns.
The contrast between low-context and high-context cultures has substantial implications for web designs that target users in different countries. Examples from eyetracking research in China (a high-context culture) illustrate this point.
Our research shows that tutorials don’t make users faster or more successful at completing tasks; on the contrary, they make them perceive the tasks as more difficult.
The type of workshop will dictate which tools your team should use. Ultimately, with limited time and budget, your best bet is to use a tool your team already knows how to use.
Why have design operations increased in importance in recent years? Who should do DesignOps anyway? And how to best fit a DesignOps practice into an existing organization?
What's the difference between service blueprints and customer-journey maps, and what are the goals of service blueprinting? These and other common service-design questions are answered.
Today, a SERP (search engine results page) contains so many design elements that users don't have a simple way of picking out their preferred link. Eyetracking studies show that users' eyes bounce around the page between items in a scan pattern that resembles a pinball machine game.
There are 7 activities that act as a foundation for every UX exercise during a workshop or collaborative team meeting. By understanding these, you can create almost any other exercise you need.
Customer Experience (CX) and User Experience (UX) are two common terms that mostly mean the same thing but have different connotations. Whatever your preferred term, it's important to consider design at 3 levels of experience.
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 maps help UX teams visualize user attitudes and behaviors, building a shared understanding of end users while highlighting gaps in existing user data.
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.
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.
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.
iOS 26’s visual language obscures content instead of letting it take the spotlight. New (but not always better) design patterns replace established conventions.
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.
In a card-sorting study, users organize topics into groups. Use this research method to create an information architecture that suits your users' expectations.