Articles & Videos

  • Why Personas Fail

    How to overcome common challenges in employing personas in UX design projects, including stakeholders who don't understand the value of approximated data or conversely press for over-generalized personas.

  • Top 10 Application-Design Mistakes

    Application usability is enhanced when the UI guides and supports users through the workflow.

  • UX Retrospectives

    Retrospectives help teams reflect on their process, identify strengths and areas to improve, and turn insights into actionable plans for better future work.

  • Designing Effective App Permission Requests

    App permission requests are an important part of the overall user experience, yet they are often neglected by app designers. Here are 3 tips for designing them well: get content, timing, and decision reversal right, or users will just say NO.

  • Statistical Significance in UX

    If you’re working on digital products, you should be familiar with what statistical significance means in the context of UX research. Otherwise, your decisions may be based on meaningless numbers that could be due to pure chance and not a reliable difference between design options.

  • How to Conduct Research for Customer Journey-Mapping

    When conducting research for customer-journey maps, use qualitative methods that allow direct interaction with or observation of users, such as interviews, field studies, and diary studies.

  • Interface Copy Impacts Decision Making

    The language used in interfaces influences the decisions that our users will make. Manipulative copy nudges users towards making choices that are against their best interests.

  • 10 Best Intranets of 2019

    The winners of the Intranet Design Annual award improve digital workplace support through better (often federated) search, surfacing data, and actionable visual design as well as easier access to key apps and business tools.

  • How to Empathy Map

    A 5-step process for creating empathy maps that describe user characteristics at the start of a UX design process.

  • 10 Design Guidelines for Reporting Errors in Forms

    Help users recover from errors by clearly identifying the problems and allowing users to access and correct fields easily.

  • 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.