Articles & Videos

  • Filling the Silence with Digital Noise

    Many people use digital media to avoid silence or empty time.

  • Five Mistakes in Designing Mobile Push Notifications

    Provide value to users before asking them to receive your app’s notifications; tell them what the notifications will be about. Don’t send notifications in bursts; make it easy to turn them off.

  • 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.

  • Design Guidelines for Input Steppers

    Reduce input effort for fields with values that vary little from the default by allowing users to increase or decrease the number in a single button press.

  • UX Debt: How to Identify, Prioritize, and Resolve

    Like tech debt, UX debt piles up over time and, if left unaddressed, leads to compounding user problems and costly cleanup efforts. Agile teams can modify their processes to track and resolve UX debt.

  • 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.

  • Intranet Design After a Merger or Acquisition

    Building an intranet for a newly expanded organization calls for empathy, balance, and often some resistance toward upper management.

  • Shopping Cart or Wishlist? Saving Products for Later in Ecommerce

    On ecommerce sites, saving shopping-cart items for possible later purchase must be discoverable and low-effort.

  • 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.