Articles & Videos

  • Don't Shame Your Users into Converting

    Coercive tactics like Manipulinks and Please-Don’t-Go try to shame customers into doing what the company wants. Sacrificing long-term customer loyalty for short-term gains is shortsighted.

  • The UX Unicorn Myth (Jakob Nielsen)

    UX constitutes many different specialties such as researcher, interaction designer, visual designer, copywriter, and information architect. Forcing one person to do it all is a prescription for mediocrity.

  • The Two UX Gulfs: Evaluation and Execution

    With every interaction, users must overcome the twin challenges of understanding the current state of a system and figuring out how to change it. Designers can support them by being aware of these gulfs and bridging them with a transparent conceptual model.

  • Attributes of Effective Agile UX

    Agile is not easy for UX. However, blending Agile and UX can work with the right culture and mindset.

  • Banner Blindness: Ad-Like Elements Divert Attention

    Recent eyetracking studies confirm an old finding: People tend to ignore design elements that signal advertisements.

  • The Principle of Commitment and Behavioral Consistency

    Getting users to make a small commitment and follow up on it can increase engagement with content.

  • 3 UX Tips for Better Newsletters and Marketing Emails

    Your customers want email newsletters that provide immediate utility. Thoughtful layout, image choices, and formatting will help you win over subscribers on your mailing list.

  • Describing UX to Family and Friends

    Do you ever find it challenging to explain to people what you do for a living? See how other UX professionals do it.

  • UX Expert Reviews

    Expert reviews involve the analysis of a design by a UX expert with the goal of identifying usability problems and strengths.

  • Best Intranet Design Trends of 2018

    This year's intranet design winners focus on simplified designs, large headline text, and links to social sites.

  • 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.