Articles & Videos

  • Audio Signifiers for Voice Interaction

    Provide explicit, implicit, and nonverbal signifiers to help users understand their options in voice-interaction interfaces.

  • Don’t “Validate” Designs; Test Them

    The phrase “validate the design” discourages teams from finding and following up on UX issues in user testing. UX research must drive design change, not just pat designers on the back.

  • Bringing Personas to Agile

    Kim discusses ways to fit personas in Agile environments.

  • Flat UI Elements Attract Less Attention and Cause Uncertainty

    Flat interfaces often use weak signifiers. In an eyetracking experiment comparing different kinds of clickability clues, UIs with weak signifiers required more user effort than strong ones.

  • Counterfeit or Credible? UX Design for Authenticity in China

    In China, websites must work harder than in other markets to gain users’ trust. Displaying the company’s local presence, past client work, and being available to answer questions via online chat are critical.

  • Tips for Icon Usability

    6 UX guidelines to ensure that your users recognize your icons and know what they mean.

  • Back-to-Top Button Design Guidelines

    9 UX guidelines for Back to Top links which help users navigate to the top of long pages. Depending on users’ needs, other techniques may be more appropriate on some sites.

  • Service Blueprints: Definition

    Service blueprints visualize organizational processes in order to optimize how a business delivers a user experience.

  • F-Pattern in Reading Digital Content

    Eyetracking research shows people read Web content in the F-pattern. The results highlight the importance of following guidelines for writing for the Web.

  • "Get Started" Stops Users

    A generic Get Started call-to-action attracts clicks, but also misleads users and acts as a roadblock for those looking to get information about the company.

  • 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.