Articles & Videos

  • Less Is More

    Having a feature-rich interface can make navigation difficult to learn and overly complex.

  • Group Notetaking for User Research

    Teams can use digital chronological logs or affinity diagrams to capture notes, and then aggregate these notes into top findings with the whiteboard method.

  • Stop Shaming Your Users for Micro Conversions

    Manipulinks make users feel bad about themselves in order to convince them to accept an offer or sign up for a newsletter.

  • The 5 Steps to Customer Journey Mapping

    Journey maps combine two powerful instruments—storytelling and visualization—in order to help teams understand and address customer needs.

  • Writing Digital Copy for Domain Experts

    These tips for writing web content for specialized audiences will help you sound authoritative and bolster your credibility. Professionals want content that is easy to scan, factual, and verifiable.

  • Modal & Nonmodal Dialogs: When (& When Not) to Use Them

    Modal dialogs interrupt users and demand an action. They are appropriate when user’s attention needs to be directed toward important information.

  • Look Past UI with Deep Design

    Rent the Runway, Uber, and Airbnb challenge the traditional experiences of their industries through deep design, not just screen-UI design.

  • Quantifying and Comparing Ease of Use Without Breaking the Bank

    The PURE method quantifies how difficult a product is to use and provides qualitative insights into how to fix it, both without costing a lot of time or money.

  • Scroll-Triggered Text Animations Delay Users

    When misused, animations intended to add aesthetic appeal slow down content consumption and get in the user’s way.

  • Small vs. Big User Studies - What’s Best?

    Jakob Nielsen answers an audience question about small and large usability studies. Which of these will improve your user interface design the most? (From the UX Conference in London.)

  • 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.