Articles & Videos

  • App Lockers for Shared Phone Use in India

    App lockers ensure privacy, parental control, and data safety for Indian phone owners who share mobile devices with others.

  • The Top Enduring Intranet-Design Mistakes: 7 Deadly Sins

    Intranet tools and programs come and go, but bad UIs linger for years, impact employee productivity and morale, and ultimately increase organizational costs.

  • What Are Personas and Why Should I Care?

    Personas can humanize complex data and help give UX design teams a consistent focus and design target.

  • How Can We Study Website Credibility?

    Find out why asking users directly won't accurately measure a website's credibility -- and what you can do instead.

  • Give Thanks for Good UX

    User experiences that bring joy through ease or delight deserve our appreciation. We extend our gratitude for some of this year’s design improvements.

  • Optimize for Return Visits, not Bounce Rate

    Use bounce rate as a red flag for possible issues lurking on your site, but don’t make design decisions aimed solely at chasing that second click. Optimize for long-term engagement through return visits and track deeper conversion goals.

  • The Distribution of Users’ Computer Skills: Worse Than You Think

    Across 33 rich countries, only 5% of the population has high computer-related abilities, and only a third of people can complete medium-complexity tasks.

  • Designers Are Not Users

    Professional designers are very different from mainstream users who will use your product in unexpected ways.

  • Are Chinese Websites Too Complex?

    Testing finds that Chinese and Western users experience the same difficulties with complex sites, but Chinese tend to complain less about complexity and prefer fairly high information density.

  • Cards: UI-Component Definition

    A “card” is a UI design pattern that groups related information in a flexible-size container visually resembling a playing card.

  • 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.