Articles & Videos

  • Artificial Intelligence: Glossary

    Plain-language definitions of the AI terms that come up in product and design work, from tokens and context windows to agents, evals, and prompt injection.

  • User Panels: Maintenance and Governance

    A guide to sustaining user panels: governance, monitoring, maintenance, and evolution. Keep your recruitment panel organized, engaged, and reliable.

  • One AI Output Is an Example, Not an Evaluation

    One output cannot establish how well an AI system performs. Evaluate with multiple representative inputs, repeated runs, and confidence intervals.

  • Psychological Ownership: Own the Right Things

    Psychological ownership can make you more effective, but you’ll struggle if it attaches to things you can’t control. Spot misplaced ownership and redirect it.

  • How to Avoid Doing UX Theatre

    UX Theatre, coined by Tanya Snook, is the act of performatively using UX frameworks without achieving impact. It’s caused by unclear goals, shaky methods, weak evidence, poor insight adoption, and skipping testing.

  • Dogfooding vs. QA vs. User Research

    Dogfooding, or using your own products internally, helps catch bugs, but it can't replace user research: your team knows too much to represent real users.

  • How to Decide When an AI Tool Is Worth Keeping

    Pressure to adopt AI isn't evidence that a tool helps. The PROVE framework tests one tool against one task and produces a provisional decision you can defend.

  • The 3-Step CTAs Formula for Conversion

    Effective calls to action are essential for conversion. Start with an actionable verb, establish expectations, and communicate the action’s value.

  • No New Name Has Replaced “UX”

    A survey of 604 tech and design professionals found that “UX” remains the default name for our field, while alternative names remain fragmented.

  • Why You Need Mentorship and How to Get It Right

    Mentorship is an essential growth tool that offers substantial personal and career benefits, but only if you engage in it properly.

  • 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.