Articles & Videos

  • Long-Term Exposure to Flat Design: How the Trend Slowly Decreases User Efficiency

    Clickable UI elements with absent or weak visual signifiers condition users over time to click and hover uncertainly across pages — reducing efficiency and increasing reliance on contextual cues and immediate click feedback. Young adult users may be better at perceiving subtle clickability clues, but they don’t enjoy click uncertainty any more than other age groups.

  • What Spoilers Teach Us About Designing for Different User Tasks

    Designers must aim to understand and accommodate different user goals. When accommodations aren’t feasible, choose designs that support the most common user scenarios. For example, subscribers to online TV streaming services have different viewing preferences, and designs need to take those into consideration.

  • Page Parking: Multi-Tab Mania

    Browser tabs separate the stages of collection and comparing and serve as memory aids to keep many alternate pages available for consideration as users are shopping or researching. 7 UX guidelines support this user behavior, which is particularly common among younger users.

  • 3D Touch on iPhone 6S: Embrace the Force

    The iOS gesture poses some physical challenges for users. Designers should take advantage of it to enhance the user experience by making pages previewable and supporting quick access to frequently used features.

  • How Much Time Does It Take to Create Personas?

    The size of the company and the approach taken influence the time needed to create personas, ranging from 23–103 staff hours across 216 companies.

  • Navigation: You Are Here

    You-are-here navigation consists of signs that help orient website visitors as they explore the site. Many websites need stronger location indicators.

  • Which UX Deliverables Are Most Commonly Created and Shared?

    Static wireframes are the most popular UX deliverable, but 11 different deliverable formats were used by at least half the professionals we surveyed.

  • Ensure High Contrast for Text Over Images

    If you place text over a background image, make sure it’s readable by providing adequate contrast. Subtle tweaks can increase the contrast without affecting the overall aesthetic of the site.

  • Which Comes First? Layout or Content?

    Avoid awkward and difficult page layouts by fitting flexible templates to content whenever possible. Test often during design, and plan to scale up.

  • Apple Is Making Us All My Grandmother

    Sometimes the form doesn’t follow function and usability must be sacrificed for the sake of beautiful design and business goals. The iPhone is an example.

  • 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.