Articles & Videos

  • Video Usability

    Video content is helpful only if users have control over it, understand what’s contained within it, and have an alternate way to access it.

  • Nonfiction Books on Tablets: Still a Work in Progress

    Book-reading apps need to support rich hyperlinking, nonsequential navigation, and high-quality, detailed illustrations.

  • Time with Users: Set Personal and Company Goals

    To develop UX insights and skills, define how many hours you should spend observing actual user behavior each year. Junior staff need more hours; senior people can get by with fewer annual user-exposure hours.

  • Shopping Online for an iPhone Plan Is Painful

    The experience of researching and purchasing a mobile plan online is marred by hard-to-access cost information, site-specific jargon, and disruptive pop-ups.

  • Progress Indicators Make a Slow System Less Insufferable

    Wait animations, such as percent-done bars and spinners, inform users of the current working state and make the process more tolerable to the user by reducing uncertainty. Users experience higher satisfaction with a site and are willing to wait longer when the site uses a dynamic progress indicator.

  • Social Proof in the User Experience

    People are guided by other people’s behavior, so we can represent the actions, beliefs, and advice of the crowd in a design to influence users.

  • Related Content Boosts Pageviews, When Done Right

    Links that follow up on the user’s current interest encourage site exploration and reduce bounce rates. With the proper invitation, people will stay longer on your site.

  • Image-Focused Design: Is Bigger Better?

    Large images are visually appealing, but they can harm the overall user experience if they aren't appropriately prioritized.

  • Animation for Attention and Comprehension

    Moving elements are a powerful tool to attract users’ attention. When designing an animation consider its goal, its frequency of occurrence, and its mechanics.

  • Scarcity Principle: Making Users Click RIGHT NOW or Lose Out

    Feeling that there is only one chance can convince people to take action sooner, sometimes without careful consideration of consequences or alternative options.

  • 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.