Articles & Videos

  • How to Run Surveys at Every Stage of the Design Cycle

    Most UX surveys are administered during the final Listen phase of the design cycle. However, there are many different types of surveys, which can be used effectively throughout the design cycle.

  • Prompt Structure in Conversations with Generative AI

    Most prompts contain a combination of the following components: request, framing context, format specification, and one or more references to previous answers or external sources. There are also 3 types of unconventional prompts that do not follow this structure: "Can you do X," "Give me more," and filler prompts.

  • Sprint Reviews: Prioritize Your Users

    Prioritize users in sprint reviews by demoing features from the user's perspective and creating outcome-based sprint goals.

  • ELIZA Effect: Why We Fall in Love with AI

    The ELIZA effect describes users' tendency to quickly attribute human characteristics to artificial systems when the interaction feels human-like. This is why people fall in love with AI.

  • 5 Formatting Techniques for Long-Form Content

    Techniques like summaries, bullet points, callouts, bolding, and helpful visuals improve comprehension and engagement with content exceeding 1,000 words.

  • 6 Types of Useful Smartwatch Interactions

    Smartwatches are for more than just receiving notifications and tracking steps. They afford at least 6 different types of interactions that users find useful.

  • Dot Voting: 3 Common Problems

    Dot-voting activities are prone to 3 common pitfalls: choice overload, choice imbalance, and social bias. Smart planning can help you avoid them.

  • Always Pilot Test User Research Studies

    Running a pilot test for a user research study enables you to assess the study's effectiveness and avoid common problems in the main study.

  • Cookie Permissions 101

    Cookie permissions need to follow the law and strike the balance between respecting user privacy and being user-friendly.

  • The 6 Types of Conversations with Generative AI

    When interacting with generative-AI bots, users engage in six types of conversations, depending on their skill levels and their information needs. Interfaces for UI bots should support and accommodate this diversity of conversation styles.

  • 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.