Articles & Videos

  • Images on Mobile

    Decorative images should not be used on mobile, as they lengthen the page and make it load more slowly. Use images only if they add informational value to your page.

  • Organizing UX Feedback

    Use an Action, Persuade, Clarify framework to efficiently organize feedback on UX work.

  • Personas vs. Analytics Segments

    Avoid creating personas from analytics data alone. Personas are artifacts that aim to capture users' attitudes, goals, and pain points, aspects which analytics alone can't provide.

  • AI for UX: Getting Started

    Use generative-AI tools to support and enhance your UX skills — not to replace them. Start with small UX tasks and watch out for hallucinations and bad advice.

  • Automate Admin Tasks in the Research Process

    Conducting user research includes a lot of overhead and busy work. Find ways to streamline the process by automating repetitive administrative tasks using webhooks.

  • Building Interactive UX Maps

    Interactions can be applied to high-fidelity UX maps to showcase user research and further engage with stakeholders.

  • AI Intranet Features: Current and Future

    Using AI on an intranet can boost employee productivity, support career growth, and create a more tailored employee experience.

  • AI as a UX Assistant

    Generative-AI bots support UX professionals by acting as content editors, research assistants, ideation partners, and design assistants.

  • Focus Groups 101

    Focus groups are a polarizing research method. Within UX, they are best used in early discovery research to understand interest in a concept.

  • Dot Voting: How Many Dots?

    Use a simple equation or an absolute-number approach to decide how many dots to allocate in dot-voting activities. In most cases, 3-6 dots is appropriate.

  • 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.