Articles & Videos

  • AI: First New UI Paradigm in 60 Years

    AI is introducing the third user-interface paradigm in computing history, shifting to a new interaction mechanism where users tell the computer what they want, not how to do it — thus reversing the locus of control.

  • An Error Messages Scoring Rubric

    Identify UX problems with error messages consistently and effectively using a scoring rubric based on established usability best practices for error messages.

  • Informed Consent for UX Research

    Ethically sound UX research requires informed consent from a research participant. Informed consent means the participant fully understands what the study entails and the potential consequences of participating.

  • Bottom Sheets: Definition and UX Guidelines

    A bottom sheet is a user-interface pattern used commonly in mobile apps for providing contextual details or controls in the lower area of the screen.

  • How and Why to Include Users in UX Workshops

    Inviting users to directly participate in UX Workshops can vastly improve the workshop output; however, the exact strategy and methods for including them vary based on the workshop type and goals.

  • Proto Personas

    Proto personas capture a team's existing knowledge or assumptions about who their current users are. These should be used with caution because they are created with no new research.

  • Basic Psychology Is Essential for UX Practitioners

    Basic psychological principles can guide you as a UX designer because most users share many common characteristics. Consider learning more about: motivation, attention, memory, persuasion, learning, decision making, emotion, sensation, perception, or cognitive biases.

  • Prioritizing User Needs: Vanguard Mobile App

    This well-known global-investment company serves a user population with diverse needs. Its design team turned to user research to prioritize effort during a major redesign project.

  • Skeleton Screens 101

    A skeleton screen is used as a placeholder for a loading page. This progress indicator is used for full-page loads and reduces the perceived loading time.

  • Hire and Retain UX Employees

    Hiring for attitude, training for skill, and planning before posting job descriptions helps UX managers hire and retain the right UX talent.

  • 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.