Antipersonas represent people who could misuse your product in ways that negatively impact target users and the business. Formalizing a description of the 8 aspects of an antipersonas can help a design team mitigate such risks.
UX designers and engineering teams are often too quick to propose solutions, without understanding the problem (or even if there is a problem at all). Ask questions first, before jumping to a solution.
Unsure where to start? Use this collection of links to our articles and videos to learn how to write and present information that aligns with users’ needs and online behaviors.
Data from 343 companies provide a baseline to understanding typical approaches for selecting journey-mapping applications, research methods, contributing roles, and map components.
We sometimes think of personas as final artifacts, when, in reality, personas are merely a representation of data, and data can change. An artifact that is too polished or difficult to update may result in an outdated and unused persona.
Infinite scrolling through long lists of homogeneous items can lower interaction costs, but is less suited to support specific tasks such as finding a particular item.
User interfaces can definitely be too hard to use, but can they be too easy? No, users never complain about an easy design, even if they would have been able to use something more difficult.
Fifteen years from the original iPhone, the quality of mobile user experience has stabilized. Mobile standards have emerged and the lines between the mobile web and native apps are becoming blurrier.
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 maps help UX teams visualize user attitudes and behaviors, building a shared understanding of end users while highlighting gaps in existing user data.
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.
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.
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.
iOS 26’s visual language obscures content instead of letting it take the spotlight. New (but not always better) design patterns replace established conventions.
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.
In a card-sorting study, users organize topics into groups. Use this research method to create an information architecture that suits your users' expectations.