Documenting UX processes and design decisions are organizational memory, so even Agile projects that emphasize minimal documentation benefit from two cases of lightweight UX documentation.
Follow-up questions in user interviews gather more detailed information from participants than they provided in their initial answers to our planned questions. This video provides examples of two main forms of probing questions.
Half of 5,371 UX professionals were in stage 3 (emergent maturity) out of the 6-stage UX maturity model, and very few scored at the highest end. The lowest-maturity organizations are likely not captured.
In the discovery phase of a UX project, mapping provides a high-level view of the problem space and makes opportunities obvious. Maps ensure buy-in and alignment around discovery findings.
There are 3 ways to structure digital content production in an organization: centralized (a single team owns creation, management, and publication) or decentralized (domain experts manage their own content), as well as hybrids between these two.
There are many design tools, and new ones come out all the time. Finding a single tool to do the job is not likely, so focus instead on understanding core design principles and adapting your process to best fit a particular task.
Addressing these 3 fundamental psychological needs in our products increases user motivation and well-being. Users will be more engaged and more likely to use our designs.
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.