user-centered design Articles & Videos

  • Archetypes vs. Personas

    Personas and archetypes are different ways of communicating the same user research data. Archetypes describe categories of users; personas humanize those categories to illustrate real impact.

  • Endowment Effect in UX: Why Ownership Increases Engagement

    The endowment effect explains why users value things more once they feel ownership. In UX, we can design for this effect to increase engagement and user retention.

  • Tesler’s Law: Shift Complexity to Simplify UX

    Understand how Tesler’s Law impacts user experience, and how UX teams can design simpler, smarter digital products.

  • The Danger of Defaults

    Assume that users will not change defaults and plan for this in your designs. Ask yourself 3 questions to create good defaults.

  • What Is UX (Not)?

    While UX is often conflated with limited concepts such as usability, interactions, and technology, a holistic user experience considers a person's thoughts, emotions, and actions.

  • Personas 101

    Personas are personified representations of real information about our target audience that enable us to design with real customers in mind. They help us align ideas and apply what we know.

  • Data vs. Findings vs. Insights

    Data refers to unanalyzed user observations, findings capture patterns among data points, and insights are the actionable opportunities based on research and business goals.

  • Cognitive Walkthroughs Help Assess Interface Learnability

    A cognitive walkthrough is a task-based usability-inspection technique used to evaluate the learnability of a system from the perspective of a new user.

  • How to Use Empathy Maps

    The empathy-mapping process helps distill and categorize knowledge of the user into one place, while the artifact serves as quick, digestible way to illustrate user attitudes and behaviors.

  • 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.

  • Problem Space and Solution Space Research

    Both problem-space and solution-space research are needed to design products that are useful and usable.

  • Usability 101

    Usability assesses how easy user interfaces are to use. Usability is defined by 5 quality components: learnability, efficiency, memorability, errors, and satisfaction.

  • How Much UX Do You Need?

    Spend more on UX design projects that have a higher risk of failure from bad design or a higher payoff from great design.

  • 3 Common Antipersonas in UX

    Considering 3 main antipersonas in your design process can prevent much misuse or other grief which would undermine the user experience after the product is released.

  • You Have the Users You Have

    The only realistic design strategy is to cater to the actual people who use your product, instead of designing for an idealized super-user who knows more and is more motivated than the real audience.

  • Antipersonas in UX

    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.

  • It Depends (UX Slogan #14)

    UX design is hyper-multidimensional, with many conflicting criteria and a highly context-dependent decision process.

  • Make It Easy (UX Slogan #8)

    It's hard work to make a user interface that's easy to use. The end result may seem obvious to an outsider, but ease-of-use comes from trying out many design ideas and rejecting ones that are too difficult while polishing those that make the UI better.

  • Design for Them Not for You (UX Slogan #13)

    It does not matter whether you like a design or whether you find the product easy to use. We must design for the way real customers actually behave.

  • "Why" Beats "What" in UX (UX Slogan #6)

    Data about what users do is valuable, but not nearly as valuable as information about why people did something. Such "why" insight should drive UX design decisions.