Design Process Articles & Videos

  • Journey Mapping: 2 Decisions to Make Before You Begin

    Customer journey maps come in two flavors: current-state and future-state mapping. Mapping can be based on hypotheses or on real user data.

  • Are You Doing Real Discoveries?

    Discoveries are a powerful part of the UX design process, but unfortunately many teams are not doing true discovery. Here are 5 main ways to go wrong.

  • Workshop Facilitation 101

    By following a set of simple facilitation principles and using standard tools and activities, anybody can grow into a confident workshop facilitator.

  • Tools for Running Remote UX Workshops

    How to maximize team participation and the value of the outcome when running a UX workshop remotely. Different platforms have different benefits and downsides, so choose depending on your circumstances and needs.

  • Remote UX Work: Guidelines and Resources

    Even though in-person UX sessions are typically ideal, sometimes budget or travel restrictions necessitate remote UX work. This article presents guidelines for remote user research, UX workshops or presentations, and collaboration.

  • Persuasive Storytelling Rule #1: Adapt Your Vocabulary

    Storytelling is a powerful technique for UX teams and for working with stakeholders, but only if you use the proper words for your audience's domain. Here are tips for building vocabulary for your stories.

  • Service Blueprinting: Fails and Fixes

    The most common pain points with service blueprinting are setting expectations, determining scope, and communicating insights, according to 97 UX professionals.

  • The Discovery Phase in UX Projects

    Although there can be many different instigators, roles, and activities involved in a discovery, all discoveries strive to achieve consensus on the problem to be solved and desired outcomes.

  • Tools for Remote UX Workshops

    The type of workshop will dictate which tools your team should use. Ultimately, with limited time and budget, your best bet is to use a tool your team already knows how to use.

  • Foundational UX Workshop Activities

    There are 7 activities that act as a foundation for every UX exercise during a workshop or collaborative team meeting. By understanding these, you can create almost any other exercise you need.

  • Dualities of User Experience (Jakob Nielsen keynote)

    Many issues in the user-experience field don’t have a simple answer. Rather there’s a tension between two good answers that are often polar opposites. Both extremes can be useful perspectives, and both have their advocates when people debate UX. How do we resolve these differences? This was Jakob Nielsen's keynote at the UX Conference in Las Vegas.

  • UX Workshops vs. Meetings: What's the Difference?

    Meetings are for sharing information; workshops are for solving a problem or reaching an actionable goal. We compare the differences in purpose, scope, length, structure, and preparation time for workshops and meetings.

  • Top Tasks for UX Design: How and Why to Create Them

    Top Tasks are a tool used to focus a design team on the same, best set of user tasks. It comprises a list of 10 or fewer activities that users should be able to achieve using a design. If people can’t do these things, the design has failed. It takes a small amount of effort to create Top Tasks lists, but their impact is great.

  • Six Pillars Supporting Better and Easier UX

    Great design doesn't just happen. Rather, the organization must build 6 pillars that carry UX to success: capabilities, executive support, teams, resources, process, and schedule.

  • 10 Best Intranets of 2020: What Makes Them Great

    Clear vision, Agile development, and the goal to connect coworkers are what distinguishes the best intranets.

  • How to Get Stakeholders to Sketch: A Magic Formula

    Collaborative sketching is a powerful tool for building buy-in for design decisions; however, it can be difficult to get stakeholders comfortable with the idea of drawing in a group setting. These variables help make group sketching more productive and effective with stakeholders.

  • 5 UX Workshops and When to Use Them: A Cheat Sheet

    5 common UX workshops, explained. Learn about 5 UX workshops and how to use them within the design process.

  • User Need Statements in Design Thinking

    Before you draw a single pixel, define what user need you're trying to solve with the (next-step) user-experience design. UX should be grounded in real user needs.

  • Service Blueprinting: Top Questions Answered

    Service blueprints are the primary tool for service design, but practitioners often misunderstand how they relate to journey mapping, who should be involved in the process, and how to sell their value to the organization.

  • How to Get Stakeholders to Sketch: A Magic Formula

    In ideation and many other UX activities, we want to include stakeholders and get them to participate in sketching UI prototypes and other visuals. Here are four tactics to getting everybody to sketch in your UX workshops.

  • Discovery Mapping Methods

    Mapping can help UX practitioners synthesize insight into one place and visualize the problem space. This video covers 3 maps that are often utilized during the discovery phase of a UX design project: ecosystem maps, experience maps, and process maps.

  • Overcoming Service Blueprinting Frustrations

    Our research with UX practitioners found 3 main areas of frustrations with service-blueprint projects. Here are recommendations for overcoming or alleviating these problems.

  • Sympathy vs. Empathy in UX

    Sympathy acknowledges that users are having difficulties, but empathy goes further by understanding the users' needs and motivations.

  • Context Adds Value to UX Artifacts

    In a museum, knowing the backstory of an artifact makes it more interesting. Similarly, in a UX project, you can make better decisions when you know the context of your UX artifacts like journey maps and wireframes.

  • Separate UX Backlogs in Agile

    Agile development teams that struggle to keep track of UX work in the product backlog can utilize a separate backlog for UX. This method can help siloed teams where UX and development aren't in direct communication. Separate UX backlogs do have pros and cons, which are discussed here.

  • A Designer's Identity

    What does it mean to be a "designer?" Let's broaden the definition, based on the purpose, not the discipline. (Keynote by our Chief Designer, Sarah Gibbons)

  • Translating UX Concepts into Design Practice

    Edgar Anzaldua presents a 6-year case study of learning and applying ever-more subtle UX concepts and growing his influence. Always something new to learn, from junior to senior professional level.

  • Design Thinking in Practice

    Teams who don't know much about UX, often ask you "so when will you give us the design?" during the early design-thinking stages. Areej Aljarba used design thinking itself to overcome this misconception. (Video from 'Back in the Real World' panel with past UX Conference participants.)

  • UX Workshops vs. Meetings: What's the Difference?

    How do you decide whether to have a meeting or a workshop for a given problem or stage of your UX design process? Both involve a group of people, but there are 5 big differences, and the two formats work for different situations.

  • 3 Principles of Design Thinking

    User-centered problem solving creates innovative products, based on observational research with real users, visual sense-making, and iterative design.

  • Collaborating With Stakeholders

    An 8-step process for UX designers and researchers to collaborate better with their stakeholders, for increased collaboration, to help stakeholders meet their goals, and to ensure the impact of your work.

  • Planning Will Save Your UX Workshop

    Advance planning and having thought through alternatives can save you when facilitating a UX workshop and the unexpected happens (as it always does). Jan Haaland shares his experience during a panel with past participants in the UX Conference.

  • 7 Fundamental Activities for UX Workshops

    At the core of all the myriad of exercises and activity types in UX workshops are a simpler set of 7 foundational activities that can be blended to achieve the desired result.

  • Tips for Remote UX Design Collaboration

    With experience, UX teams have evolved techniques for better collaboration and design practices to involve and engage remote and distributed team members. With participants at the Virtual UX Conference.

  • Product Redesigns: Incremental or Overhaul

    Redesigning a user interface can be done in many smaller incremental releases, or as one big complete redo. Big change is risky, but necessary in 3 cases.

  • First Diverge, Then Converge During UX Workshops

    A general technique that's helpful in many kinds of UX workshops and design ideation is to first have team members work independently to create diverging ideas and solutions. Then, as a separate step, everybody works together to converge on the final outcome.

  • Intranet Vision

    A clear vision gives the team something to aim for, and this is especially important for intranet projects, which often involve contributors from many different departments or functions.

  • Dot Voting in the UX Design Process

    In UX design, you always have to prioritize. Features, personas, usability problems, and the list goes on. Dot votes are a simple way to find the group sense of what's the most important.

  • Facilitation 101

    The facilitator of a UX workshop, meeting, or other team activity anywhere in the design process has the job of enhancing the group's performance by optimizing the process through structure, activity, and guidance.

  • 4 Steps to Getting Started with DesignOps

    To launch a new design operations practice in a company, prioritize and aim for manageable and achievable first steps. Preferably measurable ones that can prove value and form the basis for subsequent steps.

  • 5 Prioritization Methods in UX Roadmapping

    The best prioritization method depends on project context, team culture, and success criteria.

  • UX Mapping Methods: Study Guide

    Unsure how to get started using UX mapping methods? Use this collection of links to our articles and videos to learn how to visualize UX insights and ideas into mapped visualizations.

  • Facilitating UX Workshops: Study Guide

    Unsure where to start? Use this collection of links to our articles and videos to start designing and facilitating UX workshops.

  • Problem Statements in UX Discovery

    In the discovery phase of a UX project, a problem statement is used to identify and frame the problem to be explored and solved, as well as to communicate the discovery’s scope and focus.

  • Design Thinking: Study Guide

    Unsure where to start? Use this collection of links to our articles and videos to learn about design thinking.

  • UX vs. Service Design

    User experience is focused on what the end user encounters, whereas service design is focused on how that user experience is internally created.

  • Four Factors in UX Maturity

    Improving UX maturity requires growth and evolution across 4 high-level factors: strategy, culture, process, and outcomes.

  • How to Draw a Wireframe (Even if You Can’t Draw)

    Even people with limited drawing abilities can learn to sketch a wireframe if they learn a few common conventions used to represent various design elements.

  • Derailed Design Critiques: Tactics for Getting Back on Track

    Feedback during design critiques can be filled with hypothetical scenarios and unactionable suggestions. The right facilitation techniques help stakeholders and team members stay on track while still feeling heard.

  • UX-Roadmapping Workshops: Agenda + Activities

    Collaboratively create a UX roadmap in a workshop setting by guiding participants through activities that familiarize them with the project goals, context, and inputs and that identify key roadmap themes and priorities.

  • Three Levels of Pain Points in Customer Experience

    Pain points are problems that occur at the different levels of the customer experience: interaction level, customer-journey level, or relationship level.

  • PM and UX Have Markedly Different Views of Their Job Responsibilities

    A survey of people in user experience and product management shows that these professionals disagree on who should be responsible for many key tasks, like doing discoveries and early design.

  • Design Systems 101

    A design system is a set of standards to manage design at scale by reducing redundancy while creating a shared language and visual consistency across pages and channels.

  • 10 Best Intranets of 2021: What Makes Them Great

    The 2021 Intranet Design Annual winning teams exhibited a capacity to swiftly pivot, as well as compassion and empathy for employees.

  • Scenario Mapping: Design Ideation Using Personas

    Persona-based scenarios can be leveraged to influence design through guided brainstorming workshops called scenario-mapping workshops.

  • Applying UX Principles to the Visual Design of Graphical Artifacts: The Case of the Heuristics Posters

    We made the 10 heuristics’ posters easy to read and understand by iterating through multiple versions and improving each based on user-centered principles and methods.

  • Getting Started with Journey Mapping: 27 Tips from Practitioners

    Set yourself up for journey-mapping success by educating yourself on the basics, defining objectives, building a crossfunctional team, collaborating on the map, and optimizing your presentation.

  • Remote Design Work: Top Challenges

    Communication is the top challenge when designing remotely, according to 213 UX professionals. Receiving feedback, replicating informal conversations, and maintaining a clear direction on projects were the biggest communication concerns.

  • 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.

  • Design Thinking: The Learner’s Journey

    As an individual learns design thinking, they go through 4 learning phases: newcomer, adopter, leader, and grandmaster.