Articles & Videos

  • 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.

  • Usability Testing for the 1995 Sun Microsystems' Website

    Paper prototyping, card sorting, and traditional usability testing were all employed to guide the design of the 1995 Sun Microsystems' Web site.

  • Overview of the 1995 Design of Sun Microsystems' Website, Using Iterative Design and User Testing

    Extensive usability testing was conducted to guide the 1995 Sun Microsystems' Web site design. This series of articles describes in detail the methods and findings of the design team.

  • Coping with Information Overload

    Chapter 8 from Jakob Nielsen's book, Multimedia and Hypertext: The Internet and Beyond, explores a variety of information retrieval strategies for dealing with the ever-increasing volume of information on the internet.

  • The Future of Hypertext

    Excerpt from Jakob Nielsen's 1995 book, Multimedia and Hypertext: The Internet and Beyond, offers predictions for the short term (3 to 5 year) and medium term (5 to 10 year) and long term (10 to 20 year) future of hypertext and the internet.

  • The History of Hypertext

    Chapter 3 from Jakob Nielsen's book, Multimedia and Hypertext, describes the major milestones for hypertext, the internet, and the world wide web, including Vannevar Bush's Memex and Doug Engelbart's landmark demo of the online system (NLS.)

  • Characteristics of Usability Problems Found by Heuristic Evaluation

    Heuristic evaluation is a good method of identifying both major and minor problems with an interface, but the lists of usability problems found by heuristic evaluation will tend to be dominated by minor problems, which is one reason severity ratings form a useful supplement to the method.

  • Navigating Large Information Spaces

    This chapter from Jakob Nielsen's 1995 book Multimedia and Hypertext: The Internet and Beyond explores a variety of mechanisms for helping users navigate in digital environments including history lists, bookmarks, overview diagrams, and navigational dimensions and metaphors.

  • Why No Graphics?

    Useit.com, Jakob Nielsen's site from 1995-2012, had almost no graphics because fast download times are the number one criterion for Web usability.

  • Architectural Component of Hypertext Systems

    Hypertext systems include a Presentation level, a Hypertext Abstract Machine (HAM) level, and a Database level. The following sections describe each of the levels in further detail, starting at the bottom. (Chapter 5 from Jakob Nielsen's book, Multimedia and Hypertext.)

  • Annual Themes of the CHI Conferences

    Jakob Nielsen's trip report overview of the Computer Human Interaction (CHI) Conferences from 1983 to 1994.