Modes can be a hidden state and lead to user errors. But they can also make a user interface more efficient by allowing the same action to have different results, depending on the situation.
A good design relies on a thorough task analysis of the steps required to complete a task, as well as determining what information users need at each step.
When users search for information, they don't always keep looking for the best solution. In our eyetracking studies 20% of the time, users make do with the first result and don't look any further.
The push for less-ethical or even deceptive user interfaces is often caused by short-term thinking and immediate UX metrics. The long-term impact of harming users can backfire and lead to reduced brand loyalty.
A confidence-interval calculation gives a probabilistic estimate of how well a metric obtained from a study explains the behavior of your whole user population.
Tooltips are small user-triggered popups that explain UI elements when the user points to something. They are useful, but don't use them for critical information.
UX staff can be organized in two ways: centralized or decentralized (or a hybrid). The teams can also report into different parts of the bigger organization. There is currently no single best practice for these team-structure questions.
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.