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.
User errors while using computers take two forms: slips (right intent, wrong action) and mistakes (wrong intent). Understanding the differences between the types of user error will help you design to prevent or minimize these problems.
It's important to study why users leave websites. Analytics tools give you two metrics for web pages: exit rate and bounce rate. Understanding the difference between these two numbers is essential for better UX design.
When the organization and your coworkers don't understand UX, we have to apply our own methods to communicate more clearly with the target audience for our work.
3 quick game-like activities you can use with participants in a UX workshop to get the team energized and ready to be creative and productive before turning to the real work of the meeting.
Consider how your audience will be using the visuals to determine the optimal camera angle, set the right tone, choose the right props, and maintain attention.
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.
The number of older adults who use computers and the Internet grows every year. This user population does have special needs, driven by the human aging process, and modest design changes can vastly increase the business you get from seniors.
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.