Articles & Videos

  • How UX Professionals Define Design Thinking in Practice

    We conducted research with UX professionals and designers to find out what they think Design Thinking actually is. What attributes do practitioners assign to Design Thinking, as used in practice? And how does this understanding evolve as practitioners get more experience?

  • Large Devices Preferred for Important Tasks

    Despite substantial improvements in mobile UX over the past decade, people still tend to do their most important online activities on larger screens.

  • Text Scanning Patterns: Eyetracking Evidence

    Eyetracking research shows that there are 4 main patterns that people use to scan textual information on webpages: F-pattern, spotted pattern, layer-cake pattern, and commitment pattern.

  • Scenario Mapping for Design Exploration

    When you are in the early stages of designing a user experience flow, use scenario mapping to work out how different personas will use the proposed design to solve their tasks.

  • UX Intern: Looking Back 3 Years After the Internship

    Yunnuo "Yuno" Cheng (程云诺) interned with Nielsen Norman Group 3 years ago. Jakob Nielsen caught up with her to ask how the internship experience relates to her current job and what advice she has for current students on what to look for in a UX internship.

  • Usability Heuristic 3: User Control & Freedom

    No. 3 of the top 10 UX design heuristics is to allow users freedom to be in control of the interaction, even if they make mistakes and will need a clearly marked way out of trouble.

  • Setup of an Eyetracking Study

    If you’re planning on running your own eyetracking study, pay attention to equipment, supplies, and placement to ensure high quality data.

  • ‘Contact Us’ Page Guidelines

    Users still expect to see company addresses, phone numbers, and email addresses on ‘Contact Us’ pages. Don’t hide or replace these elements with automated tools such as ‘Contact Us’ forms or chat.

  • How to Create a UX Workshop Agenda

    UX workshops can drive projects forward and build consensus but are only a valuable use of time when the agenda is defined from the goals you want to achieve. Here's a 3-step process for designing a useful workshop agenda in UX projects.

  • Prototypes vs. Wireframes in UX Projects

    An overview of the similarities and differences between user-interface wireframes and prototypes, as well as the audiences that are best suited for each.

  • 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.