Articles & Videos

  • Banish the Hamburger Menu, Adopt Pizza Menus

    Today we announce a vastly superior menu design that scales to both mobile devices and desktops and supports faster access to custom menu elements, thus overcoming two key deficiencies of current hamburger-menu designs.

  • Change Blindness Causes People to Ignore What Designers Expect Them to See

    People often overlook new visual details added to an existing image. This affects the usability of many design elements, from error messages to navigation.

  • Progress in Mobile User Experience

    Mobile usability has improved over the past 7 years due to better prioritization of content over UI elements and better understanding of the users’ needs.

  • Pop-ups and Adaptive Help Get a Refresh

    Presenting adaptive help in a small overlay can make it faster to find answers to simple questions, but the tradeoffs of obscuring the page and failing to predict user needs may not be worthwhile.

  • Beyond Blue Links: Making Clickable Elements Recognizable

    Whether you adopt a flat-design style or not, interactive components must retain sufficient cues to suggest clickability. Signaling clickability with cues such as borders, color, size, consistency, placement, and adherence to web standards can give interactive components the proper look.

  • Multitasking on Mobile Devices

    Mobile-phone users have difficulty combining information from multiple apps. Support for multitasking is inherently limited by the mobile-screen size.

  • Emotional Design Fail: I'm Divorcing My Nest Thermostat

    In an emotional-design fail, the Nest thermostat let me down: behaviorally, reflectively, and finally viscerally.

  • Radical Redesign or Incremental Change?

    Before you throw out the old and bring in the new, make sure you have solid evidence that doing so is necessary to achieve user-centered goals.

  • The Fold Manifesto: Why the Page Fold Still Matters

    What appears at the top of the page vs. what’s hidden will always influence the user experience — regardless of screen size.

  • An FAQ’s User Experience Deconstructed

    Good FAQ pages use legible typography, chunking, appropriate spacing, easy navigation to individual questions, and reflect the current questions of the site users.

  • 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.