Articles & Videos

  • Homepage Design Changes

    Web design is stabilizing; the average homepage is only about 40% different than it was a year before, corresponding to 3 years between complete redesigns.

  • Traveling Usability Lab

    User testing can be done anywhere; witness our international studies, carried out with equipment that fit in a carry-on bag.

  • Tunnel Vision and Selective Attention

    Users don't see stuff that's right on the screen. Selective attention makes people overlook things outside their focus of interest.

  • SEO and Usability

    What makes a website good will also give it a high SERP rank, but overly tricky search engine optimization can undermine the user experience.

  • The Most Important Usability Activity

    What's worth the most: field studies or user tests? Depends on your company's usability maturity, but user testing is the safe bet if you can do only one thing.

  • What Moves? Culture & Interaction Design (at jnd.org)

    When What Is Natural For Some Is Not for Others: Culture and Design.

  • Serif vs. Sans-Serif Fonts for HD Screens

    Decent computer screens with pixel densities of 220 PPI or more lead to new usability guidelines for on-screen typography.

  • Why Country Sites Are So Bad

    When a multinational company produces a localized country site, usability is often lost. Local advertising agencies design good-looking sites that don't communicate.

  • How Many Test Users in a Usability Study?

    The answer is 5, except when it's not. Most arguments for using more test participants are wrong, but some tests should be bigger and some smaller.

  • Repurposing vs. Optimized Design

    It's cheap but degrading to reuse content and design across diverging media forms like print vs. online or desktop vs. mobile. Superior UX requires tight platform integration.

  • 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.