Articles & Videos

  • Mobile Usability 2nd Research Study

    The user experience of mobile websites and apps has improved since our last research, but still has far to go. A dedicated mobile site is a must, and apps get even higher usability scores.

  • How Long Do Users Stay on Web Pages?

    Users often leave Web pages in 10–20 seconds, but pages with a clear value proposition can hold people's attention for much longer. To gain several minutes of user attention, you must clearly communicate your value proposition within 10 seconds.

  • Transmedia Design for the 3 Screens (Make That 5)

    Mobile use will rise, but desktop computers will remain important, forcing companies to design for multiple platforms, requiring continuity in visual design, features, user data, and tone of voice.

  • Try to Be a Test User Sometime

    In pilot studies, you can occasionally relax the need for real users and let members of your own team serve as test participants. It's good for them.

  • Defer Secondary Content When Writing for Mobile Users

    Mobile devices require a tight focus in content presentation, with the first screen limited to only the most essential information.

  • Intranet Portals: Personalization Hot, Mobile Weak, Governance Essential

    19 new case studies of enterprise portals find slow growth in new features; the focus is on robust integration and formalizing governance.

  • Why WSJ Mobile App Gets ** Customer Reviews

    A confusing startup screen that offends existing subscribers dooms The Wall Street Journal's iPhone app to low ratings.

  • Mini-IA: Structuring the Information About a Concept

    In a miniature information architecture, coverage of a single topic is chunked into units that are connected through simple navigation.

  • International Usability: Big Stuff the Same, Details Differ

    User testing on 3 continents confirmed that the main usability guidelines hold worldwide, but many other considerations exist to better support international users.

  • iPad Usability: Year One

    iPad apps are much improved, but new usability problems have emerged, such as swipe ambiguity and navigation overload.

  • 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.