The "New" Google News referred to in this article came out in June, 2010. It was dreadful. They have since, as the altered title of this article suggests, backed off on many of its worse features.
A powerful myth has arisen upon the land: That designers possess some mystical, creative thought process that places them above all others in their skills at creative, groundbreaking thought.
Slow page rendering today is typically caused by server delays or overly fancy page widgets, not by big images. Users still hate slow sites and don't hesitate telling us.
As intranet projects benefit from powerful implementation platforms, teams should focus on optimizing the user experience for specific organizational needs, as 4 winning examples show.
Besides usability specialists, all design team members should observe usability. It's also good to invite executives. Although biased conclusions are possible, they're far outweighed by the benefits of increased buy-in and empathy.
iPad apps are inconsistent and have low feature discoverability, with frequent user errors due to accidental gestures. An overly strong print metaphor and weird interaction styles cause further usability problems.
Many have suggested that market forces will ultimately force Apple to abandon its hyper-control, and that may well happen. While it took Microsoft more than a decade to copy the Mac, it took Google a matter of months to copy the iPhone and begin to eat away at Apple's potential market share.
In bringing that original Mac to market, Steve Jobs hit on a formula that worked for him. It worked for the iPhone, and it worked for the iPad, too. Here are the necessary elements.
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.