Articles & Videos

  • Velocity of Media Consumption: TV vs. the Web

    The granularity of user decisions is much finer on the Web, which is dominated by the instant gratification of the user's needs in any given instant. Content must cater to this rapid pace.

  • Agile User Experience Projects

    Agile projects aren't yet fully user-driven, but new research shows that developers are actually more bullish on key user experience issues than UX people themselves.

  • Writing for Social Media: Usability of Corporate Content Distributed Through Facebook, Twitter & LinkedIn

    Usability studies of corporate content distributed through Twitter, Facebook, MySpace, and LinkedIn: users like the simplicity of messages that pass into oblivion over time, but were frequently frustrated by unscannable writing, overly frequent postings, and their inability to locate companies on social networks.

  • Powers of 10: Time Scales in User Experience

    From 0.1 seconds to 10 years or more, user interface design has many different timeframes, and each has its own particular usability issues.

  • Restoring Spring to iPhone/iPod Touch Springboard (at asktog.com)

    The killer app for the iPhone/iPod Touch is the App Store. 85,000+ apps have been written and, via the App Store, 2 billion copies of those apps have been downloaded. Apple gets 30% of the revenue; the developers, 70%. Everyone has been making a lot of money.

  • Fresh vs. Familiar: How Aggressively to Redesign

    Users hate change, so it's usually best to stay with a familiar design and evolve it gradually. In the long run, however, incrementalism eventually destroys cohesiveness, calling for a new UI architecture.

  • Discount Usability: 20 Years

    Simple user testing with 5 participants, paper prototyping, and heuristic evaluation offer a cheap, fast, and early focus on usability, as well as many rounds of iterative design.

  • Social Media Outsourcing Can Be Risky

    Hosting a company's content and services on 3rd-party social networking sites involves both tactical risks (lower usability) and strategic risks (less user loyalty).

  • Twitter Postings: Iterative Design

    A timeline message was made more punchy, credible, and viral through 5 rounds of redesign. (Text as UI.)

  • Customization of UIs and Products

    Websites that let users customize the UI have the same measured usability as regular sites. Sites for customizing products, however, score substantially worse due to complex workflow.

  • 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.