Articles & Videos

  • Four Bad Designs

    Bad content, bad links, bad navigation, bad category pages... which is worst for business? In these examples, bad content takes the prize for costing the company the most money.

  • Middle-Aged Users' Declining Web Performance

    Between the ages of 25 and 60, people's ability to use websites declines by 0.8% per year - mostly because they spend more time per page, but also because of navigation difficulties.

  • Bridging the Designer-User Gap

    Depending on how representative designers are of the target audience, a project might need more or less user testing. Still, usability concerns never go away completely.

  • Company Name First in Microcontent? Sometimes!

    Typically, you should deemphasize your company's name in links, but a new guideline recommends frontloading the name for search engine links under certain conditions.

  • Top 10 Application-Design Mistakes of 2008

    Application usability is enhanced when users know how to operate the UI and it guides them through the workflow. Violating common guidelines prevents both.

  • User Skills Improving, But Only Slightly

    Users now do basic operations with confidence and perform with skill on sites they use often. But when users try new sites, well-known usability problems still cause failures.

  • Usability ROI Declining, But Still Strong

    The average business metrics improvement after a usability redesign is now 83%. This is substantially less than 6 years ago, but ROI remains high because usability is still cheap relative to gains.

  • 10 Best Intranets of 2008

    Consistent design and integrated IA are becoming standard on good intranets. This year's winners focused on productivity tools, employee self-service, access to knowledgeable people (as opposed to 'knowledge management'), and better-presented company news.

  • Web 2.0 Can Be Dangerous...

    AJAX, rich Internet UIs, mashups, communities, and user-generated content often add more complexity than they're worth. They divert design resources and prove that what's hyped is rarely what's most profitable.

  • Intranet Information Architecture (IA) Methods

    In analyzing 56 intranets, we found many common top-level categories, labels, and navigation designs, but ultimately, the diversity was too great to recommend a single IA.

  • 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.