Articles & Videos

  • Should Designers and Developers Do Usability?

    Having a specialized usability person is best, but smaller design teams can still benefit when designers do their own user testing and other usability work.

  • Change vs. Stability in Web Usability Guidelines

    A remarkable 80% of findings from the Web usability studies in the 1990s continue to hold today.

  • Palm Foleo: A Failed Mobile Device

    There is room in the market for a device in-between laptops and cellphones. But Palm Foleo isn't it. It's too close to a laptop.

  • The Myth of the Genius Designer

    Having a good designer doesn't eliminate the need for a systematic usability process. Risk reduction and quality improvement both require user testing and other usability methods.

  • Command Links

    Application commands can be presented as buttons or as links, which offer more room for explanation. For primary commands, however, buttons are still best.

  • Slashing Subjective Time (at asktog.com)

    The typical web experience is a series of slow, stuttering steps, punctuated by moments of utter boredom. We can do better, and we can do it without faster processors, servers, or networks. How? By taking advantage of subjective time.

  • Location Is Irrelevant for Usability Studies

    You get the same insights regardless of where you conduct user testing, so there's no reason to test in multiple cities. When a city is dominated by your own industry, however, you should definitely test elsewhere.

  • Show Numbers as Numerals When Writing for Online Readers

    It's better to use '23' than 'twenty-three' to catch users' eyes when they scan Web pages for facts, according to eyetracking data.

  • Breadcrumb Navigation Increasingly Useful

    One line of text shows a page's location in the site hierarchy. User testing shows many benefits and no downsides to breadcrumbs for secondary navigation.

  • Does User Annoyance Matter?

    Making users suffer a drop-down menu to enter state abbreviations is one of many small annoyances that add up to a less efficient, less pleasant user experience. It's worth fixing as many of these usability irritants as you can.

  • 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.