Articles & Videos

  • Incompetent Email Marketing = Lost Future Opportunities

    Lack of personalization made an email newsletter completely useless to the recipient, damaging long-term customer relationship efforts.

  • Intranet Portals Get Streamlined

    An analysis of intranet portals found slimmer information architectures and a renewed emphasis on fresh content and useful applications. Past findings, including those on role-based personalization, were confirmed.

  • Weblog Usability: The Top Ten Design Mistakes

    Weblogs are often too internally focused and ignore key usability issues, making it hard for new readers to understand the site and trust the author.

  • R.I.P. WYSIWYG

    Macintosh-style interaction design has reached its limits. A new paradigm, called results-oriented UI, might well be the way to empower users in the future.

  • Top 10 Web Design Mistakes of 2005

    The oldies continue to be goodies - or rather, baddies - in the list of design stupidities that irk users the most.

  • The Power of Defaults

    Search engine users click the results listings' top entry much more often than can be explained by relevancy ratings. Once again, people tend to stick to the defaults.

  • Forms vs. Applications

    Once an online form goes beyond two screenfulls, it's often a sign that the underlying functionality is better supported by an application, which offers a more interactive user experience.

  • Time Budgets for Usability Sessions

    Up to 40% of precious testing time is wasted while users engage in nonessential activities. Far better to focus on watching users perform tasks with the target interface design.

  • The Slow Tail: Time Lag Between Visiting and Buying

    Users often convert to buyers long after their initial visit to a website. A full 5% of orders occur more than 4 weeks after users click on search engine ads.

  • Putting A/B Testing in Its Place

    Measuring the live impact of design changes on key business metrics is valuable, but often creates a focus on short-term improvements. This near-term view neglects bigger issues that only qualitative studies can find.

  • 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.