Articles & Videos

  • International Sites: Minimum Requirements

    Users from other countries have special needs related to entry fields for names and addresses, measurements and dates, and information about regional product standards.

  • Amazon: No Longer the Role Model for Ecommerce Design

    Many design elements work for Amazon.com mainly because of its status as the world's largest and most established ecommerce site. Normal sites should not copy Amazon's design.

  • Scrolling and Scrollbars

    Despite posing well-known risks, websites continue to feature poorly designed scrollbars. Among the ongoing problems that result are frustrated users, accessibility challenges, and missed content.

  • Usability: Empiricism or Ideology?

    Usability's job is to research user behavior and find out what works. Usability should also defend users' rights and fight for simplicity. Both aspects have their place, and it's important to recognize the difference.

  • Archiving Usability Reports

    Most usability practitioners don't derive full value from their user tests because they don't systematically archive the reports. An intranet-based usability archive offers four substantial benefits.

  • Alertbox: 10 Years

    300,000 words of usability essays have had an impact: online user interfaces are considerably easier to use now than they were in 1995. Many predictions and recommendations have come true, though the full Alertbox vision is far from realized.

  • The Canonical Intranet Homepage

    Intranet homepages have become very similar in their basic layout. Intranets that look the same can nonetheless differ drastically in usability due to different features and content.

  • Mental Models For Search Are Getting Firmer

    Users now have precise expectations for the behavior of search. Designs that invoke this mental model but work differently are confusing.

  • Formal Usability Reports vs. Quick Findings

    Formal reports are the most common way of documenting usability studies, but informal reports are faster to produce and are often a better choice.

  • Medical Usability: How to Kill Patients Through Bad Design

    A field study identified 22 ways that automated hospital systems can result in the wrong medication being dispensed to patients. Most of these flaws are classic usability problems that have been understood for decades.

  • 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.