Articles & Videos

  • PR on Websites: Increasing Usability

    Compared with a similar 2001 study, a new study of journalists as they looked for information on corporate websites' PR areas showed significant usability improvements: a 5% higher success rate and 15% increased guidelines compliance.

  • Persuasive Design: New Captology Book

    Review of B.J. Fogg's new Persuasive Technology book, which provides useful principles on how to think about creating persuasive design, but rarely gives detailed design guidelines. The exception is a section on enhancing website credibility.

  • Employee Directory Search: Resolving Conflicting Usability Guidelines

    Guidelines conflict on whether to limit intranet search to a single search box or dedicate an additional box to employee directory searches. There's theory to support both guidelines. What's up?

  • Voice Interfaces: Assessing the Potential

    Visual interfaces are inherently superior to auditory interfaces for many tasks. The Star Trek fantasy of speaking to your computer is not the most fruitful path to usable systems.

  • Recruiting Test Participants for Usability Studies

    Easy test user recruiting is crucial to an effective usability process. The average per-user cost is $171, but varies greatly depending on location and the targeted profession.

  • Return on Investment for Usability

    Development projects should spend 10% of their budget on usability. Following a usability redesign, websites increase desired metrics by 135% on average; intranets improve slightly less.

  • Top 10 Web Design Mistakes of 2002

    Every year brings new mistakes. In 2002, several of the worst mistakes in Web design related to poor email integration. The number one mistake, however, was lack of pricing information, followed by overly literal search engines.

  • In the Future, We'll All Be Harry Potter

    The world of magic is a world where inanimate objects come alive; it's as if they had computational power, sensors, awareness, and connectivity.

  • Ephemeral Web-Based Applications

    Usability tests of 46 Flash applications identified basic issues related to the ephemeral nature of Web-embedded apps. Some findings restate old truths about GUIs; others reflect the Net's new status as nexus of the user experience.

  • Intranet Usability: The Trillion-Dollar Question

    The average mid-sized company could gain $5 million per year in employee productivity by improving its intranet design to the top quartile level of a cross-company intranet usability study. The return on investment? One thousand percent or more.

  • 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.