Articles & Videos

  • Preface to the 2002 Reprint of "Coordinating User Interfaces for Consistency"

    Preface to the 2002 reprint of Jakob Nielsen's classic book from 1989 about user interface consistency.

  • Salary Survey: User Experience Professionals 2001

    Usability is a well-paying profession these days: A usability specialist in California with five years' experience had an estimated cash compensation of $90,118 a year in 2001, not counting stock options or other benefits. This number is at the high end of our detailed survey, which analyzes salary data from 1,078 professionals who attended the User Experience World Tour from November 2000 to April 2001. The survey respondents represent a response rate of 40% of the 2,682 conference attendees. Because we surveyed people at a high-end professional conference, the data probably reflects the salaries of good user experience professionals.

  • User Payments: Predictions for 2001 Revisited

    Advertising-supported websites will soon be a thing of the past. As I predicted a year ago, sites began charging for services in 2001. Although most sites are still not handling payments right, two innovative European projects hold much hope for 2002.

  • DVD Menu Design: The Failures of Web Design Recreated Yet Again

    Designers of DVDs have failed to profit from the lessons of previous media. DVD menu structures are baroque, less usable, less pleasurable, less effective. It is time to take DVD design as seriously as we do web design. The field needs discipline, attention, to the User Experience, and standardization of control and display formats.

  • The 10 Best Intranet Designs of 2001

    The best intranets of 2001 emphasize iterative design and standardized navigation, and feature collaboration tools and content management systems. On average, companies saw intranet use increase by 98% following their winning usability redesigns.

  • Beyond Accessibility: Treating Users with Disabilities as People

    With current Web design practices, users without disabilities experience three times higher usability than users who are blind or have low vision. Usability guidelines can substantially improve the matter by making websites and intranets support task performance for users with disabilities.

  • 113 Design Guidelines for Homepage Usability

    These design guidelines are excerpted from our book Homepage Usability: 50 Websites Deconstructed which contains more details, including copiously annotated screenshots of 50 homepages.

  • Poor Code Quality Contaminates Users' Conceptual Models

    Software bugs and system crashes result in huge productivity losses and undermine users' ability to form good models of how computers work. Website designers can help improve user confidence by prioritizing quality and robustness over features and the latest technology.

  • The End of Homemade Websites

    Web services will free individual site designers from having to program and design common features. This will decrease business costs, increase usability, and let designers focus on and improve features that are unique to each site.

  • Deferred Hypertext: The Virtues of Delayed Gratification

    Navigating a full browsing session to find information can be unpleasant and slow, particularly on mobile devices. Instead, issue a deferred request and have the information arrive later, as done by some SMS systems.

  • 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.