Articles & Videos

  • The 3Cs of Critical Web Use: Collect, Compare, Choose

    According to a recent critical incident analysis, users' most important Web tasks involve collecting and comparing multiple pieces of information, usually so they can make a choice.

  • PC Forum 2001 Conference Report

    Jakob Nielsen's trip report for Esther Dyson's PC Forum 2001 conference in Scottsdale, Arizona.

  • Corporate Websites Get a 'D' in PR

    Corporations spend millions on PR, and yet the press sections of their websites often fail to meet journalists' most basic information needs. In our recent usability study, journalists found answers to only 68% of their questions across a range of corporate sites.

  • Stationary Mobility

    Mobile Internet access will free us from having to connect appliances to telephone jacks and will make smart devices much easier to install. In fact, they may not need a user interface at all, as exemplified by the Japanese i-pot.

  • Retaining Key Staff: What High-Tech Employees Say versus What They Do

    Never listen to what people say in response to a survey: asking high-tech employees what will keep them in their jobs provides very different answers than the factors that actually drive retention.

  • Success Rate: The Simplest Usability Metric

    In addition to being expensive, collecting usability metrics interferes with the goal of gathering qualitative insights to drive design decisions. As a compromise, you can measure users' ability to complete tasks. Success rates are easy to understand and represent the UX bottom line.

  • Are Users Stupid?

    Opponents of the usability movement claim that it focuses on stupid users and that most users can easily overcome complexity. In reality, even smart users prefer pursuing their own goals to navigating idiosyncratic designs. As Web use grows, the price of ignoring usability will only increase.

  • World Economic Forum Trip Report

    Jakob Nielsen's trip report for the 2001 World Economic Forum. World Economic Forum (Davos, Switzerland, 2001).

  • Usability Metrics

    Although measuring usability can cost four times as much as conducting qualitative studies (which often generate better insight), metrics are sometimes worth the expense. Among other things, metrics can help managers track design progress and support decisions about when to release a product.

  • Mobile Phones: Europe's Next Minitel?

    Europe's cellular phone system is far superior to that in the United States. However, telephones will not be the platform for the mobile Internet. Given this, Europe's advantage may in fact be an obstacle to real innovations, as France's experience with Minitel shows.

  • 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.