Articles & Videos

  • End of Web Design

    Websites have to reduce their differences and allow advanced features to either become standard across sites or be extracted from the sites altogether and placed in the browser. Focus on services and content; use a standard design.

  • WAP Backlash

    Experience with WAP in Europe shows that it is hard to use. Because of the miserable usability of the small phones, services must be re-designed for each handset, increasing maintenance costs.

  • The Network is the User Experience: Microsoft's .NET Announcement

    Microsoft's .NET strategy is a brilliant counter-move that reduces the Justice Department's proposed penalty to a victory in the previous war. Integrating the user experience at the network level opens the door to new and exciting services while diminishing the importance of traditional isolated websites.

  • Customers as Designers

    The Internet is undoing the industrial revolution's emphasis on mass-produced products; now everybody can get exactly what they want. But designing the product you want is hard, and current design interfaces are not good enough for novice designers (i.e., all normal customers).

  • Alertbox 5 Years Retrospective

    Since 1995, the readership of the Alertbox has grown by 4,800%. Most of the 105 old usability columns remain valid to this day since people change more slowly than the technology. But the Alertbox has encountered some setbacks as well.

  • Eyetracking Study of Web Readers

    Poynter study confirms older Web content studies: plain headlines work best; users hunt for info, often ignore graphics, and interlace sites.

  • Finally Progress in Internet Client Design

    Napster, IE 5 for the Mac, and Yahoo FinanceVision introduce specialized Internet UIs beyond the standard page viewing that had been unchanged since Mosaic.

  • Reset and Cancel Buttons

    Most Web forms would have improved usability if the Reset button was removed. Cancel buttons are also often of little value on the Web.

  • The Mud-Throwing Theory of Usability

    Instead of rushing new websites to a premature launch that will scare away your best customers forever, it is better to run a few fast usability studies in the beginning of the project.

  • 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.

  • 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.