Articles & Videos

  • Details in Study Methodology Can Give Misleading Results

    Details in measurement methodology make the results of a recent market research study irrelevant for predicting real user behavior on the Web.

  • Why People Shop on the Web

    A survey of 1,780 people who have bought something on the Web found that convenience and ease of use are the main reasons to shop on the Web. Non-buying visits (product research) are important to shoppers.

  • Differences Between Print Design and Web Design

    Anything that is a great print design is likely to be a lousy web design. The big canvas size and controlled layout make print visually superior; web interaction is more engaging.

  • Give Me Your Billions: Internet Stock Valuation and Future User Characteristics

    Unique visitors are a poor measure of user loyalty. Also, future users are late adopters and not likely to all patronize current popular sites. So beware of over-valuing Internet stock.

  • Collecting Feedback From Users of an Archive (Reader Challenge)

    How to collect usability data from site users, using a historical archive as the case study. Keep surveys simple, collect data from real-world usage, and get feedback from friends of the site.

  • Predictions for the Web in 1999

    Mobile access becomes 3rd Killer App for the Internet, Web standards rebound, customer service is automated, e-commerce patents are issued, and the Web has its own Y2K problems

  • Web Pages Must Live Forever

    Keeping old content alive will more than double the value of a site and only cost a small investment in content gardening. Removed pages equal lost users.

  • 2D is Better Than 3D

    People are not frogs, making it difficult to navigate 3D computer spaces: stick to 2D for most navigation designs. Shun virtual reality gimmicks that distract from users' goals

  • Why Yahoo is Good (But May Get Worse)

    Yahoo has great usability and huge traffic because it embraces the characteristics of the Internet medium: minimalist design and many structured links. But Yahoo may not scale to keep up with the growth of the net.

  • Failure of Corporate Websites

    Most corporate sites are so bad that Web usability problems cost a large company millions of dollars per year. On average, users fail when they try to accomplish tasks on the Web.

  • 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.