Articles & Videos

  • Cost of User Testing a Website

    Across 50 teams, the average time needed for their first usability test of a website was 39 hours. The average site had 11 usability catastrophes that prevented users from completing their tasks.

  • Global Web: Driving the International Network Economy

    Global use of websites leads to international usability problems and coping with the levels of Internet maturity in different countries; many of which are gaining rapidly

  • Nielsen's Law of Internet Bandwidth

    Users' bandwidth grows by 50% per year (10% less than Moore's Law for computer speed). The new law fits data from 1983 to 2023.

  • The Increasing Conservatism of Web Users

    Users demand compliance with established design conventions. No site can stand out any more; all are part of a single interwoven user experience; the Web as a whole dictates design

  • Better Than Reality: A Fundamental Internet Principle

    Instead of emulating the real world, websites should build on the strengths of the medium and go beyond what's possible in physical reality: be non-linear, customize service, ignore geography.

  • The Java Ring: A Wearable Computer

    The Java Ring, a piece of jewelry with 6 kilobytes of RAM, represented an early step towards computers that integrate into our physical environment.

  • Tracking the Growth of a Site

    Website usage must be tracked to plan server capacity needs and future business models. Examples show use of regression statistics to predict future traffic patterns.

  • The Reputation Manager

    Reputation management is an alternative to branding: people can find useful content on the Web by relying on computationally processed quality ratings from other users.

  • The Case For Micropayments

    Micropayments prevent annoying Web ads and encourage site-design for users' needs. Subscription fees discourage new users, search engines, and links.

  • Sun Microsystem's 1997 Web Design

    The 1997 redesign of the Sun Microsystems' Web site aimed to improve the visual appearance, ease of navigation, and performance of the Web site.

  • 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.