Articles & Videos

  • Community is Dead; Long Live Mega-Collaboration

    The Web is not a community: a huge impersonal city is a better metaphor. User-generated content (UGC) can be valuable (if edited), but chat rooms should be avoided because of participation inequality.

  • Loyalty on the Web

    Loyal users who return to a site many times are more valuable than 'site tourists' who simply check out a few pages. Loyalty is built by fresh content, update notifications, and customization and other ways of rewarding repeat visits

  • Search and You May Find

    Search is the primary interface to the Web for many users. Search should be global (not scoped to a subsite) and available from every page; booleans should be made intimidating since users usually use them wrong

  • Effective Use of Style Sheets

    CSS promotes site consistency and improved usability if linked (not embedded), centrally designed (not by page authors), and actively evangelized with example-rich style manuals. Respect user preferences.

  • Top 10 Mistakes of Web Management

    Web project management impacts usability significantly. Mistakes include having site structure mirror your org chart, outsourcing to multiple agencies, generic links from offline collateral, and lack of strategic thinking.

  • The Fallacy of Atypical Web Examples

    Common conclusions about Yahoo, Wall St. Journal, Disney, The WELL, and Amazon.com are wrong: generalizing Web trends from popular examples featured in the press is dangerous; spectacular case studies are often outliers.

  • The Telephone is the Best Metaphor for the Web

    The telephone is a better metaphor than television for thinking about the Web and its potential: the Web is a 1-to-1, narrowcast, low bandwidth medium that is user-driven and where everybody can publish content.

  • The Difference Between Web Design and GUI Design

    Designing for the Web is different from traditional user interface design. Fundamentally, the designer gives up a lot of control to the user - get used to it: WYSIWYG is dead

  • Do Websites Have Increasing Returns?

    How much better is it to be a *big* website? Large sites can use their own hyperlinks to drive even more traffic, but small sites generate more value through focused content and microtransactions. (Updated 2005.)

  • Tech-Support Tales: Internet Hard to Use for Novice Users

    Examples from tech support calls show the immense difficulties novice users have in using the Internet: be prepared if you field apps intended for broad usage.

  • 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.