Articles & Videos

  • The Need for Speed

    All usability studies show that fast response times are essential for Web usability: let's believe the data for once! Advice for speeding up sites despite the fact that bandwidth is going down, not up.

  • TV Meets the Web

    Comparing the nature of the Web as a medium when accessed through television sets and when accessed through computers, concluding that the level of user engagement is a main differentiator

  • WebTV Usability Review

    Analysis of the usability of WebTV, including user interface guidelines for designing cross-platform Web pages that are considerate of WebTV users

  • Concise, SCANNABLE, and Objective: How to Write for the Web

    Studies of how users read on the Web found that they do not actually read: instead, they scan the text. A study of five different writing styles found that a sample Web site scored 58% higher in measured usability when it was written concisely, 47% higher when the text was scannable, and 27% higher when it was written in an objective style instead of the promotional style used in the control condition and many current Web pages. Combining these three changes into a single site that was concise, scannable, and objective at the same time resulted in 124% higher measured usability.

  • Usability Testing of Advanced Homepage Concepts for the Sun Microsystems' 1997 Web Design

    Users' reactions to early design ideas for the Sun Microsystems' 1997 Web site demonstrate that users are becoming more web sophisticated, and prefer straightfoward access to content.

  • The Use and Misuse of Focus Groups

    Focus groups can be a powerful tool in system development, but they should not be the only source of information about user behavior. In interactive systems development, the proper role of focus groups is not to assess interaction styles or design usability, but to discover what users want from the system.

  • Discount Usability for the Web

    Discount usability engineering is our only hope. We must evangelize methods simple enough that departments can do their own usability work, fast enough that people will take the time, and cheap enough that it's still worth doing. The methods that can accomplish this are simplified user testing with one or two users per design and heuristic evaluation.

  • Telephone Usability: Voice is Just Another Datatype

    "Data phones" would be more widely adopted if they functioned more like a computer with voice communication, rather than a telephone with data memory.

  • Trends for the Web in 1997

    Two major trends will revive the Web as a useful tool beyond the current hype and uselessness.

  • Why Frames Suck (Most of the Time)

    Frames break the unified model of the web and introduce a new way of looking at data that has not been well integrated into the other aspects of 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.