Articles & Videos

  • CHI'92 Trip Report

    Jakob Nielsen's trip report for the 1992 Computer-Human Interaction conference (CHI '92). CHI'92 (Monterey, CA, 3-7 May 1992), IEEE Software 9, 4 (July 1992), pp. 78- 79.

  • A Layered Interaction Analysis of Direct Manipulation

    The concept of direct manipulation is usually viewed as a single characteristic of a class of interaction styles. Here, direct manipulation is analyzed according to a detailed layered interaction model, showing that it has quite different effects on the dialogue on the different levels. In particular, the "no errors" claim may be true at the syntax level but not at several of the levels above or below that level. Furthermore, a unified framework is presented for conceptualizing Direct Manipulation, What You See Is What You Get (WYSIWYG), Transparency, Immediate Command Specification, Arcticulatory Directness, and Computational Appliances according to a layered interaction view.

  • Assessing the Usability of a User Interface Standard

    User interface standards can be hard to use for developers. In a laboratory experiment, 26 students achieved only 71% compliance with a two page standard; many violations were due to influence from previous experience with non-standard systems. In a study of a real company's standard, developers were only able to find 4 of 12 deviations in a sample system, and three real products broke between 32% and 55% of the mandatory rules in the standard. Designers were found to rely heavily on the examples in the standard and their experience with other user interfaces. Thovtrup, H., and Nielsen, J. (1991). Assessing the usability of a user interface standard. Proc. ACM CHI'91 Conf. Human Factors in Computing Systems (New Orleans, LA, 28 April-2 May), 335-341.

  • CHI'90 Trip Report

    Jakob Nielsen's trip report from the 1990 Computer-Human Interaction (CHI '90) conference. CHI'90 (Seattle, WA, 1-5 April 1990), SIGCHI Bulletin 22, 2 (October 1990), pp. 20-25.

  • Hypertext'89 Trip Report

    Trip report from the ACM Hypertext'89 conference. Includes summary of Meyrowitz' discussion of open integrating hypertext and the extent to which the Memex vision has been realized so far. Hypertext'89 (Pittsburgh, PA, 5-8 November 1989), SIGCHI Bulletin 21, 4 (April 1990), pp. 52-61.

  • Hypertext'2 Trip Report

    Jakob Nielsen's trip report for the 1989 Hypertext 2 conference in York, U.K. International Conference on Fifth Generation Computer Systems (Tokyo, Japan, 28 November - 2 December 1988), SIGCHI Bulletin 21, 1 (July 1989), pp. 68-71.

  • CHI'89 Trip Report

    Jakob Nielsen's trip report from the 1989 Computer-Human Interaction (CHI '89) conference held in Austin, Texas. CHI'89 (Austin, TX, 30 April - 4 May 1989), SIGCHI Bulletin 21, 2 (October 1989), pp. 28-40.

  • HyperHyper'89 Trip Report

    Jakob Nielsen's trip report for the 1989 Hyper Hyper Conference in London, UK. British Computer Society HyperHyper workshop (London, UK, 23 February 1989), SIGCHI Bulletin 21, 1 (July 1989), pp. 65-67.

  • Three HyperCard Stacks on CD-ROM: A Review

    A review of the Macintosh CD-ROM versions of The Manhole, the Time Table of History, and the Electronic Whole Earth Catalog with emphasis on their usability and their support of hypertext navigation. Based on the discussion of these hypertexts the following general principles are found to be useful for analyzing hypertext user interfaces: Navigational dimensions and their explicitness, directionality and literalness, landmarks, locational orientation, history lists, and backtrack mechanisms. Originally published as: Nielsen, J. (1990). Three medium-sized hypertexts on CD-ROM. ACM SIGIR Forum 24, 1, 2-10.

  • Fifth Generation 1988 trip report

    Jakob Nielsen's trip report for the 1988 International Conference on Fifth Generation Computer systems conference in Tokyo, Japan.

  • 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.