Behavior Patterns Articles & Videos

  • Video Game Engagement vs Addiction

    An engaging gameplay experience is good design. But there's a fine line between engagement and addiction, which would be bad UX, especially in the long term.

  • Different Information-Seeking Tasks: Behavior Patterns and User Expectations

    Fact-finding tasks were less memorable, while complex research-based tasks required more effort from users. Top user expectations for each task type varied.

  • Passive Information Acquisition on the Increase

    People increasingly discover critical information online without actively searching for it, but such information has poor context and may have credibility issues.

  • Teenage Users Compared to Other Age Groups

    Age groups differ in how they use websites, the internet, and computers. Our findings from studying teenagers are contrasted with our other user research with children and adults: user experience designers should target their designs based on target audience behavior patterns.

  • The Pinball Pattern of Scanning Search Results Pages

    Today, a SERP (search engine results page) contains so many design elements that users don't have a simple way of picking out their preferred link. Eyetracking studies show that users' eyes bounce around the page between items in a scan pattern that resembles a pinball machine game.

  • Slips vs. Mistakes

    User errors while using computers take two forms: slips (right intent, wrong action) and mistakes (wrong intent). Understanding the differences between the types of user error will help you design to prevent or minimize these problems.

  • Bounces vs Exits in Web Analytics

    It's important to study why users leave websites. Analytics tools give you two metrics for web pages: exit rate and bounce rate. Understanding the difference between these two numbers is essential for better UX design.

  • Choice Overload Impedes User Decision-Making

    Too many offerings (e.g., products or services) on a website make it harder for users to make a decision due to analysis paralysis. Alternatively, too many options can also cause users to hastily make a decision and later regret their choice due to buyer's remorse.

  • How Information-Seeking Behavior Has Changed in 22 Years

    We organize online information-seeking activities that lead to important decisions and actions according to 5 dimensions: purpose, method, content, social interaction, and device used to carry out the activity.

  • Mental Models for Cloud-Storage Systems

    Users have a rudimentary understanding of cloud services and attempt to fit them into their existent, simpler mental models that they had formed for similar, more-traditional services.

  • Complex Search-Results Pages Change Search Behavior: The Pinball Pattern

    Because today’s search-results pages have many possible complex layouts, users don’t always process search results sequentially. They distribute their attention more variably across the page than in the past.

  • The Negativity Bias in a User's Experience

    Negative experiences have stronger emotional impact on humans than positive experiences do. Thus, in designing the user experience, we need extra emphasis on avoiding those lows.

  • Changes in How Older Adults Use Computers

    Our new user research with older adults (users aged 65 and up) shows 3 major shifts in how they use computers, compared with our first research with this audience, 20 years ago. Design for today's older users, and not for your stereotype of how these users used to be.

  • Change Blindness in User Interfaces

    Change blindness is the tendency for people to overlook things that change outside their focus of attention. In user interface design, this explains why screen changes that seem striking to the designer can be completely ignored by users.

  • Large Devices Preferred for Important Tasks

    Despite substantial improvements in mobile UX over the past decade, people still tend to do their most important online activities on larger screens.

  • Why Users Feel Trapped in Their Devices: The Vortex

    Many users report anxiety and lack of control over the amount of time they spend online. We call this feeling “the Vortex.”

  • Children’s UX: Usability Issues in Designing for Young People

    New research with users aged 3–12 shows that children have gained substantial proficiency in using websites and apps since our last studies, though many designs are still not optimized for younger users. Designing for children requires distinct usability approaches, including targeting content narrowly for children of different ages.

  • Filling the Silence with Digital Noise

    Many people use digital media to avoid silence or empty time.

  • Shopping Cart or Wishlist? Saving Products for Later in Ecommerce

    On ecommerce sites, saving shopping-cart items for possible later purchase must be discoverable and low-effort.

  • Hick's Law: Designing Long Menu Lists

    Hick's Law (or the Hick–Hyman Law) says that the more choices you present to your users, the longer it takes them to reach a decision. However, combining Hick’s Law with other design techniques can make long menus easy to use.