graphical user interfaces Articles & Videos

  • GenUI: AI-Generated Interfaces

    Generative UI uses real-time AI to create personalized interfaces, shifting UX from static design to dynamic, user-specific experiences.

  • Hamburger Menu Icon Update

    Hamburger menus are now widely recognized—but still come with usability tradeoffs. Use them only when needed, and stick to tested best practices.

  • Direct Access vs. Sequential Access: Why Direct Is Better

    Sequential access frustrates users. Consider these examples to help you find ways to give them more direct access wherever possible.

  • Alt Text: Avoid Redundancy to Improve Usability

    Use alt text strategically to enhance both accessibility and usability by being cautious of redundancy.

  • The IL1 Typography Test

    Using typefaces with distinct characters can help users easily differentiate alphanumeric data. Choose typefaces that pass the I-L-1 test for data tables and information seen at-a-glance.

  • The UX of Phone Trees

    Phone trees are notoriously frustrating for 4 main reasons. There are many small ways to make them more usable and less miserable, however.

  • Common Region: Gestalt Principle for User Interface Design

    Items within a boundary are perceived as a group and assumed to share some common characteristic or functionality.

  • Figure/Ground: Gestalt Principle for User Interface Design

    Users perceive interface design elements that differentiate the foreground (figure) from the background (ground) as something to focus on or interact with.

  • Continuation: Gestalt Principle for User Interface Design

    The eye automatically follows lines and curves, continuing them. Employ continuation to guide users along desired paths in the UI.

  • 40 Years in UX

    Jakob Nielsen on what has changed and what has remained the same since he started in UX in 1983.

  • Common Fate: Gestalt Principle for User Interface Design

    Things that move in synch are perceived as belonging to the same group and being different than other screen elements that stay put or move differently.

  • Connectedness: Gestalt Principle for User Interface Design

    Visual design elements that are connected (for example, by a line) are seen as belonging together. This principle is strong enough to overrule small differences between the items.

  • Closure: Gestalt Principle for User Interface Design

    People often fill in the gaps between visual elements, using closure to perceive them as a whole instead of being separate UI items.

  • Proximity: Gestalt Principle for User Interface Design

    UI elements that are close together are perceived as belonging together, whereas users think that things that are apart play different roles in the interaction.

  • Similarity: Gestalt Principle 1 for UI Design

    User interface elements that share one or more traits (such as shape, color, size, etc.) will be seen by users as being similar and belonging together.

  • The Gestalt Principles for User Interface Design

    The gestalt principles for visual perception make users see some graphical user interface design elements as parts of a whole, and others as being separate, and thus different.

  • 3 Ways to Level Up Your Visual Design Skills

    Designers, researchers, and generalists alike can improve their visual design skills through creative exercises focused on identification, replication, or exploration.

  • Video Game Design and User Experience

    Video game design is a special case of user interface design, with some differences (especially in user goals) but also many similarities with more traditional UX design problems and methods.

  • Direct Manipulation in User Interfaces

    Direct manipulation is an interaction technique in graphical user interfaces where users move depictions of objects around and get immediate feedback about their actions and the outcome of these actions.

  • Steering Law for Cursor and Mouse Movements in a GUI Tunnel

    In a graphical user interface, having the user move a cursor within a narrow path (e.g., in a hierarchical menu or a slider) follows a strict law for how easy or difficult it is to do, depending on the specifics of the GUI.