[go: up one dir, main page]

Human Computer Interaction Articles & Videos

  • Memory Recognition and Recall in User Interfaces

    Recalling items from scratch is harder than recognizing the correct option in a list of choices because the extra context helps users retrieve information from memory.

  • User-Experience Quiz: 2023 UX Year in Review

    Test your usability knowledge by taking our quiz. All questions and answers are based on articles that we published last year.

  • The ELIZA Effect: Why We Love AI

    Users quickly attribute human-like characteristics to artificial systems, which reflect their personality back to them. This phenomenon is called the ELIZA effect.

  • Cognitive Walkthroughs Help Assess Interface Learnability

    A cognitive walkthrough is a task-based usability-inspection technique used to evaluate the learnability of a system from the perspective of a new user.

  • Basic Psychology Is Essential for UX Practitioners

    Basic psychological principles can guide you as a UX designer because most users share many common characteristics. Consider learning more about: motivation, attention, memory, persuasion, learning, decision making, emotion, sensation, perception, or cognitive biases.

  • The Hawthorne Effect or Observer Bias in User Research

    Individuals often modify their behavior if they know they are being observed. That phenomenon became known as the Hawthorne effect or the observer bias. We can mitigate this effect by building rapport, designing natural tasks, and spending more time with study participants.

  • ChatGPT Lifts Business Professionals’ Productivity and Improves Work Quality

    In a study of business professionals using ChatGPT to write business documents, task time decreased, while rated quality improved substantially.

  • 40 Years in UX

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

  • User-Experience Quiz: 2022 UX Year in Review

    Test your usability knowledge by taking our quiz. All questions and answers are based on articles that we published last year.

  • Users Are Not Lazy (UX Slogan #10)

    Users don't work hard enough to discover how to use your design in the intended manner. Bad user! But really, they're just prioritizing their own time and interests and behaving the way evolution made people.

  • UX Is People (UX Slogan #7)

    User experience is not really about computers or technology. It's about the users (people) and about the design teams and proper processes for their members (people) to produce good UX.

  • The Context CUEs Framework in Field Studies

    Context CUEs framework is rooted in distributed cognition theory and guides in-depth observations of users’ physical and social settings.

  • Fitts's Law and Its Applications in UX

    The movement time to a target depends on the size of the target and the distance to the target.

  • Data Tables: Four Major User Tasks

    Table design should support four common user tasks: find records that fit specific criteria, compare data, view/edit/add a single row’s data, and take actions on records.

  • Evaluate Interface Learnability with Cognitive Walkthroughs

    Learnability is a crucial component of UX for complex and novel interfaces. Cognitive walkthroughs can identify design problems that derail new users.

  • User-Experience Quiz: 2021 UX Year in Review

    Test your usability knowledge by taking our quiz. All questions and answers are based on articles that we published last year.

  • Working Memory and External Memory

    People have very limited ability to keep information in their working memory while performing tasks, so user interfaces should be designed accordingly: to minimize memory load. One way of doing so is to offload items to external memory by showing them on the screen.

  • 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.

  • UX 2050 (Jakob Nielsen keynote)

    The user experience field will see dramatic changes over the next 3 decades, driven by trends in demographics and the world economy. We will end up like the Little Mermaid. (This was Jakob Nielsen's UX Conference keynote.)

  • Aesthetic and Minimalist Design (Usability Heuristic #8)

    Aesthetically pleasing designs can provide memorable experiences that differentiate a brand. However, interfaces should only include necessary elements, with high informational value. Clarity will always win over visual flourish.

  • Cognitive Walkthroughs Help Assess Interface Learnability

    A cognitive walkthrough is a task-based usability-inspection technique used to evaluate the learnability of a system from the perspective of a new user.

  • Basic Psychology Is Essential for UX Practitioners

    Basic psychological principles can guide you as a UX designer because most users share many common characteristics. Consider learning more about: motivation, attention, memory, persuasion, learning, decision making, emotion, sensation, perception, or cognitive biases.

  • 40 Years in UX

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

  • Users Are Not Lazy (UX Slogan #10)

    Users don't work hard enough to discover how to use your design in the intended manner. Bad user! But really, they're just prioritizing their own time and interests and behaving the way evolution made people.

  • UX Is People (UX Slogan #7)

    User experience is not really about computers or technology. It's about the users (people) and about the design teams and proper processes for their members (people) to produce good UX.

  • Working Memory and External Memory

    People have very limited ability to keep information in their working memory while performing tasks, so user interfaces should be designed accordingly: to minimize memory load. One way of doing so is to offload items to external memory by showing them on the screen.

  • 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.

  • UX 2050 (Jakob Nielsen keynote)

    The user experience field will see dramatic changes over the next 3 decades, driven by trends in demographics and the world economy. We will end up like the Little Mermaid. (This was Jakob Nielsen's UX Conference keynote.)

  • Design for the Elderly

    Problems arise when people get older, but that just means opportunities for better design to support elderly users. The very best designs will help the elderly, but also be adapted by everybody else.

  • Time to Make Tech Work

    Users waste unacceptably much time struggling with computer bugs. Users' mental models suffer when systems don't work as advertised, leading people to question their understanding of the UX.

  • Who Inspired Jakob Nielsen?

    At the Virtual UX Conference, Jakob Nielsen talked about the people who inspired him early in his career — and more recently.

  • Abandoning Best Practices in UX

    When should one abandon best practices in user experience, and what does it take to declare that something is a best practice?

  • User Interface Design Fails

    Jakob Nielsen discusses the biggest failures in today's user interface design. (Recorded at the Virtual UX Conference.)

  • Changing Role of the Designer Part 2: Community Based Design

    To solve big-scale design problems, Don Norman recommends engaging with the community that has these problems and leveraging existing creativity and experience.

  • The Changing Role of the Designer: Practical Human-Centered Design

    Human-centered design has 4 principles: understand the problem, the people, and the system, and do iterative design. But what if you don't have time to do all 4 steps?

  • Virtual UX Conference Q&A With Jakob Nielsen

    At the first Virtual UX Conference, Jakob Nielsen answered participant questions about topics ranging from user-experience careers and skill development to foldable smartphones and the future of user interfaces.

  • The 3 Response Time Limits in Interaction Design

    User interfaces must be fast, or users will give up. (In the case of websites, they'll leave if pages download too slowly.) The exact maximum response times vary by usage circumstances, and should be either 0.1, 1.0, or 10 seconds.

  • 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.

  • Fitts's Law

    Fitts's Law describes how long it takes a user to hit a target in a graphical user interface (GUI) or other design, as a function of size and distance. Understanding this law helps us design better buttons, forms, lists, and other interactive elements.

  • Will People Be More Tech Savvy in 10 Years? (Jakob Nielsen)

    People naturally avoid studying computers. Don't expect people's technical skills to improve in the future.

  • Memory Recognition and Recall in User Interfaces

    Recalling items from scratch is harder than recognizing the correct option in a list of choices because the extra context helps users retrieve information from memory.

  • User-Experience Quiz: 2023 UX Year in Review

    Test your usability knowledge by taking our quiz. All questions and answers are based on articles that we published last year.

  • The ELIZA Effect: Why We Love AI

    Users quickly attribute human-like characteristics to artificial systems, which reflect their personality back to them. This phenomenon is called the ELIZA effect.

  • The Hawthorne Effect or Observer Bias in User Research

    Individuals often modify their behavior if they know they are being observed. That phenomenon became known as the Hawthorne effect or the observer bias. We can mitigate this effect by building rapport, designing natural tasks, and spending more time with study participants.

  • ChatGPT Lifts Business Professionals’ Productivity and Improves Work Quality

    In a study of business professionals using ChatGPT to write business documents, task time decreased, while rated quality improved substantially.

  • User-Experience Quiz: 2022 UX Year in Review

    Test your usability knowledge by taking our quiz. All questions and answers are based on articles that we published last year.

  • The Context CUEs Framework in Field Studies

    Context CUEs framework is rooted in distributed cognition theory and guides in-depth observations of users’ physical and social settings.

  • Fitts's Law and Its Applications in UX

    The movement time to a target depends on the size of the target and the distance to the target.

  • Data Tables: Four Major User Tasks

    Table design should support four common user tasks: find records that fit specific criteria, compare data, view/edit/add a single row’s data, and take actions on records.

  • Evaluate Interface Learnability with Cognitive Walkthroughs

    Learnability is a crucial component of UX for complex and novel interfaces. Cognitive walkthroughs can identify design problems that derail new users.

  • User-Experience Quiz: 2021 UX Year in Review

    Test your usability knowledge by taking our quiz. All questions and answers are based on articles that we published last year.

  • Aesthetic and Minimalist Design (Usability Heuristic #8)

    Aesthetically pleasing designs can provide memorable experiences that differentiate a brand. However, interfaces should only include necessary elements, with high informational value. Clarity will always win over visual flourish.

  • User-Experience Quiz: 2020 UX Year in Review

    Test your usability knowledge by taking our quiz. All questions and answers are based on articles published last year.

  • Opening Links in New Browser Windows and Tabs

    Carefully examine the user’s context, task at hand, and next steps when deciding whether to open links to documents and external sites in the same or a new browser tab.

  • Task Analysis: Support Users in Achieving Their Goals

    Task analysis is the systematic study of how users complete tasks to achieve their goals. This knowledge ensures products and services are designed to efficiently and appropriately support those goals.

  • Good Abandonment on Search Results Pages

    Now that people can easily find answers to their questions directly on results pages, content creators must rethink their role in providing information to their users.

  • Dark Mode vs. Light Mode: Which Is Better?

    In people with normal vision (or corrected-to-normal vision), visual performance tends to be better with light mode, whereas some people with cataract and related disorders may perform better with dark mode. On the flip side, long-term reading in light mode may be associated with myopia.

  • Information Scent: How Users Decide Where to Go Next

    When deciding which links to click on the web, users choose those with the highest information scent — which is a mix of cues that they get from the link label, the context in which the link is shown, and their prior experiences.

  • User-Experience Quiz: 2019 UX Year in Review

    Test your usability knowledge by taking our quiz. All questions and answers are based on articles that we published last year.

  • How to Measure Learnability of a User Interface

    To measure learnability, determine your metric, gather your data, and plot the averages on a line curve. Analyze the learning curve by looking at its slope and its plateau.