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Don't Make Me Think.md

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Don't Make My Think

By: Steve Krug

Table of Contents

  1. Chapter 1. "Don't make me think"
  2. Chapter 2. "How we really use the web"
  3. Chapter 3. "Billboard design 101"

Don't make me think

  • Number 1 rule of web usability: Don't make users think
  • Web pages should be self-evident.
  • A user should immediately grok whatever page they land on
    • Names, labels etc. should be obvious. Jobs > Employment Opportunities > Job-o-rama
    • Links and buttons should be clearly clickable
  • Users shouldn't spend time thinking about questions such as:
    • Where am I?
    • Where should I begin?
    • Where did they put ____ ?
    • What are the most important things on this page?
    • Why did they call it that?
  • If you can't make a page self-evident make it self-explanatory. This is the case when building something novel which requires designing outside of established templates/patterns.
  • Motivation:
    • Making pages self-evident improves a user's impression of the whole product
    • Most users spend very little time looking at the pages we design. Self-evident pages are the most effective.

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How we really use the web

  • Expectation: Users will examine each page, reading, and trying to understand it
  • Reality: Users glance at each page. They scan quickly to find what they've come for
  • Facts about web use
    • #1 We don't read pages. We scan them.
      • We're usually in a hurry.
      • We don't care about most stuff on a page. We're looking for specific things of interest.
      • We scan for words & phrases that match our current task or our general interests.
    • #2 We don't make optimal choices. We satisfice.
      • We don't choose the best option. We choose the first reasonable option we come across.
      • We're usually in a hurry. Optimizing is time consuming.
      • There's not much of a penalty for guessing wrong. (This seems like a principle for designing. i.e. as a designer/developer make sure that if users make an incorrect choice, they can always quickly and easily back out of it.)
    • #3 We don't figure out how things work. We muddle through.
      • Most users don't read instructions and they don't form a mental model of how the software works. They come up with a vaguely plausible working model that allows them to get stuff done.
      • It's not important to users how software works.
      • If we find a solution we don't deviate in the future. i.e. we don't look for better solutions.
  • If you can design something that users just "get" then:
    • There's a better chance they'll use the full range of what you offer
    • There's a better chance they'll be successful
    • You can steer them better
    • They'll feel better about themselves

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Billboard design 101

5 things to do to commmunicate effectively with users that are skimming.

  1. Create a clear visual hierarchy on each page
    • Clearly portrary the relationships between things on the page
    • Prominance is proportional to importance. Use size, color, white-space etc. to make more important things more prominent
    • Visual relation indicates logical relations. Group related items together.
    • Things are nested visually to show what is part of what.
  2. Conventions are your friend.
    • Don't re-invent the wheel
    • Conventions are useful. Users already understand them and it produces a sense of familiarity in users.
    • Designers are often reluctant to use conventions. For the most part, resist the urge to innovate. Use conventions.
      • If you are going to innovate make sure that the innovation is (1) completely clear and (2) adds so much value that the learning curve is justified.
  3. Break up pages into clearly defined areas
    • This allows users to quickly scan the page to decide what section to focus on
  4. Make it obvious what's clickable
  5. Keep the noise down to a dull roar
    • Noise makes a page hard grasp
    • Busy pages are distracting. When everything on the page is aiming for you attention it's hard to focus
    • Background noise is unhelpful. Assume everything is visual noise until proven otherwise.

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