# Krug's Usability Principles Full methodology from "Don't Make Me Think" for creating intuitive, usable interfaces. ## The Reality of How Users Use the Web ### Fact 1: We Don't Read, We Scan **Why users scan:** - They're on a mission (have a goal) - They know they don't need to read everything - They're good at scanning from years of practice **Design implications:** - Create visual hierarchy (important things bigger, bolder) - Use headings and subheadings liberally - Keep paragraphs short - Use bulleted lists - Highlight key terms ### Fact 2: We Don't Make Optimal Choices, We Satisfice **Satisficing** = "satisfying" + "sufficing" Users click the first reasonable option, not the best option. **Why satisficing:** - Optimizing is hard and takes time - The penalty for guessing wrong is low (back button) - Weighing options doesn't improve results much - Guessing is more fun **Design implications:** - Make the right choice obvious - Don't rely on users reading all options - Make consequences clear before clicking ### Fact 3: We Don't Figure Out How Things Work, We Muddle Through Users don't read instructions. They try things until something works. **Why muddling through:** - It's not important to them to know how it works - If they find something that works, they stick with it - It rarely matters if they don't use something optimally **Design implications:** - Make things obvious so "figuring out" isn't needed - Expect users to use things "wrong" - Design for recovery from mistakes --- ## Things You Should Never Do ### Don't Make Users Think Signs that your page makes users think: | Symptom | Example | |---------|---------| | Puzzling labels | "Solutions" (solutions to what?) | | Links that could go anywhere | "Click here" | | Unexplained options | Checkboxes without context | | Unfamiliar terminology | Industry jargon | | Gratuitous cleverness | Puns, wordplay in navigation | ### Don't Waste Users' Goodwill Users have a finite reservoir of goodwill: **Things that diminish goodwill:** - Hiding info they need (phone numbers, prices) - Punishing them for not doing things your way - Asking for unnecessary information - Making them feel stupid - Making them repeat themselves - Sites that look like an afterthought - Amateur errors (broken links, typos) **Things that increase goodwill:** - Know what questions they have and answer them - Minimize steps - Put effort into UI quality - Know what they're likely to struggle with - Make it easy to recover from errors - Apologize when things go wrong ### Don't Make Words Seem Important If They're Not **Happy talk example:** > "Welcome to our website! We're excited to help you find exactly what you're looking for. Our team of dedicated professionals is committed to providing you with the best possible experience." **Reality:** Users skip this. It says nothing. **Rule:** If users will skip it, remove it. --- ## Navigation Must-Haves ### The Permanent Navigation Every page needs: 1. **Site ID** (logo/name) - Top left corner 2. **Page name** - Prominent, matches link that brought them 3. **Sections** - Major site areas 4. **Local navigation** - What's in this section 5. **Utilities** - Sign in, Search, Help, Cart 6. **"You are here" indicator** - Highlighted nav item ### The Trunk Test Can users answer these on any random page? | Question | Element That Answers It | |----------|------------------------| | What site is this? | Logo/Site ID | | What page am I on? | Page title | | What major sections exist? | Main navigation | | What are my options here? | Local navigation | | Where am I in the structure? | Breadcrumbs, highlighted nav | | How can I search? | Search box | ### Breadcrumbs **Good breadcrumbs:** ``` Home > Products > Shoes > Running > Men's Trail Runners ``` **Rules:** - Put them at the top - Use ">" between levels - Make the current page name visible but not a link - Use small text (secondary importance) --- ## Homepage Guidelines The homepage has to do too many things: 1. Site identity and mission 2. Site hierarchy (navigation) 3. Search 4. Teases (content, features) 5. Timely content 6. Deals 7. Shortcuts (popular items) 8. Registration/Sign in ### Homepage Priorities **Must do:** - Tell me what this site is - Tell me what I can do here - Tell me why I should be here (and not somewhere else) - Start me on my way **Should do:** - Show me what I'm looking for - Show me where to start - Establish credibility and trust ### The Big Bang Theory of Web Design **You have 3-4 seconds to answer:** 1. What is this? 2. What can I do here? 3. Why should I be here? ### Tagline Guidelines | Good Tagline | Bad Tagline | |--------------|-------------| | Conveys unique value | Generic platitude | | Specific and informative | Vague and fluffy | | 6-8 words | Too long or too short | | Instantly understandable | Requires thought | Examples: - Good: "Find anything from thousands of stores" - Bad: "Welcome to the future of shopping" --- ## Mobile Usability ### Mobile Considerations **Constraints:** - Smaller viewport - Fat fingers (need bigger targets) - Single-column layout - No hover states - Variable attention and context ### Mobile Specifics | Issue | Solution | |-------|----------| | Tiny tap targets | Minimum 44×44 px | | Crowded nav | Hamburger or bottom nav | | Long forms | Break into steps | | Hover-dependent UI | Alternative for touch | | Text too small | 16px minimum body text | ### Mobile Trade-offs **What to prioritize:** - Primary tasks front and center - Essential content visible - Fast load times - Easy to tap, hard to mis-tap **What to hide/remove:** - Secondary navigation - Non-essential images - Decorative elements - Long-form content --- ## Usability Testing on $0 ### How Many Users? **3-4 users catches most issues.** Testing with more users has diminishing returns. Better to test with 3, fix issues, then test again with 3. ### What to Test 1. Can they complete core tasks? 2. Where do they get stuck? 3. What do they say out loud? 4. What did they expect vs. what happened? ### Test Protocol **Before:** - "I'm testing the site, not you" - "Think out loud as you go" - "There are no wrong answers" **During:** - Don't help. Don't explain. Just watch. - Note hesitations and confusions - Write down what they say **After:** - Ask what was confusing - Ask what they expected - Ask how they'd describe the site ### Common Findings | What Users Do | What It Means | |---------------|---------------| | Click wrong thing | Label is confusing | | Hesitate | Decision isn't obvious | | Look around lost | "You are here" is unclear | | Read everything | Design isn't self-evident | | Use search immediately | Navigation is failing | | Express confusion | Copy is unclear | --- ## Accessibility Basics ### Why It Matters - 15-20% of population has some disability - Accessible sites are better for everyone - It's often required by law - It's the right thing to do ### Quick Wins | Fix | Benefit | |-----|---------| | Add alt text to images | Screen readers can describe | | Use sufficient contrast | Low-vision users can read | | Allow keyboard navigation | Motor-impaired users can navigate | | Use semantic HTML | Assistive tech understands structure | | Add focus indicators | Keyboard users know where they are | | Make touch targets large | Everyone benefits |