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2026-03-27 12:09:22 +02:00

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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