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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:
- Site ID (logo/name) - Top left corner
- Page name - Prominent, matches link that brought them
- Sections - Major site areas
- Local navigation - What's in this section
- Utilities - Sign in, Search, Help, Cart
- "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:
- Site identity and mission
- Site hierarchy (navigation)
- Search
- Teases (content, features)
- Timely content
- Deals
- Shortcuts (popular items)
- 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:
- What is this?
- What can I do here?
- 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
- Can they complete core tasks?
- Where do they get stuck?
- What do they say out loud?
- 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 |