Homepage (site/index.html): integration-v14 promoted, Writings section integrated with 33 pieces clustered by type (stories/essays/miscellany), Writings welcome lightbox, content frame at 98% opacity. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
290 lines
7.2 KiB
Markdown
290 lines
7.2 KiB
Markdown
# 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 |
|