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Usability lessons from Steve Krug's "Don't Make Me Think"

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Lessons learned from Steve Krug's best selling book "Don't Make Me think".

Author suggests us that "Design your website to be so obvious that users don't have to think".

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Usability lessons from Steve Krug's "Don't Make Me Think"

  1. 1. Usability Lessons from Steve Krug’s Don’t Make Me Think - By Nirja Gauchan
  2. 2. Usability Means... ➔ Making sure something works well ➔ Anyone with average ability/ experience can use it for its intended purpose without getting Hopelessly Frustrated.
  3. 3. ➔ “If something is hard to use, I just don’t use it as much.” ➔ “If you can’t make a page self-evident, you need to make it self-explanatory” Don’t Make me Think!!!
  4. 4. Users shouldn’t spend their time thinking about things like: ➔ 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?
  5. 5. How we really use the web? We don’t read. We scan them. ➔ We’re in hurry. ➔ We don’t make optimal choices, we satisfice. ➔ Guessing is fun ➔ No penalty for wrong guess ➔ Availability of Back btn. ➔ Slow loading pages ➔ Scanning ➔ Satisficing ➔ Muddling through
  6. 6. Design pages for scanning NOT READING. 5 Important Principles of Web Design Essential things to help people use your web pages more productively and efficiently 1. Create a clear visual hierarchy on each page. 2. Take advantage of conventions. 3. Break up pages into clearly defined areas. 4. Make it obvious what’s clickable. 5. Minimize noise.
  7. 7. Create a Clear Visual Hierarchy ➔ Draw attention to important aspects with visual cues (Bold, Larger, distinctive color) ➔ Keep together things that are related logically; ◆ Grouping them together under a Heading. ◆ Linking them by displaying in same visual style. ◆ Putting them all in clearly defined area.
  8. 8. Conventions ➔ They’re very useful as people know how to use them. ➔ Designers are often reluctant to take advantage of them. ◆ As they think their job to create something new and different. Innovate Only if you have an idea that works better than a convention and is self explanatory. In case of NOT Following Conventions
  9. 9. Dividing the page into clearly defined areas is IMPORTANT Because it allows users to: ➔ Decide quickly which areas of the page to focus on. ➔ Which areas they can safely ignore.
  10. 10. Make it obvious what’s clickable. ● Make that click easy and distinct as possible via : Button Url link ● links -- different colors than the Regular text.
  11. 11. Avoid these: ➔ Exclamation points! ➔ Dif n f ➔ Bright colors ➔ Automated slideshows ➔ Extra links ➔ Pop-ups Minimize Noise ❖ Busyness (overwhelming) ❖ Bg Noise (Distracting Elements)
  12. 12. Web Content ➔ Keep paragraphs short. ➔ Use bullet lists. ➔ Highlight key terms. ➔ No need to throw welcome message, instructions. ➔ Omit Needless words
  13. 13. Designing Navigation ➔ Navigation - Clear, Simple, Consistent ➔ No Sense of : ◆ Scale (huge corner; never explored) ◆ Direction (up,down, In hierarchy - more general-specific) ◆ Location (we develop sense of where we are and take shortcuts) “People won’t use your website if they can’t find their way around it.”
  14. 14. Purposes of Navigation 1. To help us find whatever we’re looking for/ tell us where we are. 2. It gives us something to hold on to. 3. It tells us what the site contains. 4. It tells us how to use the site.
  15. 15. Website Navigation Conventions ➔ Site ID (dual purpose: btn to home) ➔ Sections / Subsections (primary nav link---main sections) ➔ Utilities (imp -- not in hierarchy) ➔ “You are here” indicator (make prominent--or it loses value) ➔ Page Name ➔ A way home (like a reset btn) ➔ A way to search
  16. 16. A way to search Search-dominant users will almost always look for a search box as they enter a site. ➔ Avoid Fancy wording: Quick Find, Quick search, or Keyword Search.. ➔ Avoid Instructions Eg: “Type a keyword” - clueless ➔ Only give the option when it is useful
  17. 17. Breadcrumbs (convenient, consistent nav scheme) When to use breadcrumbs: ● Large Site --- Deep hierarchy ○ (Nest of subsites) ○ Read More
  18. 18. Homepage is Beyond your control ★ Site Identity and mission ★ Site hierarchy ★ Search ★ Teases ★ Feature promos ★ Timely content ★ Deals ★ Shortcuts ★ Registration Abstract objectives Homepage needs to meet ➔ Show me what I’m looking for ➔ … and what I’m not looking for ➔ Show me where to start ➔ Establish credibility and trust
  19. 19. Developers “People like sites with lots of cool features” Designers “People like sites that are visually appealing” Conflict of ideas
  20. 20. Never ending debate
  21. 21. Testing ➔ One user is 100% better than none. ➔ 1 user early in project rather than 50 users towards the end. ➔ Screen recording--- Analyze whole flow. (www.mixpanel.com, google analytics) Demo: Watch this Usability Testing
  22. 22. Things that Increase Goodwill ➔ Know what users want to do/ know and keep it simple & easy. ➔ Save users from lengthy process/steps/clicks. ➔ Make it easier for users to recover from errors. ➔ Availability of FAQ, organised help sections, printer friendly content. ➔ When in doubt apologise. ➔ Hiding info (eg: support numbers, shipping rates, prices) ➔ Punishing users for not following the things their way ➔ Asking unnecessary info ➔ Slow loading web pages ➔ Sloppy, disorganized site Things that Diminish Goodwill
  23. 23. Thank You! I hope you’ll use these usability tips to create and deliver a great user experience via your product! To know more about the author “Steve Krug” visit www.sensible.com To know more about usability tips and testing, check out the book!

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