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"Don't Make Me think" Steve Krug's 20 thoughts on usability

Don't Make Me Think: 20 Thoughts on Usability by Steve Krug.

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Design, as well as many other fields, is built upon the works and discoveries of the great professionals. Everyone who wants to be an expert in their craft often seeks for the guidance to learn how to do things right. Various books and articles written by gurus are now in a free access on the internet so those striving at knowledge can find the essential instruction without efforts.

Design, like many other fields, is built on the efforts and discoveries of great professionals. Everyone who wants to become an expert in their field often looks for rules to learn how to do things right. A wide variety of articles written by masters are now freely available through the Internet, so those who study hard can find basic guidance without much difficulty.

We often share quotes and wise thoughts from the best experts in the digital design field in Tubik blog. You can find the short insight into?Design Is a Job?by Mike Monteiro,?Designing for Emotion?by Aarron Walter, as well as the set of wise thoughts from typography master?Erik Spiekermann. Continuing Tubik Studio Quotes Collection, here's a fresh set of quotes from the well-known book "Don't Make Me Think" by Steve Krug.

?We often share quotes and wise thoughts from the best experts in digital design on the Tubik blog. You can read from Design Is a Job by Mike Monteiro, Emotional Design by Aarron Walter, and the book Design by Typographer Erik Spikelman. Find brief insights into the wise thoughts of Spiekermann.

We continue our collection of quotes from Tubik Studios, with the latest quote from Steve Krug, author of the acclaimed book "Don't Make Me Think".

The first edition was published in 2000 and then it was revisited in 2014 making it relevant and useful nowadays. Steve Krug sets some basic principles on the usability of interfaces and shares them with professionals working in this field which makes?the book one of the top essential resources recommended for UX designers. “Don't Make Me Think” describes the key points, examples and insights which?are important to know about website usability. The major idea is to create designs with which users wouldn't need to think too much how the interface works — this way it becomes not only problem-solving but also easy to use. Here are 20 quotes reflecting some key points from “Don't Make Me Think”.

First published in 2000 and republished in 2014, "Donn't Make Me Think" still keeps pace with the development of the times and meets practical needs today. Steve Krug set the basic usability interaction principles for interaction design and shared his practical work experience in the professional field in the book, making the published book one of the first recommendations by interaction designers. "Don't Make Me Think" describes principles, examples, and ideas important to web usability design. Its main idea is to design designs where users don't need to think too much about how to interact with the interface. Such designs not only solve problems but are easy to use. ?The following 20 sentences reflect the key points in "Don't Make Me think". ?

If something requires a large investment of time—or looks like it will—it's less likely to be used.

If something requires a large investment of time—or looks like it will—it's less likely to be used.

The way it looks, it's probably not being used

Making every page or screen self-evident is like having good lighting in a store: it just makes everything seem better.

Making every page or screen of your website speak for itself is like having good lighting in a store: it makes everything look better.

A lot of happy?talk?is the kind of self-congratulatory promotional writing that you find in badly written brochures. Unlike good promotional copy, it conveys no useful information, and it focuses on saying how great we are, as opposed to delineating what makes us great. Instruction must die.

A lot of good talk is like the kind of self-congratulatory promotional writing you find in poorly written pamphlets, but good advertising Propaganda is different, it delivers useless information, and it focuses on how great we are rather than describing what makes us great. Instructions must disappear.

Accessibility is the right thing to do. And not just the right thing; it's profoundly the right thing to?do,?because the one argument for accessibility that doesn't get made nearly often enough is how extraordinarily better it makes some people's lives. How many opportunities do we have to dramatically improve people's lives just by doing our job a little better?

Accessibility is what should be done. And it's not just the right thing to do, it's the right thing to do, because one of the arguments about accessibility that doesn't get enough attention is how much it makes some people's lives better. What are the chances that we can significantly improve people's lives just by improving what we do?

Another needless source of question marks over people's heads is links and buttons that aren't obviously clickable. As a user, I should never have to devote a millisecond of thought to whether things are clickable—or not.

Another common confusion that people have is those links and buttons that don’t look clickable. As a user, I should not need to spend any time thinking about whether a button is clickable.

In the last few years, making things more usable has become almost everybody's responsibility. Visual designers and developers now often find themselves doing things like interaction design (deciding what happens next when the user clicks, taps, or swipes ) and information architecture (figuring out how everything should be organized).

In recent years, making everything easier to use has become almost everyone’s responsibility. Visual designers and developers now find themselves doing interaction design (deciding what happens next when the user clicks, taps or swipes) and organizing information architecture (understanding how everything is organized and happens).

A person of average (or even below average) ability and experience can figure out how to use the thing to accomplish something without it being more trouble than it's worth. Take my word for it: It's really that simple .

An ordinary person's ability and experience (or that of a person with a slightly lower than average ability) can allow him to complete the task when the matter is not more complicated than it is. Take my word for it: it's really easy.

Usability is about people and how they understand and use things, not about technology.

Usability is about people and how they understand and use things, not about technology.

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The main thing you need to know about instructions is that no one is going to read them—at least not until after repeated attempts at “muddling through” have failed.

About instructions, you All you need to know is that at least no one is going to read it until they have tried repeatedly and failed.

The more you watch users carefully and listen to them articulate their intentions, motivations, and thought processes, the more you realize that their individual reactions to Web pages are based on so many variables that?attempts?to describe users in terms of one-dimensional likes and dislikes are futile and counter-productive. Good design, on the other hand, takes this complexity into account.

It becomes clear to more users when you look more carefully, and listen more After expressing their intentions, motivations, and thought processes, you will find that their personal behavior on the web page is based on a variety of variables. So trying to describe users in terms of single dimensions like likes and dislikes is futile and counterproductive. Good design, on the other hand, should take complexity into account.

The fact that the people who built the site didn't care enough to make things obvious—and easy—can erode our confidence in the site and the organization behind it.

Those People who design websites don't care about making things look more visible and simple, causing us to lose faith in the website and the organization behind it.

In reality, though, most of the time we don't choose the best option—we choose the first reasonable option, a strategy known as satisficing.

?Although in reality big Part of the time, instead of choosing the best option, we choose the first most reasonable option, the so-called "satisfaction" strategy.

The problem is there are no simple “right” answers for most Web design questions (at least not for the important ones). What works is good, integrated design that fills a need—carefully thought out, well executed, and tested.

?The problem is that in most web design issues, there is no simple right or wrong, at least not for the important ones. What is a good design is that it goes through a complete design process, which includes careful requirements analysis, then implementation, and then testing.

Get rid of half the words on each page, then get rid of half of what's left.

?Delete half of the content on the page, and then delete the remaining half .

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Designers love subtle cues, because subtlety is one of the traits of sophisticated design. But Web users are generally in such a hurry that they routinely miss subtle cues.

Design Designers like to bury subtle clues because clues are one of the finer design features. But website users are typically in such a hurry that they consistently miss these subtle clues.

If there's one thing you learn by working on a lot of different Web sites, it's that almost any design idea—no matter how appallingly bad—can be made usable in the right circumstances, with enough effort.< /p>

If there is one thing that can be learned from studying many different website cases, it is almost what all design concepts themselves want to convey - no matter how difficult to use the product, as long as with enough effort, under the right circumstances, , can become easier to use.

Your primary role should be to share what you know, not to tell people how things should be done.

?Your primary role should be to share what you know, not to tell people how things should be done.

? It’s not about telling users how to get things done.

Your objective should always be to eliminate instructions entirely by making everything self-explanatory, or as close to it as possible. When instructions are absolutely necessary, cut them back to a bare minimum.

< p> ?Your goal should be to eliminate the instruction manual entirely and make everything more self-explanatory by design, or as close to it as possible. When instructions are absolutely necessary, keep them brief.

Faced with the prospect of following a convention, there's a great temptation for designers to try reinventing the wheel instead, largely because they feel (not incorrectly) that they've been hired to do something new and different, not the same old thing. Not to mention the fact that praise from peers, awards, and high-profile job offers are rarely based on criteria like “best use of conventions.” Occasionally, time spent reinventing the wheel results in a revolutionary new rolling device. But usually it just amounts to time spent reinventing the wheel.

?Faced with the prospect of following old designs, it is an irresistible temptation for designers to repeatedly build wheels. Largely because they feel like they're being hired to do something new and different, rather than the same old thing. Not to mention, the reality is that those praises, awards, and well-regarded job opportunities from peers rarely come from "resembling old designs." Sometimes, those hours spent reinventing the wheel lead to new revolutions. But often, It just takes time to reinvent the wheel.

If you want a great site, you've got to test. After you've worked on a site for even a few weeks, you can't see it freshly anymore. You know too much. The The only way to find out if it really works is to test it.

If you want to design a great website, you need to test the website. After you use the site for more than a few weeks, you won't see anything new. Because you know too much. Only through real testing can you find the problem.