“
It doesn’t matter how many times I have to click, as long as each click is a mindless, unambiguous choice.
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Steve Krug (Don't Make Me Think: A Common Sense Approach to Web Usability)
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Don't make me think
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Steve Krug (Don't Make Me Think: A Common Sense Approach to Web Usability)
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Get rid of half the words on each page, then get rid of half of what’s left.
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Steve Krug (Don't Make Me Think: A Common Sense Approach to Web Usability)
“
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.
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Steve Krug (Don't Make Me Think: A Common Sense Approach to Web Usability)
“
Intuitive design is how we give the user new superpowers.
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Jared Spool (Web Site Usability: A Designer's Guide (Interactive Technologies))
“
Your primary role should be to share what you know, not to tell people how things should be done.
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Steve Krug (Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability)
“
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.
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Steve Krug (Don't Make Me Think: A Common Sense Approach to Web Usability)
“
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.
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Steve Krug (Don't Make Me Think: A Common Sense Approach to Web Usability)
“
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 only way to find out if it really works is to test it.
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Steve Krug (Don't Make Me Think: A Common Sense Approach to Web Usability)
“
Happy talk must die
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Steve Krug (Don't Make Me Think: A Common Sense Approach to Web Usability)
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Keep it simple, so you'll keep doing it.
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Steve Krug (Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability (Voices That Matter))
“
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.
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Steve Krug (Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability)
“
High-quality web content that's useful, usable, and enjoyable is one of the greatest competitive advantages you can create for yourself online.
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Kristina Halvorson (Content Strategy for the Web)
“
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.
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Steve Krug (Don't Make Me Think: A Common Sense Approach to Web Usability)
“
As a rule, conventions only become conventions if they work.
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Steve Krug (Don't Make Me Think: A Common Sense Approach to Web Usability)
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Nothing important should ever be more than two clicks away
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Steve Krug (Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability)
“
If you can’t make something self-evident, you at least need to make it self-explanatory.
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Steve Krug (Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability)
“
Remember, the web isn't about control. If a visitor to your site is familiar with using a browser's native form doodad, you won't be doing them any favors if you override the browser functionality with your own widget, even if you think your widget looks better.
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Jeremy Keith
“
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?
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Steve Krug (Don't Make Me Think: A Common Sense Approach to Web Usability)
“
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.
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Steve Krug (Don't Make Me Think: A Common Sense Approach to Web Usability)
“
How many opportunities do we have to dramatically improve people’s lives just by doing our job a little better?
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Steve Krug (Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability)
“
usability is about people and how they understand and use things, not about technology.
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Steve Krug (Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability)
“
If something requires a large investment of time—or looks like it will—it’s less likely to be used.
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Steve Krug (Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability)
“
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.
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Steve Krug (Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability)
“
It doesn’t matter how many times I have to click, as long as each click is a mindless, unambiguous choice. —KRUG’S SECOND LAW OF USABILITY
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Steve Krug (Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability)
“
Sometimes time spent reinventing the wheel results in a revolutionary new rolling device. But sometimes it just amounts to time spent reinventing the wheel.
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Steve Krug (Don't Make Me Think: A Common Sense Approach to Web Usability)
“
Or as Jakob Nielsen so aptly put it: The human brain’s capacity doesn’t change from one year to the next, so the insights from studying human behavior have a very long shelf life. What was difficult for users twenty years ago continues to be difficult today. I
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Steve Krug (Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability)
“
Intuitive design happens when current knowledge is the same as the target knowledge.
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Jared Spool (Web Site Usability: A Designer's Guide (Interactive Technologies))
“
The name of the page will match the words I clicked to get there. In
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Steve Krug (Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability)
“
The reality is that in the business world almost everyone is just a very small cog in a huge collection of cogs.2 2 Sorry. Try not to take it personally. Do good work. Enjoy your home life. Be happy.
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Steve Krug (Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability)
“
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.
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Steve Krug (Don't Make Me Think: A Common Sense Approach to Web Usability)
“
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). I
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Steve Krug (Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability)
“
Meestal zijn er grote delen van de pagina die niet eens bekeken worden door de bezoeker! Hij keurt ze letterlijk geen blik waardig.
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Peter Kassenaar (Handboek Website Usability)
“
every question mark adds to our cognitive workload, distracting our attention from the task at hand.
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Steve Krug (Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability)
“
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.
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Steve Krug (Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability)
“
Het grote voordeel van het web is tegelijkertijd ook het nadeel. Zeer veel informatie is snel beschikbaar voor velen, maar de voorwaarde voor het gebruik is dat de geboden informatie toegankelijk en overzichtelijk geschreven wordt.
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Peter Kassenaar (Handboek Website Usability)
“
Writing is hard work. A clear sentence is no accident. Very few sentences come out right the first time, or even the third time. Remember this in moments of despair. If you find that writing is hard, it’s because it is hard.”—William Zinsser, On Writing Well
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Giles Colborne (Simple and Usable Web, Mobile, and Interaction Design (Voices That Matter))
“
The problem is, the rewards and the costs of adding more things to the Home page aren’t shared equally. The section that’s being promoted gets a huge gain in traffic, while the overall loss in effectiveness of the Home page as it gets more cluttered is shared by all sections.
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Steve Krug (Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability)
“
Demonstrate ROI. In this approach, you gather and analyze data to prove that a usability change you’ve made resulted in cost savings or additional revenue (“Changing the label on this button increased sales by 0.25%”). There’s an excellent book about it: Cost-justifying Usability: An Update for the Internet Age, edited by Randolph Bias and Deborah Mayhew.
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Steve Krug (Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability)
“
An important milestone in the history of web design has been the birth of MySpace and Facebook and the advent of social networks, at the beginning of the 21st century. The websites began to adapt to this new level of interactivity, and companies finally understood the importance of placing their users at the centre of the web experience. If, up until that moment, designers and coders used to create aesthetically pleasing interfaces based merely on their clients’ requests, they then started moving to a more user-centric approach. Web research began to focus more and more on the study of websites usability, navigation fluidity and on the easiness of interaction.
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Simone Puorto
“
In June 2011, this message appeared on the Interaction Designers Association (IXDA) discussion list: I am at a point in my life where I know I want to do UX design after doing Web design for so long and then reading about usability testing, etc., 6 years ago. But my issue is I’m tired of working for orgs who say they care about their customer but don’t do testing to even know what their customers want from them... I’m kind of fed up with working for people who don’t get it.
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Leah Buley (The User Experience Team of One: A Research and Design Survival Guide)
“
When speaking of disabilities, the blind and their needs are most often used as an example. It is deceivingly simplistic since accessibility is something most of the population can benefit from. We all benefit when we are tired, in bright sunshine with a mobile, are forced to use a gaming mouse with too-high sensitivity or receive the text version of video clips when we have forgotten our earphones and are in a quiet environment.
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Marcus Österberg (Web Strategy for Everyone)
“
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Moreover, the trust is there is a lack of developers on the market. In order to build a better developer team, you have to go through a process in terms of reach developers, interview them, and confirm their skills. Else, you should consider external assistance when you don’t aware of programing. The recruitment process has its own risk. You must have professional skills to hire staff that would save your time and money.
Here we offer the right tools and technologies for your projects. You won’t need to bother about the right tools or technologiesand don’t need to know how to make it. All you just need to hire a professional team. Software development companies have experience workingon many projects and they are aware of the recent tech trends to help you choose the right solutions.
Last but not least, To wrap things up, Outsourcing Software Development to Bangladesh gives you the best item with genuinely minimal effort, If you pick us, you can make certain of a high caliber of your item. We utilize mechanized CI/CD, quality confirmation procedures, and improvement apparatuses, and we do it from the very beginning when chipping away at your task. It constructs your product speedier and better.
To put it plainly, as you probably are aware, Our outsourcing programming advancement administration will give you best administration without the additional charge. This is a frequently case in new companies: you require 5 individuals to manufacture MVP, at that point one to help enormous fixes when we confirm your MVP available, at that point 5 again to rotate, at that point two for hot-fixes and little enhancements, at that point 20 to give it a chance to scale. This implies you have to secure assets to help group of 5 continually and develop it to 20 preceding you scale not to lose time. When working with us an outsourcing organization, it won't be an issue to change your requests alongside your evolving needs.
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rafusoft
“
Don’t Make Me Think by Steve Krug is an excellent introduction to web usability. We passionately believe it should be on the school curriculum. Designed for Use by Lukas Mathis is less entertaining than Don’t Make Me Think, but it covers more usability concepts. If this book list seems worryingly short, that’s a testament to how much ground this book covers. The Visual Display of Quantitative Information by Edward R. Tufte contains many examples of complex data shown in beautifully elegant ways. Don’t be put off by its technical-sounding title. It’s fun to read.
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Karl Blanks (Making Websites Win: Apply the Customer-Centric Methodology That Has Doubled the Sales of Many Leading Websites)
“
Too-subtle visual cues are actually a very common problem. 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.
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Steve Krug (Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability)
“
we will demonstrate how a short list of concrete design guidelines and a small vocabulary can be used to create APIs that expose enough information to be usable by a completely generic API browser. Based on a simple prototype, we will show how easily such a, at first sight, disruptive approach can be integrated in current Web frameworks and how it can be used to build interoperable and evolvable APIs in considerably less time.
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Cesare Pautasso (REST: Advanced Research Topics and Practical Applications)
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(Back is the most-used button in Web browsers.)
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Steve Krug (Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability)
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CLARITY TRUMPS CONSISTENCY If you can make something significantly clearer by making it slightly inconsistent, choose in favor of clarity.
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Steve Krug (Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability)
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I usually call these endless discussions “religious debates,” because they have a lot in common with most discussions of religion and politics: They consist largely of people expressing strongly held personal beliefs about things that can’t be proven—supposedly in the interest of agreeing on the best way to do something important
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Steve Krug (Don't Make Me Think: A Common Sense Approach to Web Usability)
“
the main thing it usually ends up doing is revealing that the things they were arguing about weren’t all that important. People often test to decide which color drapes are best, only to learn that they forgot to put windows in the room.
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Steve Krug (Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability)
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Se você quer ter uma boa vida, acerte na hora de casar.
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Steve Krug (Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability (Voices That Matter))
“
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.
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Steve Krug (Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability)
“
Pages with a clear visual hierarchy have three traits: The more important something is, the more prominent it is. The most important elements are either larger, bolder, in a distinctive color, set off by more white space, or nearer the top of the page—or some combination of the above.
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Steve Krug (Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability)
“
When we’re creating sites, we act as though people are going to pore over each page, reading all of our carefully crafted text, figuring out how we’ve organized things, and weighing their options before deciding which link to click. What
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Steve Krug (Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability)
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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
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Steve Krug (Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability)
“
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. That
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Steve Krug (Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability)
“
Usability is not only about ease of use but also about bringing something meaningful, having an objective in common with the user.
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Marcus Österberg (Web Strategy for Everyone)
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Digital Vertex is a web development and marketing firm that has successfully helped thousands of companies grow and promote their business.A family-run business since its inception over 12 years ago, we apply sound, proven strategies when creating and marketing a website for your company. We understand from our substantial experience the importance of developing sites that draw in casual site visitors, capture those leads and convert them into valuable customers. We do this by emphasizing esthetics, usability, and proper calls to action as fundamentals. We then support these fundamentals with robust and relevant content in order to augment your client base and promote user engagement and retention. Or in simpler terms, we help your business look good and make money!
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Digital Vertex
“
The third thing you need to consider is making the application actionable, that is to say, making sure that as well as form it has function too. Allow the user to see clearly what actions are available, and where they need to go to get where they want.
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Ian Brooks (The Importance of User Experience: A Complete Guide to Effective UI and UX Strategies for Creating Useful and Usable Mobile & Web Applications)
Jakob Nielsen (Eyetracking Web Usability)
“
Nir elaborates in this post: TriggerThe trigger is the actuator of a behavior — the spark plug in the engine. Triggers come in two types: external and internal. Habit-forming technologies start by alerting users with external triggers like an email, a link on a web site, or the app icon on a phone. ActionAfter the trigger comes the intended action. Here, companies leverage two pulleys of human behavior – motivation and ability. This phase of the Hook draws upon the art and science of usability design to ensure that the user acts the way the designer intends. Variable RewardVariable schedules of reward are one of the most powerful tools that companies use to hook users. Research shows that levels of dopamine surge when the brain is expecting a reward. Introducing variability multiplies the effect, creating a frenzied hunting state, activating the parts associated with wanting and desire. Although classic examples include slot machines and lotteries, variable rewards are prevalent in habit-forming technologies as well. InvestmentThe last phase of the Hook is where the user is asked to do bit of work. The investment implies an action that improves the service for the next go-around. Inviting friends, stating preferences, building virtual assets, and learning to use new features are all commitments that improve the service for the user. These investments can be leveraged to make the trigger more engaging, the action easier, and the reward more exciting with every pass through the Hook. We’ve found this model (and the accompanying book) to be a great starting point for a customer acquisition and retention strategy.
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Anonymous
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Sincerity: that’s the hard part. If you can fake that, the rest is easy.
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Steve Krug (Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability)
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You actually can be too rich or too thin
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Steve Krug (Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability)
“
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.
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Steve Krug (Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability)
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One way to look at design—any kind of design—is that it’s essentially about constraints
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Steve Krug (Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability)
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To be simple, you have to aim for something tougher than the regular goals for usability.
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Giles Colborne (Simple and Usable Web, Mobile, and Interaction Design (Voices That Matter))
“
It’s been pointed out that products that start out simple often end up getting so complex they cease to be useful. But if you set extreme targets, over time your product gets better (or at least achieves the goals that really matter).
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Giles Colborne (Simple and Usable Web, Mobile, and Interaction Design (Voices That Matter))
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Continually adding features to software turns out to be equally unsustainable.
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Giles Colborne (Simple and Usable Web, Mobile, and Interaction Design (Voices That Matter))
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People love simple, dependable, adaptable products.
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Giles Colborne (Simple and Usable Web, Mobile, and Interaction Design (Voices That Matter))
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Increasing complexity is unsustainable
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Giles Colborne (Simple and Usable Web, Mobile, and Interaction Design (Voices That Matter))
“
Simplicity does not mean want or poverty. It does not mean the absence of any decor, or absolute nudity. It only means that the decor should belong intimately to the design proper, and that anything foreign to it should be taken away. —Paul Jacques Grillo (Form, Function and Design)
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Giles Colborne (Simple and Usable Web, Mobile, and Interaction Design (Voices That Matter))
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The character and personality should come from the medium you’re using, the brand you’re representing, and the task that users are undertaking.
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Giles Colborne (Simple and Usable Web, Mobile, and Interaction Design (Voices That Matter))
“
Wizards promise to make things simple by breaking them down into steps. The problem is they take control away from the user. Because of this, wizards feel constricting. It may be possible to herd users through a brief wizard, but the longer it goes on, the worse it feels.
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Giles Colborne (Simple and Usable Web, Mobile, and Interaction Design (Voices That Matter))
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Simplicity isn’t something you can stick on top of a user interface.
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Giles Colborne (Simple and Usable Web, Mobile, and Interaction Design (Voices That Matter))
“
The quick and dirty way is to write down a one-line description, in the simplest terms possible, of what I’m creating, along with a few guidelines I want to stick to.
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Giles Colborne (Simple and Usable Web, Mobile, and Interaction Design (Voices That Matter))
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The better and longer way is to describe the experience I want the users to have. That means describing the users’ world and how my design fits in.
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Giles Colborne (Simple and Usable Web, Mobile, and Interaction Design (Voices That Matter))
“
Visiting users in their workplaces was vital—if we’d simply imagined the manager at his desk we would have missed the crucial aspects. Watching people in the real world is quick and you rarely need to pay anyone to do it. Even with minimal planning you can learn a lot. If you can’t get permission to do it, then talk to some users about where they are and what’s happening when they use your software.
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Giles Colborne (Simple and Usable Web, Mobile, and Interaction Design (Voices That Matter))
“
You can’t control the environments where people use your software. You have to design it to fit. The best place to watch users is in their natural environment.
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Giles Colborne (Simple and Usable Web, Mobile, and Interaction Design (Voices That Matter))
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At home, at work, and outdoors, you must design for constant interruptions.
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Giles Colborne (Simple and Usable Web, Mobile, and Interaction Design (Voices That Matter))
“
The vast majority of people are mainstreamers. They don’t use technology for its own sake; they use it to get a job done. They tend to learn a few key features and never add to their repertoire. These are the people who say, “I just want my mobile phone to work.
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Giles Colborne (Simple and Usable Web, Mobile, and Interaction Design (Voices That Matter))
“
If you want to make something simple, design for the multitude.
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Giles Colborne (Simple and Usable Web, Mobile, and Interaction Design (Voices That Matter))
“
Mainstreamers are interested in getting the job done now; experts are interested in customizing their settings first. • Mainstreamers value ease of control; experts value precision of control. • Mainstreamers want reliable results; experts want perfect results. • Mainstreamers are afraid of breaking something; experts want to take things apart to see how they work. • Mainstreamers want a good match; experts want an exact match. • Mainstreamers want examples and stories; experts want principles.
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Giles Colborne (Simple and Usable Web, Mobile, and Interaction Design (Voices That Matter))
“
Simple user experiences need to work for a novice, or a mainstreamer who’s under pressure.
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Giles Colborne (Simple and Usable Web, Mobile, and Interaction Design (Voices That Matter))
“
Fortunately, when it comes to designing for simplicity, the key emotional need is for users to feel that they’re in control.
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Giles Colborne (Simple and Usable Web, Mobile, and Interaction Design (Voices That Matter))
“
Experts want to control and customize the technology. You’ll need to take the mainstreamers’ view of “control:” to be in control of the outcomes. They don’t want to worry about the software or technology, and they don’t want it to tell them what to do. Mainstreamers want control that is easy, reliable, and quick.
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Giles Colborne (Simple and Usable Web, Mobile, and Interaction Design (Voices That Matter))
“
Your design shouldn’t interfere with this sense of control. It should extend it. Simple experiences make users confident that they’re making good choices. Simple experiences reassure users that the product will respond in a predictable way. Secondly, they want to feel in control of their lives.
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Giles Colborne (Simple and Usable Web, Mobile, and Interaction Design (Voices That Matter))
“
Begin with that need—the user’s need to feel in control of some part of his life—then try to dig deeper by asking, “So what?
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Giles Colborne (Simple and Usable Web, Mobile, and Interaction Design (Voices That Matter))
“
Repeatedly asking “so what” eventually throws up an emotional need, a rational need, and a solution. It also helps you arrive at a deeper understanding of the design problem you want to solve. (Of course, you’ll need to check your thinking by talking to real users).
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Giles Colborne (Simple and Usable Web, Mobile, and Interaction Design (Voices That Matter))
“
The thing to do, then, is to describe what the user does from the beginning to the end of their experience, remembering that it’s the user’s actions you’re most interested in, not the thing you’re designing.
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Giles Colborne (Simple and Usable Web, Mobile, and Interaction Design (Voices That Matter))
“
A story is a great way to describe your vision. Unlike a list of requirements, it helps the reader understand what’s important and why.
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Giles Colborne (Simple and Usable Web, Mobile, and Interaction Design (Voices That Matter))
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Always design a thing by considering it in its next larger context—a chair in a room, a room in a house, a house in an environment, an environment in a city plan.
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Giles Colborne (Simple and Usable Web, Mobile, and Interaction Design (Voices That Matter))
“
Get rid of half the words on each page, then get rid of half of what’s left. —KRUG’S THIRD LAW OF USABILITY Of
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Steve Krug (Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability)
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If you force people to express an opinion, they are likely to create one just to get through your form. The problem is that opinions created on the spot are variable, as many opinion pollsters know to their cost.
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Caroline Jarrett (Forms that Work: Designing Web Forms for Usability (Interactive Technologies))
“
There’s almost always a plausible rationale—and a good, if misguided, intention—behind every usability flaw. Another
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Steve Krug (Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability)
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Making every page or screen self-evident is like having good lighting in a store: it just makes everything seem better.
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Steve Krug (Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability)
“
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. 1 As soon as we find a link that seems like it might lead to what we’re looking for, there’s a very good chance that we’ll click it.
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Steve Krug (Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability (Voices That Matter))
“
My recommendation: Innovate when you know you have a better idea, but take advantage of conventions when you don’t.
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Steve Krug (Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability (Voices That Matter))
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Having a Home button in sight at all times offers reassurance that no matter how lost I may get, I can always start over, like pressing a Reset button or
using a “Get out of Jail Free” card.
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Steve Krug (Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability (Voices That Matter))
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And finally, a word about consistency. You often hear consistency cited as an absolute good. People win a lot of design arguments just by saying “We can’t do that. It wouldn’t be consistent.” Consistency is always a good thing to strive for within your site or app. If your navigation is always in the same place, for instance, I don’t have to think about it or waste time looking for it. But there will be cases where things will be clearer if you make them slightly inconsistent. Here’s the rule to keep in mind: CLARITY TRUMPS CONSISTENCY If you can make something significantly clearer by making it slightly inconsistent, choose in favor of clarity.
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Krug Steve (Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability)
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For instance, it means that as far as is humanly possible, when I look at a Web page it should be self-evident. Obvious. Self-explanatory. I should be able to “get it”—what it is and how to use it—without expending any effort thinking about it.
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Steve Krug (Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability (Voices That Matter))