
Don't Make Me Think
đ§ First Law of Usability â Donât make users think. If something isnât self-evident or self-explanatory, itâs already a problem.
đ±ïž Clicks Donât Matter, Thinking Does â Itâs okay to click multiple timesâas long as each click is an obvious, effortless choice.
âïž Say Less, Mean More â Get rid of half the words. Then remove half of whatâs left. Brevity brings clarity.
đ§ Users Muddle Through â People donât readâthey scan. They donât optimizeâthey satisfice. They donât learnâthey cope. Design accordingly.
đ Visual Hierarchy Is Key â Design pages so users instantly know whatâs important, whatâs related, and where to start.
đ§± Build Clear Areas â Break content into well-defined sections. Make clickable things obvious. Eliminate distractions.
đ§ Navigation is the Site â Good navigation tells users where they are, what they can do, and builds confidence in the brand.
đ Home Is the North Star â Persistent access to the Home page is a safety net. Always let users start fresh.
đ Every Page Needs a Name â Make page names clear, prominent, and exactly match what users clicked on.
đ§” Breadcrumbs Work â Top of the page. Use â>â between levels. Bold the current page. Helps users orient themselves.
đ Trunk Test FTW â Print a random page and check if users can instantly identify site name, page name, main sections, and navigation.
đŁ Home Page Must Answer Four Questions â What is this? What can I do here? What do they have? Why should I be here, not somewhere else?
đ·ïž Taglines Matter â Make them clear, concise, and differentiating. Avoid generic fluff. Be informative and real.
đ§Ș Usability Testing Always Wins â Test early, test often. One user test beats none. Testing reveals what your team canât unsee.
đŻ Monthly Testing Ritual â Test 3 users once a month. Debrief over lunch. Small, frequent testing > large, late testing.
đ„ Observers Are Essential â Watching real users changes how teams think. Itâs the fastest path to empathy.
đ§âđ§ DIY Testing Works â You donât need labs or experts. Just a quiet room, a participant, and honest observation.
đ Focus on Serious Issues â After each round, prioritize the top usability issues and fix them ruthlessly before moving on.
đ± Start Mobile First â Design the mobile version first. It forces you to prioritize the most essential content and features.
đ Memorability = Stickiness â If users canât remember how to use it, they wonât come back. Design for recall, not relearning.
đ« Goodwill Is Finite â Users have a limited reservoir of patience. Donât drain it with poor design, hidden info, or annoying behavior.
â€ïž Ways to Build Goodwill â Give users what they came for. Save them time. Be transparent. Fix errors gracefully. When in doubt, say sorry.
âż Accessibility Is Universal Usability â Use proper headings, support screen readers, ensure keyboard access, and design with contrast. Accessibility helps everyone.
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Designing, building, and maintaining a great Web site or app isnât easy. Itâs like golf: a handful of ways to get the ball in the hole, a million ways not to. Anyone who gets it even half right has my admiration.
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My definition of usability. If something is usableâwhether itâs a Web site, a remote control, or a revolving doorâit means that 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 itâs worth. Take my word for it: Itâs really that simple.
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Krugâs first law of usability - Donât make me think!
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Krugâs second law of usability - It doesnât matter how many times I have to click, as long as each click is a mindless, unambiguous choice.
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Krugâs third law of usability - Get rid of half the words on each page, then get rid of half of whatâs left.
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When I look at a Web page it should be self-evident. Obvious. Self-explanatory. I should be able to âget itââwhat it is and how to use itâwithout expending any effort thinking about it.
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When youâre creating a site, your job is to get rid of the question marks.
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The most important thing you can do is to understand the basic principle of eliminating question marks. When you do, youâll begin to notice all the things that make you think in the sites and apps you use. And eventually youâll learn to recognize and avoid them in the things youâre building.
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If you canât make something self-evident, you at least need to make it self-explanatory.
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If you want to design effective Web pages, though, you have to learn to live with three facts about real-world Web use.
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Fact of life #1: We donât read pages. We scan them.
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Fact of life #2: We donât make optimal choices. We satisfice.
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Fact of life #3: We donât figure out how things work. We muddle through.
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People tend to spend very little time reading most Web pages. Instead, we scan (or skim) them, looking for words or phrases that catch our eye.
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What we see when we look at a page depends on what we have in mind, and itâs usually just a fraction of whatâs there.
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Some important things you can do to make sure they see and understand as much of what they need to knowâand of what you want them to knowâas possible:
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Take advantage of conventions
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Create effective visual hierarchies
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Break pages up into clearly defined areas
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Make it obvious whatâs clickable
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Eliminate distractions
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Format content to support scanning
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If an idea works well enough, other sites imitate it and eventually enough people have seen it in enough places that it needs no explanation.
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If youâre not going to use an existing Web convention, you need to be sure that what youâre replacing it with either (a) is so clear and self-explanatory that thereâs no learning curveâso itâs as good as the convention, or (b) adds so much value that itâs worth a small learning curve.
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Innovate when you know you have a better idea, but take advantage of conventions when you donât.
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If you can make something significantly clearer by making it slightly inconsistent, choose in favor of clarity.
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Pages with a clear visual hierarchy have three traits:
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The more important something is, the more prominent it is.
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Things that are related logically are related visually.
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Things are ânestedâ visually to show whatâs part of what.
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A good visual hierarchy saves us work by preprocessing the page for us, organizing and prioritizing its contents in a way that we can grasp almost instantly.
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Dividing the page into clearly defined areas is important because it allows users to decide quickly which areas of the page to focus on and which areas they can safely ignore.
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Format text to support scanning
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Use plenty of headings.
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Keep paragraphs short.
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Use bulleted lists.
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Highlight key terms.
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We face choices all the time on the Web and making those choices mindless is one of the most important things you can do to make a site easy to use.
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Happy talk is like small talkâcontent-free, basically just a way to be sociable. But most Web users donât have time for small talk; they want to get right to the point. You canâand shouldâeliminate as much happy talk as possible.
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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 the bare minimum.
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People wonât use your Web site if they canât find their way around it.
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The unbearable lightness of browsing
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No sense of scale.
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No sense of direction.
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No sense of location.
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When we want to return to something on a Web site, instead of relying on a physical sense of where it is we have to remember where it is in the conceptual hierarchy and retrace our steps. This is one reason why bookmarksâstored personal shortcutsâare so important, and why the Back button is the most used button in Web browsers.
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Home pages is so important. Home pages areâcomparativelyâfixed places. When youâre in a site, the Home page is like the North Star. Being able to click Home gives you a fresh start.
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Navigation isnât just a feature of a Web site; it is the Web site, in the same way that the building, the shelves, and the cash registers are Sears. Without it, thereâs no there there.
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The overlooked purposes of navigation
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It tells us whatâs here.
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It tells us how to use the site.
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It gives us confidence in the people who built it.
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Navigation is one of the best opportunities a site has to create a good impression.
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One of the most crucial items in the persistent navigation is a button or link that takes me to the siteâs Home page.
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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 âGet out of Jail Freeâ card.
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There are four things you need to know about page names:
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Every page needs a name.
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The name needs to be in the right place.
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The name needs to be prominent.
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The name needs to match what I clicked.
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Here are a few best practices for implementing Breadcrumbs:
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Put them at the top.
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Use > between levels.
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Boldface the last item.
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Three reasons why I still love tabs
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Theyâre self-evident.
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Theyâre hard to miss.
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Theyâre slick.
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Web experience is often more like being abducted than following a garden path. When youâre designing pages, itâs tempting to think that people will reach them by starting at the Home page and following the nice, neat paths youâve laid out. But the reality is that weâre often dropped down in the middle of a site with no idea where we are because weâve followed a link from a search engine, a social networking site, or email from a friend, and weâve never seen this siteâs navigation scheme before.
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Hereâs how you perform the trunk test:
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Step 1: Choose a page anywhere in the site at random, and print it.
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Step 2: Hold it at armâs length or squint so you canât really study it closely.
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Step 3: As quickly as possible, try to find and circle each of these items: Site ID Page name Sections (Primary navigation) Local navigation âYou are hereâ indicator(s) Search
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Try it on your own site and see how well it works. Then ask some friends to try it, too. You may be surprised by the results.
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As quickly and clearly as possible, the Home page needs to answer the four questions I have in my head when I enter a new site for the first time:
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What is this?
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What can I do here?
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What do they have here?
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Why should I be here - and not somewhere else?
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Compared to the early days of the Web, the Home page has lost its preeminence. Now people are just as likelyâor more likelyâto enter your site by clicking on a link in an email, a blog, or something from a social network that takes them directly to a page deep in your site. Because of this, every page of your site should do as much as it can to orient them properly: to give them the right idea about who you are, what you do, and what your site has to offer.
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Some attributes to look for when choosing a tagline:
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Good taglines are clear and informative
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Good taglines are just long enough, but not too long.
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Good taglines convey differentiation and a clear benefit.
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Bad taglines sound generic.
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Good taglines are personable, lively, and sometimes clever.
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When I enter a new site, after a quick look around the Home page I should be able to say with confidence:
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Hereâs where to start if I want to search.
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Hereâs where to start if I want to browse.
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Hereâs where to start if I want to sample their best stuff.
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The point is, itâs not productive to ask questions like âDo most people like pull-down menus?â The right kind of question to ask is âDoes this pull-down, with these items and this wording in this context on this page create a good experience for most people who are likely to use this site?â And thereâs really only one way to answer that kind of question: testing. You have to use the collective skill, experience, creativity, and common sense of the team to build some version of the thing (even a crude version), then watch some people carefully as they try to figure out what it is and how to use it. Thereâs no substitute for it.
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Several true things about usability testing
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If you want a great site, youâve got to test.
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Testing one user is 100 percent better than testing none.
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Testing one user early in the project is better than testing 50 near the end.
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After youâve worked on a site for even a few weeks, you canât see it freshly anymore. You know too much. The only way to find out if it really works is to watch other people try to use it.
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Testing reminds you that not everyone thinks the way you do, knows what you know, and uses the Web the way you do.
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Testing always works, and even the worst test with the wrong user will show you important things you can do to improve your site.
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Most people assume that testing needs to be a big deal. But if you make it into a big deal, you wonât do it early enough or often enough to get the most out of it.
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A simple test earlyâwhile you still have time to use what you learn from itâis almost always more valuable than an elaborate test later.
Do-it-yourself usability testing
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Usability testing has been around for a long time, and the basic idea is pretty simple: If you want to know whether something is easy enough to use, watch some people while they try to use it and note where they run into problems.
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How often should you test? â I think every Web development team should spend one morning a month doing usability testing. In a morning, you can test three users, then debrief over lunch. Thatâs it. When you leave the debriefing, the team will have decided what youâre going to fix before the next round of testing, and youâll be done with testing for the month.
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Why a morning a month?
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It keeps it simple so youâll keep doing it.
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It gives you what you need.
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It frees you from deciding when to test.
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It makes it more likely that people will attend.
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How many users do you need? â I think the ideal number of participants for each round of do-it-yourself testing is three. But they just donât matter, and hereâs why:
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The purpose of this kind of testing isnât to prove anything.
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You donât need to find all of the problems.
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Youâre going to be doing another round each month. Itâs much more important to do more rounds of testing than to wring everything you can out of each round.
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How do you choose the participants? â Iâm in favor of always using some participants who arenât from your target audience, for three reasons:
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Itâs usually not a good idea to design a site so that only your target audience can use it.
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Weâre all beginners under the skin.
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Experts are rarely insulted by something that is clear enough for beginners.
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Where do you test? â To conduct the test, you need a quiet space where you wonât be interrupted (usually either an office or a conference room) with a table or desk and two chairs. And youâll need a computer with Internet access, a mouse, a keyboard, and a microphone. Youâll be using screen sharing software (like GoToMeeting or WebEx) to allow the team members, stakeholders, and anyone else whoâs interested to observe the tests from another room.
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Who should do the testing? â The person who sits with the participant and leads them through the test is called the facilitator. Almost anyone can facilitate a usability test; all it really takes is the courage to try it, and with a little practice, most people can get quite good at it.
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Who should observe? â As many people as possible! One of the most valuable things about doing usability testing is the effect it can have on the observers. For many people, itâs a transformative experience that dramatically changes the way they think about users: They suddenly âget itâ that users arenât all like them.
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During the break after each test session, observers need to write down the three most serious usability problems they noticed during that session so they can share them in the debriefing.
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What do you test, and when do you test it? â As any usability professional will tell you, itâs important to start testing as early as possible and to keep testing through the entire development process.
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How do you choose the tasks to test? â The tasks you test in a given round will depend partly on what you have available to test. If all you have is a rough sketch, for instance, the task may consist of simply asking them to look at it and tell you what they think it is. If you have more than a sketch to show them, though, start by making a list of the tasks people need to be able to do with whatever youâre testing.
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What happens during the test? â A typical one-hour test would be broken down something like this:
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Welcome (4 minutes). You begin by explaining how the test will work so the participant knows what to expect.
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The questions (2 minutes). Next you ask the participant a few questions about themselves. This helps put them at ease and gives you an idea of how computer-savvy and Web-savvy they are.
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The Home page tour (3 minutes). Then you open the Home page of the site youâre testing and ask the participant to look around and tell you what they make of it. This will give you an idea of how easy it is to understand your Home page and how much the participant already knows your domain.
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The tasks (35 minutes). This is the heart of the test: watching the participant try to perform a series of tasks (or in some cases, just one long task). Again, your job is to make sure the participant stays focused on the tasks and keeps thinking aloud. If the participant stops saying what theyâre thinking, prompt them by sayingâwait for itââWhat are you thinking?â (For variety, you can also say things like âWhat are you looking at?â and âWhat are you doing now?â) During this part of the test, itâs crucial that you let them work on their own and donât do or say anything to influence them. Donât ask them leading questions, and donât give them any clues or assistance unless theyâre hopelessly stuck or extremely frustrated. If they ask for help, just say something like âWhat would you do if I wasnât here?â
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Probing (5 minutes). After the tasks, you can ask the participant questions about anything that happened during the test and any questions that the people in the observation room would like you to ask.
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Wrapping up (5 minutes). Finally, you thank them for their help, pay them, and show them to the door.
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Typical problems
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Users are unclear on the concept.
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The words theyâre looking for arenât there.
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Thereâs too much going on.
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The debriefing: Deciding what to fix â After each round of tests, you should make time as soon as possible for the team to share their observations and decide which problems to fix and what youâre going to do to fix them.
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Make a collective list.
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Choose the ten most serious problems.
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Rate them.
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Create an ordered list.
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Here are some tips about deciding what to fixâand what not to.
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Keep a separate list of low-hanging fruit.
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Resist the impulse to add things.
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Take ânew featureâ requests with a grain of salt.
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Ignore âkayakâ problems.
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I recommend that you debrief over lunch right after you do the tests, while everything is still fresh in the observersâ minds.
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Focus ruthlessly on fixing the most serious problems first.
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Having something pinned down can have a focusing effect, where a blank canvas with its unlimited optionsâwhile it sounds liberatingâcan have a paralyzing effect.
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In my experience, manyâif not mostâserious usability problems are the result of a poor decision about a tradeoff.
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Mobile first â Instead of designing a full-featured (and perhaps bloated) version of your Web site first and then paring it down to create the mobile version, you design the mobile version first based on the features and content that are most important to your users. Then you add on more features and content to create the desktop/full version. It was a great idea. For one thing, Mobile First meant that you would work hard to determine what was really essential, what people needed most. Always a good thing to do.
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As long as the user continues to feel confident that what they want is further down the screen or behind that link or button, theyâll keep going.
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Memorability can be a big factor in whether people adopt an app for regular use. Usually when you purchase one, youâll be willing to spend some time right away figuring out how to use it. But if you have to invest the same effort the next time, itâs unlikely to feel like a satisfying experience. Unless youâre very impressed by what it does, thereâs a good chance youâll abandon itâwhich is the fate of most apps.
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The reservoir is limited, and if you treat users badly enough and exhaust it thereâs a good chance that theyâll leave. But leaving isnât the only possible negative outcome; they may not be as eager to use your site in the future, or they may think less of your organization and savage you on Facebook or Twitter. For those of you in marketing, your NPS (Net Promoter Score) probably goes down.
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There are a few things worth noting about this reservoir:
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Itâs idiosyncratic.
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Itâs situational.
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You can refill it.
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Sometimes a single mistake can empty it.
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Here are a few of the things that tend to make users feel like the people publishing a site donât have their best interests at heart:
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Hiding information that I want.
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Punishing me for not doing things your way.
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Asking me for information you donât really need.
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Shucking and jiving me.
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Putting sizzle in my way.
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Your site looks amateurish.
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I tell people to ignore all comments that users make about colors during a user test, unless three out of four people use a word like âpukeâ to describe the color scheme. Then itâs worth rethinking.
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Things that increase goodwill
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Know the main things that people want to do on your site and make them obvious and easy.
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Tell me what I want to know.
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Save me steps wherever you can.
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Put effort into it.
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Know what questions Iâm likely to have, and answer them.
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Provide me with creature comforts like printer-friendly pages.
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Make it easy to recover from errors.
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When in doubt, apologize.
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Making sites more usable for âthe rest of usâ is one of the most effective ways to make them more effective for people with disabilities.
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The nuts-and-bolts details of almost every accessibility technique.
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Use headings correctly.
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Make your forms work with screen readers.
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Put a âSkip to Main Contentâ link at the beginning of each page.
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Make all content accessible by keyboard.
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Create significant contrast between your text and background.
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Use an accessible template.
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