Review of Steve Krug's Don't Make Me Think: 2nd Edition (with notes)
As it promises, Steve Krug's Don't Make Me Think: 2nd Edition, is a quick, but extremely usable, guide to Web usability and design. The book took me less than a day to read (less than 3 hours total over the days of September 26 and 27, of 2007), but has become, in my mind, a requirement for even beginners (like myself) of Web design. Since everyone who develops for the Web should have some idea of design and usability, this book should really be a mandatory requirement for said work.
In short, there's no reason not to read this book if you're developing for the Web (writing content, programming, etcetera), or working with a team that does so.
Notes on the book
The following are notes that I took while reading the book. They are broken up by chapter. These notes will not replace a reading of the book.
Chapter 1
- Eliminate question marks - "what does this do?" ...
- use common language
- keep things obvious
Chapter 2
- satisficing - first, best, option
- guessing
- back button most used browser feature
Chapter 3
- billboard design
- clear visual hierarchy
- size, grouping, nesting
- size, grouping, nesting
- use conventions
- clearly define page areas
- make clickable areas obvious
- minimize noise
- busyness
- background noise
- everything is noise until proven otherwise
- replace text with a foreign language - does it still make sense (where things are)?
Chapter 5
- get rid of happy-talk - they're not going to read it, but they may think they have to ... (but they still won't read it)
- kill instructions
Chapter 6
- navigation = getting from one place to another = figuring out where you are
- navigation reveals content
- presistent navigation - comfort for user; it'll be here, but it may change
- simpler navigation for forms and the like (where they need to perform a specific action)
- common elements; home, search, sections (nav), utilities (help use site: about us, contact, help, site map), site id/logo, title, indication of where you are
- home page != sub pages
- let people filter results (simple search) - more useful at that point (instead of before you even search)
- you need to know navigation from top-level to bottom-most level (id est, don't stop mocking up at the second or third level, keep going as necessary)
- every page needs aname - largest text
- visual cues of where you are can't be subtle; maybe two things, not just one
- breadcrumbs were an oddity - not a substitute for two levels of main nav
- move them out of page - don't let them conflict with primary nav
- move them out of page - don't let them conflict with primary nav
- tabs are self-evident, like the Recycle Bin on computes to delete files
- connect w/ secondary nav (like real life)
- have one tab selected by default
- have one tab selected by default
- connect w/ secondary nav (like real life)
- don't rely on color as the only cue
- 'trunk' test: look at a page from a distance, or with nonsense text
- what site am I on?
- what page?
- what/where are the major sections?
- options at this level?
- where am I in scheme of things?
- search/find?
Chapter 7 (home pages)
- common elements
- site identity/mission
- site hierarchy
- search
- teaser
- timely content
- deals
- shortcuts
- registration
- show me what I'm looking for (and what I'm not looking for)
- show me where to start
- establish credibility and trust
- must appeal to all visitors
- ?s: what is this?, what can I do here? what do they have here? why should I be here and not elsewhere? where do I start?
- tagline and brief, blocked, welcome blurb
- tagline = value proposition (like 'the single best source for facts on the net')
- tagline = value proposition (like 'the single best source for facts on the net')
- max of four features (to point out)
- should be able to answer where to start to search, browse, sample (the best)
- nav layout changes are oaky, but don't change the order (home page vs. sub-pages)
Chapter 8
- there is no average user
- there is no average user :D
- Web teams don't argue about big things (usually), just the minor issues (and these may not have right answers)
- testing is a good thing - get people to use proposed idea(s) and see how it really functions
Chapter 9
- focus groups vs. usability testing
- focus groups = group; wants, needs, likes > marketing; do it early, not late in the game (do it before you start designing)
- usability testing = individual, task based; whether site works
- focus groups = group; wants, needs, likes > marketing; do it early, not late in the game (do it before you start designing)
- if people are getting lost, don't add more text - remove (distractions/noise)
Chapter 10
- keep photos/figures in print-friendly pages, but don't include nav, ...
Chapter 11
- easy accessibility (first steps)
- add alt tags to images
- use labels in forms
- skip to main content link (before any other content)
- make all content accessible by keyboard
- don't use JS without a good reason
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