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Obsidian-Vault/Career/Resources/Don't make me think.md
2025-10-25 20:11:21 +02:00

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Don't Make Me Think

The goal is not to make an interface that leads to the least amount of clicks, it should be the least amount of thoughts.

Thinks that make people think are: • Not knowing the meaning of text, so use simple language. • Not knowing what to interact with.

So things should be self-evident, or at least self-explanatory.

How We Really Use the Web

Web pages are not read they are scanned. People need to find something, they dont need to read everything and are good at scanning.

Also people look for a reasonably good option instead of the best one. They are in a hurry, there is little penalty for guessing wrong.

Users are there to muddle through.

Billboard Design 101

Some quick conventions • Make use of conventions

  • Use visual hierarchy .1'm portent things are prominent. • Related things are visually related • Nested things are a part of • Break up pages into areas • Show what is clickable. • Eliminate visual noise • Format to support scanning

Animal, Vegetable, or Mineral?

Navigation becomes difficult by not knowing where to click, it number of clicks is less relevant.

Omit needless words

Keep text short or hidden in order to:

  • reduce noise
  • make use full content more prominent
  • make pages shorter

The same holds for instructions, people only read them if muddeling through does not work.

Street Signs and Breadcrumbs

Some users are search dominant others are link dominant.

After a browsing click, the user should know it was the right click.

Compared to normal navigation web browsing gives no sense of scale, direction or location. This needs to be added. Away to get this is, persistent navigation. Which should include, the site identification, its sections, utilities and a search.

Give users to option to limit the scope after they have seen the scope is to wide.

Due to search engines, people are dropped randomly in a site. Make sure that they know where they are. Site > Page name > Sections > Local navigation > you are here > Search

The Big Bang Theory of Web Design

Things a homepage needs to do:

  • Site identity and mission, where am I?
  • Hierarchy, where to go next.
  • Search, help?
  • Teases, hint at the good stuff
  • Content promos, the top content
  • Feature promos, the top sections
  • Timely content, the reason to come regularly
  • Deals
  • Shortcuts, utility
  • Registration, utility

Some abstract objectives:

  • Show people what they want to see or how to get there.
  • Expose people to new stuff.
  • Establish credit-lily and trust.

Given that every has an option about what needs to be on the frontpage. Remember them the page is for the user, not for them.

While doing all this, keep in mind the first questions:

  • What is this?
  • What do they have here?
  • what can I do here?
  • Why should I be here?

Usability Testing on 10 Cents a Day

Testing should be done during the entire design stage. Don't use focus group, one is for testing peoples feelings. Usability is about a single person getting the site.

See the rest should we even start testing.

Mobile; It's not just a City in Alabama Anymore

There is not much difference between desktop and mobile, people just read even less and scroll faster.