Don’t Make Me Think, Revisited – Comprehensive Study Notes

Preface & Introduction

  • Author: Steve Krug, usability consultant; book editions 2000, 2006, 2013 (Revisited & Mobile)
  • Two main reasons for new edition:
    • Examples feel dated; Internet time accelerates obsolescence
    • Landscape changed via technology (smartphones, always-connected), Web sophistication, and UX mainstreaming
  • Book goals unchanged: teach common-sense web (and now mobile) usability; core principle: usability is about people, not tech
  • Target readers: anyone who designs/builds digital products—particularly those without budget for professional UX help
  • Style: concise, practical, humorous; “It’s not rocket surgery™”

Guiding Principles

1. Krug’s First Law – “Don’t make me think!”

  • A page should be self-evident/self-explanatory; users should ‘get it’ instantly
  • Thought balloons: want ✔ (“there’s the ___”) not ?
  • Cognitive load from unclear naming, ambiguous links, non-obvious clickables erodes confidence
  • Goal hierarchy: self-evident > self-explanatory > at minimum quickly understandable

2. How We Really Use the Web

  • FACT 1: We scan, we don’t read; look for trigger words, patterns, hardwired cues (“Free”, own name)
  • FACT 2: We satisfice – pick first reasonable option rather than optimal; influenced by time pressure, low cost of Back button
  • FACT 3: We muddle through – use tech without understanding; form mistaken mental models but still complete tasks
  • Implication: design billboards—fast, glanceable comprehension

3. Billboard Design 101 (Design for Scanning)

  • Leverage conventions e.g., logo top-left, cart icon
  • Craft clear visual hierarchy: prominence = importance; grouping; nesting
  • Divide page into clear areas; supports "$25,000 Pyramid" mental labeling
  • Obvious clickability via shape, color, placement; cursor change absent on touch
  • Minimize visual noise (shouting, clutter, disorganization); apply “presumed guilty until proven innocent” pruning
  • Format text for scanning:
    • Informative headings (distinct levels, attached to following text)
    • Short paragraphs
    • Bulleted lists
    • Highlight keywords sparingly

4. Mindless Choices (Krug’s Second Law)

  • Number of clicks less critical than effortless, unambiguous clicks (Three mindless = one thoughtful)
  • Danger examples: cryptic category names, login/member confusion, forms with hard questions
  • Provide just-in-time help: brief, timely, unavoidable (London curb “LOOK RIGHT”)

5. Omit Needless Words (Krug’s Third Law)

  • Remove 50 % of words, then half again
  • Kill “happy talk” & mission-statement fluff
  • Minimize instructions; strive for self-evident UI; if needed, concise placement near action

Things You Need to Get Right

6. Navigation – Street Signs & Breadcrumbs

  • Purposes: locate, orient, reveal content, instruct, build trust
  • Persistent navigation (global): Site ID, Sections (primary nav), Utilities, Search, Home link
  • Secondary/tertiary nav often neglected; design all levels early
  • Page names: every page needs clear, prominent, matches link
  • Location cues: highlight current section; breadcrumbs (Home > Section > Sub)
  • Tabs: self-evident, require pop-to-front illusion (contrast + connection)
  • Trunk Test: Print page, arm’s-length; circle Site ID, Page name, Sections, Local nav, ‘You are here’, Search

7. Home Page – Big Bang

  • Must juggle many jobs: identity, mission, hierarchy overview, search, teases/promos, timely content, deals, shortcuts, registration, credibility
  • First few seconds critical (50 ms impression study)
  • Convey 4 questions instantly: What site? What page/section? What can I do here? Why should I be here (value prop)?
  • Tools: Tagline (unique, 6–8 words), Welcome blurb, Learn-more video
  • Provide obvious starting points (Search, Browse, Key tasks)
  • Resist killing golden-goose: limit promos; avoid tragedy-of-the-commons clutter

Making Sure You Got Them Right

8. Religious Debates & Antidote

  • Internal arguments stem from personal bias, role perspectives (design vs dev vs marketing), myth of Average User
  • Solution: usability testing; shifts from opinions to evidence

9. Usability Testing on 10¢/day

  • Any team should test 1 morning/month, 3 users, DIY
  • Testing > focus groups (observe doing vs talking)
  • Recruit loosely; grade on curve; focus on key tasks; facilitator prompts think-aloud; observers list top issues
  • Debrief lunch: prioritize top 10 problems, assign fixes; focus on most serious
  • Mobile/remote/unmoderated options (e.g., UserTesting.com)

Larger Concerns & Outside Influences

10. Mobile Usability

  • Constraints (small screens) create new trade-offs; must prioritize yet offer full capability
  • Responsive/Adaptive design challenging; avoid hiding affordances; loss of hover & cursor; flat design reduces visual cues
  • Apps require: Delight (emotional appeal), Learnability (onboarding, clear gestures), Memorability (re-use without re-learning)
  • Mobile testing logistics: show screen + fingers (camera rigs e.g., Brundlefly), share/record sessions; attach camera for natural holding

11. Usability as Common Courtesy (Goodwill Reservoir)

  • Each hurdle lowers user goodwill; too low ⇒ abandon or bad word-of-mouth
  • Things that drain: hidden info (fees, support #), hard data entry rules, excess sizzle, amateur look
  • Things that fill: transparency, saving steps, FAQs, printer-friendly pages, apology when necessary

12. Accessibility

  • Accessibility = usability for people with disabilities; essential, ethical, increasingly legal
  • Common dev fears: extra work, compromised design; reality: fix universal usability first, then address low-hanging fruit
  • Four actions:
    • Fix general usability issues
    • Read Theofanos & Redish study on screen-reader users
    • Read a comprehensive accessibility book (e.g., Horton & Quesenbery)
    • Implement basics: alt text, semantic headings, labeled forms, skip-links, keyboard access, good contrast, accessible templates

Guide for the Perplexed – Making UX Happen

  • UX umbrella now wide (IA, IxD, usability, visual, content); still about learning & serving users
  • Tactics to win support:
    • Invite bosses to observe a test (live impact)
    • Run first test on own time/resources; quick win
    • Test competitors (safe, revealing)
    • Empathize with management; frame benefits in business terms
    • Use resources: Sharon’s “It’s Our Research”, Buley’s “UX Team of One”
  • Resist dark forces: use UX to serve users, not manipulate (deceptive patterns)

Definitive (Always/Never) Mini-Rules

  • Never use small low-contrast text
  • Don’t put form labels inside fields unless strict safeguards met
  • Preserve visited-link color difference
  • Keep headings closer to following content than previous

Testing & Design Resources

  • Rocket Surgery Made Easy (Krug) – DIY testing guide
  • WebAIM.org – practical accessibility how-tos
  • Cost-Justifying Usability (Bias & Mayhew) – ROI cases
  • Cialdini’s “Influence”, Weinschenk’s neuropsych books – persuasion vs manipulation

Key Metaphors & Examples

  • Mall/store navigation, $25K Pyramid, shark motion, sesame street billboard, buttered-cat paradox, Calvin & Hobbes color gag
  • London curb “LOOK RIGHT” as micro-UX tip
  • CBS News mobile multi-page story as poor trade-off; Clear & ASketch apps as learnability/memorability challenges

Krug’s Motto

  • Advanced Common Sense; usability = common sense made obvious
  • “It’s not rocket surgery™”: Small, continuous tests + clear design choices = big impact