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
- 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