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Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability

by Steve Krug · 2000

Since Don’t Make Me Think was first published in 2000, over 400,000 Web designers and developers have relied on Steve Krug’s guide to help them understand the principles of intuitive navigation and information design. In… more

26 quotes ★ 4.24 (30,985) Nonfiction

Quotes from the Book

It doesn’t matter how many times I have to click, as long as each click is a mindless, unambiguous choice.
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If there's one thing you learn by working on a lot of different Web sites, it's that almost any design idea--no matter how appallingly bad--can be made usable in the right circumstances, with enough effort.
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Get rid of half the words on each page, then get rid of half of what’s left.
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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 a bare minimum.
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Your primary role should be to share what you know, not to tell people how things should be done.
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If you want a great site, you’ve got to test. After you’ve worked on a site for even a few weeks, you can’t see it freshly anymore. You know too much. The only way to find out if it really works is to test it.
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Designers love subtle cues, because subtlety is one of the traits of sophisticated design. But Web users are generally in such a hurry that they routinely miss subtle cues.
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And not just the right thing; it’s profoundly the right thing to do, because the one argument for accessibility that doesn’t get made nearly often enough is how extraordinarily better it makes some people’s lives. How many opportunities do we have to dramatically improve people’s lives just by doing our job a little better?
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Keep it simple, so you'll keep doing it.
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The main thing you need to know about instructions is that no one is going to read them—at least not until after repeated attempts at “muddling through” have failed.
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As a rule, conventions only become conventions if they work.
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In reality, though, most of the time we don’t choose the best option—we choose the first reasonable option, a strategy known as satisficing.
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usability is about people and how they understand and use things, not about technology.
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If something requires a large investment of time—or looks like it will—it’s less likely to be used.
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The problem is there are no simple “right” answers for most Web design questions (at least not for the important ones). What works is good, integrated design that fills a need—carefully thought out, well executed, and tested.
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How many opportunities do we have to dramatically improve people’s lives just by doing our job a little better?
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If you can’t make something self-evident, you at least need to make it self-explanatory.
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The fact that the people who built the site didn’t care enough to make things obvious—and easy—can erode our confidence in the site and the organization behind it.
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Or as Jakob Nielsen so aptly put it: The human brain’s capacity doesn’t change from one year to the next, so the insights from studying human behavior have a very long shelf life. What was difficult for users twenty years ago continues to be difficult today. I
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Faced with the prospect of following a convention, there’s a great temptation for designers to try reinventing the wheel instead, largely because they feel (not incorrectly) that they’ve been hired to do something new and different, not the same old thing. Not to mention the fact that praise from peers, awards, and high-profile job offers are rarely based on criteria like “best use of conventions.” Occasionally, time spent reinventing the wheel results in a revolutionary new rolling device. But usually it just amounts to time spent reinventing the wheel.
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The more you watch users carefully and listen to them articulate their intentions, motivations, and thought processes, the more you realize that their individual reactions to Web pages are based on so many variables that attempts to describe users in terms of one-dimensional likes and dislikes are futile and counter-productive. Good design, on the other hand, takes this complexity into account.
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Sometimes time spent reinventing the wheel results in a revolutionary new rolling device. But sometimes it just amounts to time spent reinventing the wheel.
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The reality is that in the business world almost everyone is just a very small cog in a huge collection of cogs.2 2 Sorry. Try not to take it personally. Do good work. Enjoy your home life. Be happy.
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The name of the page will match the words I clicked to get there. In
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In the last few years, making things more usable has become almost everybody’s responsibility. Visual designers and developers now often find themselves doing things like interaction design (deciding what happens next when the user clicks, taps, or swipes) and information architecture (figuring out how everything should be organized). I
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every question mark adds to our cognitive workload, distracting our attention from the task at hand.
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About Steve Krug

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About the book

Since Don’t Make Me Think was first published in 2000, over 400,000 Web designers and developers have relied on Steve Krug’s guide to help them understand the principles of intuitive navigation and information design.

In this 3rd edition, Steve returns with fresh perspective to reexamine the principles that made Don’t Make Me Think a classic-–with updated examples and a new chapter on mobile usability. And it’s still short, profusely illustrated…and best of all–fun to read.

If you’ve read it before, you’ll rediscover what made Don’t Make Me Think so essential to Web designers and developers around the world. If you’ve never read it, you’ll see why so many people have said it should be required reading for anyone working on Web sites.

Book details

First published
2000
Goodreads rating
4.24 (31k ratings)

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