The complete title of the book is Don’t Make Me Think, Revisited: A Common Sense Approach to Web Usability
The user shouldn’t have to think when they come to a page. Your task is to remove all question marks that comes in the head when you see a page
Every question mark adds to our cognitive workload, distracting out attention from the task at hand
And as a rule, people don’t like to puzzle over how to do things. They enjoy puzzles in their place—when they want to be entertained or diverted or challenged—but not when they’re trying to find out what time their dry cleaner closes. 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.
Your goal should be for each page or screen to be self-evident, so that just by looking at it the average user 2 will know what it is and how to use it. In other words, they’ll “get it” without having to think about it.
FACT OF LIFE #1: We don’t read pages. We scan them. we tend to focus on words and phrases that seem to match (a) the task at hand or (b) our current or ongoing personal interests. And of course, (c) the trigger words that are hardwired into our nervous systems, like “Free,” “Sale,” and “Sex,” and our own name.
FACT OF LIFE #2: We don’t make optimal choices. We satisfice When we’re designing pages, we tend to assume that users will scan the page, consider all of the available options, and choose the best one. 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. 1 As soon as we find a link that seems like it might lead to what we’re looking for, there’s a very good chance that we’ll click it.
Klein’s team of observers went into their first study (of field commanders at fire scenes) with the generally accepted model of rational decision making: Faced with a problem, a person gathers information, identifies the possible solutions, and chooses the best one. They started with the hypothesis that because of the high stakes and extreme time pressure, fire captains would be able to compare only two options, an assumption they thought was conservative.
As it turned out, the fire commanders didn’t compare any options. They took the first reasonable plan that came to mind and did a quick mental test for possible problems. If they didn’t find any, they had their plan of action.
So why don’t Web users look for the best choice?
FACT OF LIFE #3: We don’t figure out how things work. We muddle through.
Why does this happen?
DESIGNING FOR SCANNING, NOT READING
Conventions are your friends In the past twenty years, many conventions for Web pages have evolved. As users, we’ve come to have a lot of expectations about
One problem with conventions, though: Designers are often reluctant to take advantage of them. 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
My recommendation: Innovate when you know you have a better idea, but take advantage of conventions when you don’t.
Create effective visual hierarchies
In general, I think it’s safe to say that users don’t mind a lot of clicks as long as each click is painless and they have continued confidence that they’re on the right track
Which one was me? I had to think about it, and even when I made my choice I wasn’t very confident it was the right one. In fact, what I had to look forward to when the target page finally loaded was even more thinking to figure out whether I was in the right place.
Don’t make the user make a tough choice, they are not sure of.
Vigorous writing is concise. A sentence should contain no unnecessary words, a paragraph no unnecessary sentences, for the same reason that a drawing should have no unnecessary lines and a machine no unnecessary parts.
A product should contain no extra feature or customization than necessary
Happy talk must die We all know happy talk when we see it: It’s the introductory text that’s supposed to welcome us to the site and tell us how great it is or to tell us what we’re about to see in the section we’ve just entered.
A lot of happy talk is the kind of self-congratulatory promotional writing that you find in badly written brochures. Unlike good promotional copy, it conveys no useful information, and it focuses on saying how great we are, as opposed to explaining what makes us great.
Instructions must die Another major source of needless words is instructions. 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. And even then, if the instructions are wordy, the odds of users finding the information they need are pretty low.