"It's not rocket surgery"
- Make links and buttons "obviously clickable".
[How? Color, underlining, common button style, change cursor when mousing over.]
- How we really use the web: 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.
- Create a clear visual hierarchy.
- The more important something is, the more prominent it should be (i.e., larger, bolder, in a distinctive color, set off by more white space, or
nearer the top of the page).
- Things that are related logically are also related visually.
- Things are "nested" visually to show what's part of what.
- Example: menu items separated by a dark line are harder to scan than menu items separated by a gray line.
- Omit needless words: Happy talk (introductory text with no real content) must die; instructions must die (no one reads them).
- Navigation conventions:
- "You are here" indicator, breadcrumbs (which should use common ">" separator, boldface the last item, appear at the top, use tiny type) on every page.
- Exceptions: Home page, forms (you don't want the user tempted to exit the form before completing it).
- Search: Users look for the word "Search", not "Find", "Quick Find", "Quick Search", or "Keyword Search". Also, adding "Type a keyword" is like saying "Leave a message at the beep": there was a time when it was necessary but now it just makes you sound clueless.
- Page names: the name needs to be prominent (the largest text on the page) and it should match what the user clicked.
- Home page:
- Tagline versus motto: A motto expresses a guiding principle, a goal, or an ideal, but a tagline conveys a value proposition.
- Don't use a mission statement as a welcome blurb (a la NMFN.com). Nobody reads them.
- Usability testing:
- Often too little, too late, and for all the wrong reasons.
- Focus groups vs usability testing: focus groups react to ideas and designs shown to them whereas usability tests show one user at a time a website (or sketches) and are asked to figure out what it is or try to use it to do a typical task.
- Testing one user early in the project is better than testing fifty near the end.
- The purpose of testing is not to prove or disprove anything. It's to inform your judgment.
- Usability testing on 10 cents a day: grab anyone who uses the web and find an office or conference room. Each observer writes one page of notes the day of the test.
- Find a way to observe users doing tasks that they have a hand in choosing. It's much better to say "Find a book you want to buy, or bought recently" than "Find a cookbook for under $14."
- Keep the instructions simple:
- "Look around the page and tell me what you think everything is and what you would be likely to click on."
- "Tell me what you would click on next and what you expect you would see then."
- "Try to think out loud as much as possible."
- Review the results right away:
- Consider tweaking things before re-doing the entire site. Then, re-test.
- Focus on specifics: "They didn't seem to notice the navigation when they got to the second-level pages" is better than "The navigation didn't work."
Additional Information:
First Principles of Interaction Design