web-usability-krug/SKILL.md
Steve Krug's web and mobile usability principles from Don't Make Me Think (3rd ed.). Load when designing web or mobile interfaces, navigation, home pages, forms, or planning usability testing. Covers Krug's 3 Laws, scanning behaviour, Billboard...
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web-usability-krug or would be better handled by a more specific companion skill.SKILL.md first, then load only the referenced deep-dive files that are necessary for the task.Grounded in Krug, S. (2014). Don't Make Me Think, Revisited, 3rd ed. New Riders.
Load alongside ux-psychology when:
First Law: Don't make me think. Every page should be self-evident — users should understand what it is and how to use it without deliberate effort. Eliminate every "question mark" that appears above users' heads: ambiguous links, clever-but-unclear labels, visual elements whose purpose is unclear.
Second Law: Clicks don't matter, cognitive effort does. Users will happily click many times if each click is mindless and confident. Depth is never the enemy — ambiguity is. A three-click path with clear choices beats a one-click path that makes the user stop and think.
Third Law: Omit needless words. Cut the word count in half. Then cut half of what remains. Happy talk, preambles, and instructions users won't read add noise and hide the signal.
We don't read — we scan. Users glance at a page, seize the first reasonable match to their goal, and click. They rarely read anything in full. Design for scanning, not reading.
We don't optimise — we satisfice. Users don't find the best option; they take the first option that seems good enough. The first plausible link wins. Design the most important path to be unmissably obvious.
We don't figure things out — we muddle through. Most users never read instructions or build accurate mental models. They click until they find it. This is not stupidity — it is rational under time pressure. Design to support muddling without penalty, not to require comprehension first.
Apply these to every page, in order of impact:
Take advantage of conventions. Use established patterns (logo top-left, search top-right, blue underlined links). Innovation has a learning cost — deviate only when the benefit is unmistakable.
Create effective visual hierarchies. The visual weight of every element should reflect its importance. Important = prominent. Related = visually grouped. Parent-child relationships = nested or indented.
Break pages into clearly defined areas. Users need to quickly decide which areas are relevant. Defined regions (cards, panels, whitespace) let users skip entire sections at a glance.
Make clickables obvious. Buttons must look clickable. Links must look like links. Underlines and colour distinguish links from body text. When in doubt, add a visual affordance.
Eliminate distractions. Three types of noise: unnecessary animation, too many promotions, and clutter. Every non-essential element competes with essential ones. Remove what isn't earning its place.
Format text to support scanning. Use headings that stand alone as labels. Use bullets for lists. Highlight key terms. Short paragraphs. White space is content — it separates signal from noise.
Navigation does three things beyond wayfinding: it tells users what's here, it tells them how to use the site, and it builds confidence in the people behind it.
| Element | Rule | |---------|------| | Site ID / Logo | Top left; always links to home | | Sections | Primary navigation; reflect top-level information architecture | | Utilities | Secondary nav (Sign in, Help, Cart); less prominent than sections | | Search | Simple text box with a button labelled "Search"; top right |
> separator. Bold the final item (current page). Don't replace page name.Drop any user on any page, hold it at arm's length, and ask them to identify — without clicking — the answers to these six questions:
If users cannot answer all six in seconds, navigation needs work.
First impressions are formed in seconds and are almost irreversible. The home page must instantly answer four questions:
Tagline ≠ motto. A tagline conveys specific benefit and differentiation ("The World's Largest Selection of Widgets"). A motto expresses a principle ("Delivering Excellence"). Mottoes are useless on a home page that users don't already know.
The home page must do more with less. It must serve first-time visitors, returning users, and every type of task — all at once. Ruthlessly prioritise. The top three user tasks must be dead obvious.
Every visit begins with a reservoir of user goodwill. Each friction event drains it. Each act of consideration refills it.
| Anti-pattern | Why it erodes trust | |---|---| | Hiding information users want | Phone numbers, shipping costs, prices — forcing users to dig signals you value your interests over theirs | | Punishing wrong formatting | Requiring no spaces in credit card numbers when spaces aid accuracy; rejecting phone formats you can easily normalise | | Asking for unnecessary data | Every extra field is a demand for trust you haven't earned | | Faux sincerity | "Your call is important to us" — disingenuous language is immediately recognised and resented | | Marketing in the way | Hero images, promotional banners, and feel-good copy that delay access to content | | Amateurish appearance | Sloppy, disorganised, inconsistent design undermines confidence in the organisation |
Testing with 3 users once a month beats elaborate testing once a year.
| Principle | Why it matters | |---|---| | 3 users per session is enough | You hear the same critical problems after 3 sessions; more users adds cost but not insight | | One morning per month | Regular cadence ensures testing informs decisions, not just reports | | Qualitative, not quantitative | You're finding problems, not measuring satisfaction scores | | Focus groups ≠ usability tests | Focus groups surface opinions; tests surface behaviour. They are not interchangeable. | | Watch, don't help | Stay quiet. Helping is the observer's reflex — resist it. What the user struggles with is the data. | | Debrief the same day | While it's fresh — list every problem; group by severity; pick top 3 to fix | | Fix the top problems first | Don't try to fix everything. One well-fixed severe problem beats ten minor tweaks. |
Get stakeholders in the room. Watching users struggle live is more persuasive than any report. One stakeholder who watches a test becomes an internal advocate. A presentation about test results rarely is.
The fundamental challenge: Mobile has a fraction of the screen real estate of desktop. Tradeoffs are unavoidable. The question is which tradeoffs are acceptable — and the answer must never be: trading away usability.
| Principle | Application | |---|---| | Managing real estate ≠ removing usability | Hiding navigation behind hamburgers reduces clutter but increases cognitive load. Test whether users can find what they need. | | Affordances must be visible | Hover does not exist on touch screens. Buttons must look tappable without hover states. Visual cues that only appear on hover are invisible on mobile. | | Flat design removes useful signals | Shadows, gradients, and borders that indicate clickability were removed in flat design trends. Flat interfaces require extra care to make affordances legible. | | Speed is a feature | Mobile users are often on slower connections and more distracted. Every millisecond counts. Optimise aggressively. | | Learnability AND memorability | An app users can learn quickly but forget by next week will be abandoned. Apps must be learnable on first use AND memorable on return. | | Mobile-first | Design the constrained mobile experience first, then enhance for larger screens. Mobile-first forces ruthless prioritisation. |
Same process as desktop testing — tasks, think-aloud, silence from the observer. Logistics differ:
Accessibility is not optional. It is profoundly the right thing to do — blind users with a screen reader can now read any newspaper or magazine independently. That level of impact is rare.
Fix usability problems that confuse everyone. Confused sighted users → dramatically more confused screen-reader users. Usability and accessibility are not separate concerns.
Add alt text to every image. Descriptive alt text for meaningful images; null (alt="") for decorative images. Screen readers read every image without alt text as its filename.
Use heading elements correctly. <h1> → page title; <h2> → major sections; <h3> → subheadings. Don't use headings for visual size — use CSS. Screen-reader users navigate by headings; bad heading structure = no structure.
Form accessibility:
<label> elements associated with every form fieldScreen-reader users scan with their ears. They listen to the first few words of a link or line, then skip. Keywords must be at the beginning of links and headings — not at the end. "Click here" links are useless. "Download the 2024 Annual Report" is not.
| Rule | Applies to | |---|---| | Never use small, low-contrast type | Body text, labels, captions — contrast is not a style choice | | Don't put labels inside form fields | Ghost text disappears on focus; users forget what the field is for; accessibility fails | | Preserve visited vs unvisited link colours | Colour distinction shows where users have been; removing it is removing information | | Float headings toward the text they precede | A heading separated from its body by equal whitespace above and below reads as a floating label, not a section head | | Never make users format input data | Accept phone numbers with or without dashes; credit cards with or without spaces; normalise in code, not in error messages |
| Skill | What it adds |
|---|---|
| ux-psychology | Cognitive science WHY — dual-process, memory, attention, biases that underlie Krug's observations |
| laws-of-ux | Named law quick-reference — Fitts, Hick, Miller, Jakob, Tesler, and 25 more |
| lean-ux-validation | Hypothesis-driven validation process — how to run structured experiments before building |
| interaction-design-patterns | Tidwell's 45+ patterns — concrete UI decisions for navigation, layout, actions, data display |
| form-ux-design | Form-specific UX — field grouping, validation, error messages, multi-step forms |
Krug, S. (2014). Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability, 3rd ed. New Riders/Peachpit.
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