Dont make me think by steve krug pdf download

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Dont make me think by steve krug pdf download

Download Don’t Make Me Think, Revisited PDF by Steve Krug book free – From Don’t Make Me Think, Revisited PDF: Since Don’t Make Me Think was first published in 2000, hundreds of thousands of Web designers and developers have relied on usability guru Steve Krug’s guide to help them understand the principles of intuitive navigation and information design. Buy from Amazon

Table of Contents

  • 1 Don’t Make Me Think, Revisited PDF
    • 1.1 Detail About Don’t Make Me Think, Revisited PDF by Steve Krug
  • 2 Summary of Don’t Make Me Think, Revisited PDF
  • 3 About the Author
    • 3.1 Share this:

Witty, commonsensical, and eminently practical, it’s one of the best-loved and most recommended books on the subject.

Now 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. Don’t Make Me Think, Revisited PDF

“After reading it over a couple of hours and putting its ideas to work for the past five years, I can say it has done more to improve my abilities as a Web designer than any other book.”
–Jeffrey Zeldman, author of Designing with Web Standards

Detail About Don’t Make Me Think, Revisited PDF by Steve Krug

  • Name: Don’t Make Me Think, Revisited: A Common Sense Approach to Web Usability (3rd Edition) (Voices That Matter), 3rd Edition
  • Author: Steve Krug
  • ISBN: 9780321965516
  • Language: English
  • Genre: Web Design, Data Processing, User Experience, and Website Usability
  • Format: PDF
  • Size: 9 MB
  • Page: 216
  • Price: Free

Summary of Don’t Make Me Think, Revisited PDF

I used to believe that in order to design a successful product, you needed to nail at least two elements: a) understanding the users’/customers’ unmet needs, and b) the ability to quantitatively analyze user behavior in order to swiftly iterate and move closer to Product/Market fit. For me, ‘User Experience’ has always taken a back seat, partly due to my inability to distinguish between a ‘good UX’ and a ‘great UX.’ So I turned to Steve Krug’s Don’t Make Me Think, a widely recommended book on User Experience for Product Managers. The following is a summary of what we’ve learnt about User Experience and why it’s so important to the success of any product we want to create.
What does it mean to have a ‘User Experience’?
It’s an emotion, a sensation, an intuition, or a connection that a person has when using the product, in simple terms. The goal of user experience is to make consumers happy with the product by making it easier for them to accomplish their goals and, as a result, making the entire process useful to your company.

  1. Usability’s first law
    “Don’t make consumers think,” Steve Krug says in his first law of usability. A web page’s design, like anything else you develop, should be self-evident and obvious. After looking at the screen, consumers should be able to “get it” right away. The more time users spend thinking about what all of the components/elements are about, the more obstacles we put in their exploration (or experience) of the product, and the more time users waste.
    So design the screens/pages in such a way that a user with no prior knowledge of the product/screen should be able to “get it” what all he can accomplish with a single glance.
  2. Scanning, not reading, is the goal.
    Users are more inclined to scan web pages than read them, especially when it comes to web pages. They do this because they are either in a rush or simply want to muddle their way to the intended result. As a result, web pages must be built in such a way that they are simple to scan. When planning for scanning, the author recommends following the guidelines below:
    Make use of well established conventions: We should continue to employ globally acceptable items on the web page, similar to the ‘STOP’ sign on highways, which is universally the same and understood in an instant. These could include a search icon, the site title’s position, social networking sharing options, and so on. Don’t try to re-invent the wheel when it comes to things that are widely regarded as norms.
    To make visual hierarchies, do the following: This allows the user to quickly determine what items are significant and hence require the user’s attention, as well as what items can be avoided.
    Make it clear what can be clicked: Because consumers are more likely to click on a web page or tap on a mobile app, make it crystal apparent to them which elements are clickable and which are not.
    Clicking (or tapping) is one of the most common actions on any app, so it’s only natural that the clicks be made dumb so that they don’t require any thought. It doesn’t matter how many clicks you make as long as they’re mindless and unambiguous. To make clicks mindless, we must design them in such a way that it is clear where the action will take the user. The author refers to this as the ‘Scent of Information,’ which indicates to the user where a specific activity would bring them, eventually leading them to their destination. As a rule of thumb, three mindless clicks are equal to one click that requires thought.
  3. A little goes a long way.
    Users scan rather than read the complete article, as we showed earlier. Any unnecessary words or sentences must be removed. They divert consumers’ attention away from the task at hand.
    On the web page, stay away from the directions. It should all be self-explanatory. If there are any points that require clarification, keep it brief and concise.
  4. Make it simple for consumers to navigate
    When you’re looking for something on the internet, it’s a lot like looking for something in a shopping mall. You can either ask someone directly what you’re looking for (in web: search) or you can scan the shelves and find it yourself (in web: navigation). When scanning the shelves, you usually work your way through a hierarchy (in web: categories and sub-categories). If you don’t find what you’re looking for, you’ll eventually have to leave the mall (in web: you close the website).
    As a result, proper navigation is required since it allows users to locate their position inside the website, and unlike at a mall, consumers do not have a sense of scale, direction, or location when perusing a web page. There are a few things that must always be present:
    Site ID, sections, utilities, and search are all part of the persistent navigation.
    Home Button: It should be visible and accessible at all times. It provides reassurance in the event that the user becomes disoriented while browsing.
    Page Names: Every page should have a prominent name, and the link that the user clicks to get to the page should have the same name as the page ‘You are here.’ navigation: Because users have no concept of scale or direction, it’s critical to show them where they fit into the bigger picture. Breadcrumbs are also useful for indicating to users where they are on a page.
  5. Instead of debating, put your ideas to the test.
    Most businesses have implemented Agile and Lean approaches for product development by now. This means that everyone is part of a cross-functional team with a variety of skills. On the one hand, it gives new viewpoints to a subject, but if not managed properly, it can also be a hotspot for conflict. Conflicts arise when everyone brings their own perspective on how things should work or look, which is primarily based on their own experiences. As with most conflicts, none of the arguments are right or wrong; instead, they are perfectly placed in the grey zone, making it difficult to reach any rational conclusion.
    So, what are your options? Put it to the test. Testing with real users adds a whole new level of complexity to the conversation and allows everyone involved to rethink their assumptions. Testing is a powerful tool that can break even the most difficult deadlocks.
  6. Usability testing should be done on a regular basis.
    You can’t notice any issues in the design because you’re a member of the product team, and you’re already too committed in your solution. Different people’s usability assessments provide an entirely different perspective.
    Once a month is the recommended frequency. Continuous testing helps you enhance your product over time.
    The number of users is: Three monthly users is a respectable number. The goal is to identify the design’s most critical flaws, which are likely to be shared by a large number of consumers.
    Testing: There should be one facilitator and one consumer. Record the testing sessions if feasible so you may refer to them afterwards and share them with any stakeholders or team members for their benefit.
    Concentration: There will always be more issues than you can tackle. As a result, it’s necessary to be merciless in prioritizing only the most crucial topics.
  7. Increase your Goodwill Reservoir
    The term “reservoir of goodwill” refers to the feeling that accompanies a person when they visit and observe a product for the first time. This reservoir is either emptied or raised depending on their experience with the product. Good user experience will constantly add to the reservoir of goodwill, whilst negative user experience will decrease it. Things that can help you build your goodwill reserve include:
    Make it as simple as possible for your users to do the most critical activities on your site.
    Make it clear what information consumers will want to see.
    Wherever possible, reduce the number of steps.
    When you are unable to give what the user expects, such as a 404 page or some restricting capability that you know the user wants but are unable to provide for some reason, it is appropriate to apologize to the user.
    Conclusion
    These are the fundamental ideas that can be applied to both web and mobile user experience design, and they are unlikely to alter over time. The book is an excellent read for anyone who are interested in UX concerns, are new to User Centered Design, and are looking for a quick read (200 pages).

Steve Krug (pronounced “kroog”) is best known as the author of Don’t Make Me Think: A Common Sense Approach to Web Usability, now in its third edition with over 600,000 copies in print. Ten years later, he finally gathered enough energy to write another one: the usability testing handbook Rocket Surgery Made Easy: The Do-It-Yourself Guide to Finding and Fixing Usability Problems.Don’t Make Me Think, Revisited PDF

The books were based on the 30+ years he’s spent as a usability consultant for a wide variety of clients like Apple, Bloomberg.com, Lexus.com, NPR, the International Monetary Fund, and many others.

His consulting firm, Advanced Common Sense (“just me and a few well-placed mirrors”) is based in Chestnut Hill, MA. Steve currently spends most of his time teaching usability workshops, consulting, and watching old episodes of Law and Order.

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