Don't Make Me Think by Steve Krug
Don't Make Me Think by Steve Krug

Business · 2000

What is Don't Make Me Think about?

by Steve Krug · 2h 40m

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The short answer

Don't Make Me Think is Steve Krug's short, plainspoken guide to web usability. First published in 2000 and revised in 2006 and 2014, it remains the most widely read introduction to the subject, used in design schools and corporate training programs alike.

Don't Make Me Think by Steve Krug
Don't Make Me Think by Steve Krug

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Don't Make Me Think, in detail

Don't Make Me Think is Steve Krug's short, plainspoken guide to web usability. First published in 2000 and revised in 2006 and 2014, it remains the most widely read introduction to the subject, used in design schools and corporate training programs alike. The title is its thesis: good usability means designing so that users never have to wonder what something is or how it works. The moment they have to stop and think, you have already introduced friction that costs you clarity, trust, and conversions.

Krug's central observation is that most web designers and product teams misunderstand how users actually behave online. We design assuming users will read pages carefully, consider all options, and choose deliberately. In reality, users scan, not read. They satisfice — choosing the first option that seems good enough rather than the optimal one. They muddle through without reading instructions. And they don't read error messages. Understanding these behaviors is not cynicism; it's the starting point for design that works.

The book covers navigation (clear, consistent, location-aware), page hierarchy (the most important things must be obvious), link and button design (anything clickable must look clickable), and homepage design (the hardest real estate on the site). Krug is opinionated but not prescriptive — he repeatedly argues that usability principles need to be tested, not just applied from theory, and the book's later chapters cover how to run low-cost guerrilla usability tests with as few as three users.

The third edition added a section on mobile usability, which applies the same principles to the additional constraints of small screens, touch targets, and variable connectivity. Krug's voice throughout is self-deprecating and direct. The book is unusually short for its impact. Designers who have read it extensively cite not its originality but its clarity: it says things that experienced designers know implicitly in language that makes them useful to teach.

The big ideas

  1. 1.

    Good usability means the user never has to stop and wonder what something is or how it works. Confusion is always the designer's problem, not the user's.

  2. 2.

    Users scan pages rather than read them. They pick the first reasonable option and move on. Design for scanning, not reading.

  3. 3.

    Satisficing is rational under time pressure. Users choose what looks good enough, not what is best. Design must make the right choice look obviously right.

What it explores

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