don't make me think - steve krug fundamental usability rule: don't make me think bad: things that are unclear, assume knowledge, complicated, busy people just skim stuff people often have intentions and try to quickly match it so use conventions consistency is a valuable tool conveys information more quickly leverages experience but that doesn't mean it's the most clear visually relate things according to their importance and purpose group and separate things make functionality clear simplify clarify omit words that are noise (I think it was the design of everyday things that suggested the card grouping idea to decide how to set up navigation) tell people where they are test your designs on people recommends once a month or more freq small number of users not about proving, more like awareness of major issues probably find more things to fix than you have time for nielsen norman group's report how to recruit participants for usability studies screenshare and record be patient and don't insert knowledge accidentally circulate main few problems with team members you can test prototypes, wireframes, competitors products welcome, brief homepage tour, task, ask questions, thanks make it clear the site is being tested, not the user you want to know what they'd do or if they get frustrated, that's fine learn about web accessibility book continues with tips, how to justify design, get people to buy in