《Don't Make Me think》Steve Krug关于可用性的20点思考

Don’t Make Me Think: 20 Thoughts on Usability by Steve Krug.

地址

https://tubikstudio.com/dont-make-me-think-20-thoughts-on-usability-by-steve-krug/

翻译:阿蚊子 

Design, as well as many other fields, is built upon the works and discoveries of the great professionals. Everyone who wants to be an expert in their craft often seeks for the guidance to learn how to do things right. Various books and articles written by gurus are now in a free access on the internet so those striving at knowledge can find the essential instruction without efforts.

设计,跟其他很多领域一样,是建立在伟大的专业人士的付出和发现上。每一个想要在他们专业领域上成为专家的人,常常会去寻找法则来学习怎样把事情做正确。由大师所写的各种各样的文章现在通过互联网都可以自由获取, 因此那些努力学习的人可以毫不费力地就找到基本的指导。


We often share quotes and wise thoughts from the best experts in the digital design field in Tubik blog. You can find the short insight into Design Is a Job by Mike Monteiro, Designing for Emotion by Aarron Walter, as well as the set of wise thoughts from typography master Erik Spiekermann. Continuing Tubik Studio Quotes Collection, here’s a fresh set of quotes from the well-known book “Don’t Make Me Think” by Steve Krug.

 我们常常分享来自Tubik博客上那些数字设计领域最优秀专家的的名言和睿智的想法。你可以从由麦克·蒙泰罗(Mike Monteiro)写的《设计是一份工作》,由Aarron Walter写的 《情感化设计》,还有由印刷大师埃里克·斯皮克尔曼(Erik Spiekermann)的智慧思想中找到简短的见解。

我们继续引用来自Tubik工作室的收藏,下面是来自著名的书“Donn't Make Me Think”的作者Steve Krug的最新引言。

The first edition was published in 2000 and then it was revisited in 2014 making it relevant and useful nowadays. Steve Krug sets some basic principles on the usability of interfaces and shares them with professionals working in this field which makes the book one of the top essential resources recommended for UX designers. “Don’t Make Me Think” describes the key points, examples and insights which are important to know about website usability. The major idea is to create designs with which users wouldn’t need to think too much how the interface works — this way it becomes not only problem-solving but also easy to use. Here are 20 quotes reflecting some key points from “Don’t Make Me Think”.

2000年,第一次出版,在2014年,重新出版,《Donn't Make Me Think》在今天依然紧贴时代的发展和符合实际需要。Steve Krug 为交互设计定下了基本的可用性交互原则 并在书中分享了自己在专业领域的实际工作经验,使得出版的书籍成为交互设计师首推的之一。“Donn't Make Me Think”描述了那些对网页可用性设计重要的原则,案例和观点。它主要的想法是设计出那些用户不需要在界面怎么交互上思考过多的设计,这样的设计不仅仅能解决问题并且很容易使用。 下面20句话, 反应了“Donn't Make Me think ”中关键的点。 


If something requires a large investment of time—or looks like it will—it’s less likely to be used.

如果有些事情看起来需要花费很多时间研究——或者它看起来是这样,它很可能就不被使用


Making every page or screen self-evident is like having good lighting in a store: it just makes everything seem better.

让网站每一页或每一屏都不言自明就像在商店里有好的照明:它会让一切看起来更好。



A lot of happy talk is the kind of self-congratulatory promotional writing that you find in badly written brochures. Unlike good promotional copy, it conveys no useful information, and it focuses on saying how great we are, as opposed to delineating what makes us great. Instruction must die.

很多愉快的谈话像是那些书写糟糕的小册子里发现的那种自我祝贺的宣传写作,但和好的广告宣传不一样,它传递无用的信息,并且它重点在说明我们是多么的优秀,而不是去描述什么让我们优秀的。说明书必须消失。

Accessibility is the right thing to do. And not just the right thing; it’s profoundly the right thing to do, because the one argument for accessibility that doesn’t get made nearly often enough is how extraordinarily better it makes some people’s lives. How many opportunities do we have to dramatically improve people’s lives just by doing our job a little better?

可达性是应该要做的。而且不仅仅是应该去做,而且它是非常正确的事情,因为关于可达性没有引起足够的重视,其中一个争论是它能让一些人的生活多大程度上变更好。仅仅通过改善我们的工作,我们有多少机会可以显著改善人们的生活?


Another needless source of question marks over people’s heads is links and buttons that aren’t obviously clickable. As a user, I should never have to devote a millisecond of thought to whether things are clickable—or not.

另外一个 让人们层出不穷的困惑是那些链接和按钮没有看起来是能点击的。作为一个用户,我应该不需要花费丝毫时间在考虑按钮是否可以点击的。



In the last few years, making things more usable has become almost everybody’s responsibility. Visual designers and developers now often find themselves doing things like interaction design (deciding what happens next when the user clicks, taps, or swipes) and information architecture (figuring out how everything should be organized).

在最近几年,让一切事物变得更易用,几乎成为了每个人的责任。视觉设计师和开发者现在会发现自己是在做交互设计(决定下一步发生什么,当用户点击,轻击或滑动)和组织信息架构(理解一切是被怎么组织发生的)。


A person of average (or even below average) ability and experience can figure out how to use the thing to accomplish something without it being more trouble than it’s worth. Take my word for it: It’s really that simple.

一个普通人凭借他(或者能力比平均低一点的人)的能力和经验可以让他在事情没有比本身更复杂时去完成任务。相信我的话:这真的很简单。


Usability is about people and how they understand and use things, not about technology.

可用性是关于人们和他们怎么理解和使用物品,与技术并不相关



The main thing you need to know about instructions is that no one is going to read them—at least not until after repeated attempts at “muddling through” have failed.

关于使用说明,你需要的知道的是至少在人们反复尝试失败之前没有人会去阅读它。


The more you watch users carefully and listen to them articulate their intentions, motivations, and thought processes, the more you realize that their individual reactions to Web pages are based on so many variables that attempts to describe users in terms of one-dimensional likes and dislikes are futile and counter-productive. Good design, on the other hand, takes this complexity into account.

在你更认真观察,和聆听更多用户清楚表达他们的意图,动机,和思考过程后,你更会发现

,他们个人在网页的操作行为,是基于多种变量的。因此尝试用像喜欢和不喜欢的单一维度去描述 用户,这些都是徒劳的,而且适得其反。好的设计,在另一方面,应该是将复杂性考虑在内的。


The fact that the people who built the site didn’t care enough to make things obvious—and easy—can erode our confidence in the site and the organization behind it.

那些设计网站的人并不在乎考虑让事情看起来更具有可见性和简单,使我们对网站和背后的组织丧失信心。



In reality, though, most of the time we don’t choose the best option—we choose the first reasonable option, a strategy known as satisficing.

 虽然现实中大部分时间,我们没有选择最佳的选择,我们选择了第一个最合理的选择,即所谓的“满意”策略。

The problem is there are no simple “right” answers for most Web design questions (at least not for the important ones). What works is good, integrated design that fills a need—carefully thought out, well executed, and tested.

 问题是,在大部分的网页设计问题上,没有简单的对错,至少对于那些重要的设计是这样的。什么的设计才是好的,就是经过一个完整设计过程,它包括仔细需求分析,然后实施,然后测试。


Get rid of half the words on each page, then get rid of half of what’s left.

 将页面上的内容删除一半,然后把剩下一半也删了。 

Designers love subtle cues, because subtlety is one of the traits of sophisticated design. But Web users are generally in such a hurry that they routinely miss subtle cues.

设计师喜欢埋下微妙的线索,因为线索是精细的设计特点之一。但是网站的用户一般很匆忙,以至于他们一向错过了这些微妙的线索。



If there’s one thing you learn by working on a lot of different Web sites, it’s that almost any design idea—no matter how appallingly bad—can be made usable in the right circumstances, with enough effort.

如果有一样事情可以通过学习很多不同网站案例获得,那几乎就是所有设计理念本身想要传达的——不管多么难用的产品,只要通过足够的努力,在正确的情况下,可以变得更易用。


Your primary role should be to share what you know, not to tell people how things should be done.

 你主要的的职责应该是分享你知道的东西,而不是告诉用户怎么去把事情完成。


Your objective should always be to eliminate instructions entirely by making everything self-explanatory, or as close to it as possible. When instructions are absolutely necessary, cut them back to a bare minimum.

 你的目标应该是要完全删掉说明手册,通过设计将一切变得更不解自明,或者尽可能接近这样。当说明书是绝对必须的时候,那就尽量简洁。

Faced with the prospect of following a convention, there’s a great temptation for designers to try reinventing the wheel instead, largely because they feel (not incorrectly) that they’ve been hired to do something new and different, not the same old thing. Not to mention the fact that praise from peers, awards, and high-profile job offers are rarely based on criteria like “best use of conventions.” Occasionally, time spent reinventing the wheel results in a revolutionary new rolling device. But usually it just amounts to time spent reinventing the wheel.

 面对追随旧有设计的前景,对于设计师来说,去重复建造轮子反而是一个抵挡不住的诱惑,很大程度上是因为他们觉得自己被雇佣去做一些新的和不同的事情,而不是旧的东西。更不要说,现实中那些来自同龄人的赞美,奖赏和广受关注的工作机会基本不是来自很像旧的设计”。有时,那些花在重复发明轮子的时候导致了新的革命。但是往往,它也只不过花费了重新发明轮子的时间而已。

If you want a great site, you’ve got to test. After you’ve worked on a site for even a few weeks, you can’t see it freshly anymore. You know too much. The only way to find out if it really works is to test it.

如果你想要设计一个很棒的网站,你需要去测试这个网站。在你使用网站超过几个星期后,你看不到任何的新的东西。因为你知道太多了。只有通过真正的测试,你才可能发现问题。


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