ux-heuristics
UX Heuristics Framework
Practical usability principles for evaluating and improving user interfaces. Users don't read, they scan; they don't make optimal choices, they satisfice; they don't figure out how things work, they muddle through.
Core Principle
"Don't Make Me Think" — every page should be self-evident. If something requires thinking, it's a usability problem. Users have limited patience and cognitive bandwidth, so design for the scanning, satisficing, and muddling-through behavior described above.
Scoring
Goal: 10/10. Audit the interface, rate every issue on the severity scale below, then score the interface from its Quick Diagnostic results: start at 10 and subtract per failed diagnostic row, weighted by the worst severity it triggers (catastrophic/major rows cost ~2, minor/cosmetic ~1). Bands: 9-10 = no severity-3+ issues and ≤1 failed diagnostic row; 6-8 = some major issues or several failed rows; 3-5 = a catastrophic issue or many failed rows; ≤2 = core tasks blocked. Always state the current score, the highest-severity issues, and the specific fixes needed to reach 10/10.
Krug's Usability Principles
Laws 1-3 are Krug's Three Laws of Usability; #4, the Trunk Test, is his navigation orientation check.
1. Don't Make Me Think
Core concept: Every question mark that pops into a user's head adds cognitive load and distracts from the task.