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 scanning, satisficing, and muddling through — because that's what users actually do.
Scoring
Goal: 10/10. Rate any interface 0-10 against the principles below. Always state the current score and the specific improvements needed to reach 10/10.
Krug's Three Laws of Usability
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.
Why it works: Users are on a mission — they don't want to puzzle over labels or decode clever marketing language. The less thinking required, the more likely they complete the task.