User Experience Myth Or Truth: The Three-Click Or Tap Rule.
Just ran across this article again and thought it was worth a re-share. It’s a very good primer on why the three-click rule is mostly bunk.
What the article doesn’t go into is something that can’t be solved here either and that’s the amount of content that so many organizations insist on loading into their websites. It bogs down SEO, it slows down effective IA and it makes effective UX almost nonexistent.
Think about what pages of your website get the least attention. Yes, the LEAST attention. Now, ask why you have them. Is there a reason to keep an enormous section of your site up and running that no one has visited in the last six months?
There you go. Today’s ponderable.
This goes straight on the list of Best Things Ever:
The UX Drinking Game
H/T to Patrick Neeman (@usabilitycounts) who runs a website of the same name and the UX Drinking Game.
It’s hours of fun, this; but it also serves as a cautionary tale that you shouldn’t expect the people that you work for — or the people who demand what a site should look like — know anything about usability.
Or what users need.
Or how to deliver that information to them.
This is important stuff. I mean, it’s not brain surgery, but it may mean the difference of people liking your product/service/institution and being completely frustrated by you and turning to someone else. It’s all about the money, honey, so remove your ego [and your organizational ego] from the mix and let the UX folks do what needs to be done.
Absolutely brilliant! (The article, not the picture!! Definitely not the picture!!)
|Image: UX Magazine.
4 Myths About User Experience — And How to Bust Them. | Mashable
Worth a read, but honestly, some UX people get their knickers in a twist over the most ridiculous little things. No one wants to hear, I guess, that at its very fundaments, UX is damn fine common sense. When you derivate from common sense, you lose.
This article references — rightly — Jakob Nielsen’s seminal 1995 “10 Usability Heuristics for User Interface Design” but fails to note that no one has since developed anything better.
Clean, intuitive, consistent, efficient. Deviate from that at your own peril. Just sayin.’