Some analysts conclude that navigation is useless and that navigation elements should be removed from Web pages. Don't try teaching users the site structure, don't try showing them where they are, don't try telling them where else they can go. Instead, just show people content. I don't fully agree with this analysis. Navigation is overdone on many sites. In particular, the so-called spoke design where every page is linked to every other page leads to reduced usability. Similarly, many sites have overblown footers that link to too many meta-features (say, 'about the company' or a privacy statement).
Nielsen, Jakob. Alertbox (2000). Articles>Web Design>Usability
ウェブユーザビリティに関するヤコブ・ニールセン博士の人気コラム『Alert Box』の日本語版。最新号は英語版発行(通常は隔週月曜日)後2日~3日で翻訳・公開。
Nielsen, Jakob. Chimimo (2004). (Japanese) Resources>Usability
Kids' Corner: Website Usability for Children
Our usability study of kids found that they are as easily stumped by confusing websites as adults. Unlike adults, however, kids tend to view ads as content, and click accordingly. They also like colorful designs, but demand simple text and navigation.
Nielsen, Jakob. Alertbox (2002). Design>Web Design>Usability>Children
One frequently finds newspaper or magazine articles about the Internet or the World Wide Web stating that the number of servers on the WWW is doubling every 53 days, 'according to a source at Sun Microsystems.' Well, I am that source, and I don't believe the 53-day estimate any more.
Nielsen, Jakob. Alertbox (1995). Articles>Web Design>History
A Layered Interaction Analysis of Direct Manipulation
The concept of direct manipulation is usually viewed as a single characteristic of a class of interaction styles. Here, direct manipulation is analyzed according to a detailed layered interaction model, showing that it has quite different effects on the dialogue on the different levels. In particular, the "no errors" claim may be true at the syntax level but not at several of the levels above or below that level. Furthermore, a unified framework is presented for conceptualizing Direct Manipulation, What You See Is What You Get (WYSIWYG), Transparency, Immediate Command Specification, Arcticulatory Directness, and Computational Appliances according to a layered interaction view.
Nielsen, Jakob. Alertbox (1992). Articles>Human Computer Interaction>User Interface
Sometimes technological progress backfires, and the 'better' technology turns out to be worse for users. The Web is no stranger to this problem, and has experienced many innovations that would have been best avoided. Examples include frames, changing the color of browser scrollbars, and scrolling text. Another example of harmful Web technology comes with the increasing use of style sheets, which let web designers specify the exact size of text down to the pixel. Unfortunately, many designers are using this ability, leading to reduced readability of an increasing number of websites.
Nielsen, Jakob. Alertbox (2002). Design>Accessibility>Web Design>Typography
Schools should teach deep, strategic computer insights that can't be learned from reading a manual.
Nielsen, Jakob. Alertbox (2007). Articles>Education>Technology
Lists of links are an intermediate case between content-embedded links and menu items. Showing listed links in blue or in the site's main link color is the recommended design — and the one most intranets follow.
Nielsen, Jakob. Alertbox (2008). Articles>Web Design>Usability>Color
Long vs. Short Articles as Content Strategy
Information foraging shows how to calculate your content strategy's costs and benefits. A mixed diet that combines brief overviews and comprehensive coverage is often best.
Nielsen, Jakob. Alertbox (2007). Articles>Web Design>Usability>Writing
Low-End Media for User Empowerment
Fancy media on websites typically fails user testing. Simple text and clear photos not only communicate better with users, they also enhance users' feeling of control and thus support the Web's mission as an instant gratification environment.
Nielsen, Jakob. Alertbox (2003). Design>Web Design>Multimedia>Usability
Lower-literacy users exhibit very different reading behaviors than higher-literacy users: they plow text rather than scan it, and they miss page elements due to a narrower field of view.
E-mail lists are an e-marketers dream: mailing lists provide a highly targeted way of reaching people; email doesn't require you to wait until the customer remembers to go visit your site. Mailing lists allow you to extend the footprint of your website. In the literal sense (get space in the user's inbox and not just in the browser). And in the more interesting metaphorical sense: More services become possible when you can reach out to users and provide them with time-dependent information. Just remember the push fiasco: it is not the goal to lay claim to ever-increasing amounts of the users time; prompt them just enough to be useful but not so much that the email becomes a burden. Users will unsubscribe faster than you can say 'information overload.'
Nielsen, Jakob. Alertbox (2000). Articles>Usability>Email
Usability is often the most neglected aspect of Web sites, yet in many respects it is the most important. If visitors can't use your site, they will leave and never become customers. The Web gives people too much freedom and too many choices; no one will suffer a poorly designed site. To make your site usable, you need to involve potential customers in its design.
Nielsen, Jakob, Kara Pernice Coyne and Marie Tahir. PC Magazine (2001). Design>Web Design>Usability
Making Flash Usable for Users With Disabilities
Flash designs are easier for users with disabilities to use when designers combine visual and textual presentations, minimize incessant movement, decrease spacing between related objects, and simplify features.
Nielsen, Jakob. Alertbox (2002). Design>Web Design>Interactive>Flash
Making the Physical Environment Interactive
Microsoft's most innovative product of the 1990s was Interactive Barney: a plush toy containing a computer that lets it interact with kids. When you squeeze Barney's toe, for example, he sings a song; when you cover his eyes, he plays peek-a-boo. Soon, many more physical objects may become interactive, and they're likely to contain much more broadly defined and subtle user interfaces than the primitive toe squeezing that Interactive Barney pioneered.
Nielsen, Jakob. Alertbox (2002). Design>Human Computer Interaction
Making Web Advertisements Work
There are many reasons why advertisements don't work well on the Web, but it is most unsettling when an ad actually portrays something relevant to users and still fails. Why would this occur? Well, to start, we must consider why text ads work so well on search engines. Each user has a goal -- perhaps it is to learn about digital cameras, perhaps to purchase a book. In either case, users' attention is focused on whatever gets them to their goal; they ignore everything else. When users enter search queries, the targeted ads that the engine returns relate directly to what users are after. Hence, they look at and follow the ads. Indeed, such advertisements probably have an advantage over the plain search results because they show both that the advertiser is competent and has a direct interest in serving consumers.
Nielsen, Jakob and Donald A. Norman. Alertbox (2003). Design>Web Design>Marketing>Usability
Some details less profound than disabled access, international usability, and site structure, but still important for Web usability.
Nielsen, Jakob. Alertbox (1996). Design>Web Design>Usability
Mastery, Mystery, and Misery: The Ideologies of Web Design
Behind a website's superficial appearance lies its fundamental understanding of user behavior in an interactive service. Choices such as whether the "buy" button is red or orange or whether the navigation menu runs across the top or down the left side are much debated, but make at most a few percent difference in usability. In contrast, the design ideology can make or break a site. I see three contrasting approaches to design, which I have dubbed mastery, mystery, and misery.
Nielsen, Jakob. Alertbox (2004). Design>Web Design
Medical Usability: How to Kill Patients Through Bad Design
A field study identified twenty-two ways that automated hospital systems can result in the wrong medication being dispensed to patients. Most of these flaws are classic usability problems that have been understood for decades.
Nielsen, Jakob. Alertbox (2005). Articles>Usability>Biomedical
Mental Models For Search Are Getting Firmer
Users now have precise expectations for the behavior of search. Designs that invoke this mental model but work differently are confusing.
Nielsen, Jakob. Alertbox (2005). Articles>Usability>Search>Cognitive Psychology
Middle-Aged Users' Declining Web Performance
Between the ages of 25 and 60, people's ability to use websites declines by 0.8% per year — mostly because they spend more time per page, but also because of navigation difficulties.
Nielsen, Jakob. Alertbox (2008). Articles>Web Design>Accessibility>Elderly
Misconceptions About Usability
Misconceptions about usability's expense, the time it involves, and its creative impact prevent companies from getting crucial user data, as does the erroneous belief that existing customer-feedback methods are a valid driver for interface design.
Nielsen, Jakob. Alertbox (2003). Articles>Usability
Mobile Devices Will Soon Be Useful
New mobile devices and services are more realistic and useful than last year's models, and will likely expand mobile device adoption. Design usability and simplicity are key, particularly for the automotive market where complexity can be dangerous.
Nielsen, Jakob. Alertbox (2001). Articles>Usability>Technology>PDA
Mobile Devices: One Generation From Useful
New mobile devices show a huge improvement over previous generations, but they're still not good enough to score a real win. To get there, we need both PC-integrated applications and specialized mobile services rather than repurposed website content.
Nielsen, Jakob. Alertbox (2003). Articles>Usability>Technology>PDA
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