ux-heuristics
Evaluate interface usability against Nielsen's 10 heuristics and Krug's core principles for clarity and user confidence.
- Covers Nielsen's 10 usability heuristics (visibility of system status, user control, error prevention, consistency, recognition over recall, and more) with product applications and copy patterns
- Based on Krug's three laws: "Don't Make Me Think," click confidence over click count, and word reduction for scanning behavior
- Includes the Trunk Test for navigation clarity, severity rating scale (0–4) for prioritizing issues, and a quick diagnostic checklist for any interface
- Provides dark patterns taxonomy, heuristic conflict resolution, and common mistakes with fixes
UX Heuristics Framework
Practical usability principles for evaluating and improving user interfaces. Based on a fundamental truth: 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.
The foundation: Users have limited patience and cognitive bandwidth. The best interfaces are invisible -- they let users accomplish goals without ever stopping to wonder "What do I click?" or "Where am I?" Every question mark that pops into a user's head adds to cognitive load and increases the chance they'll leave. Design for scanning, satisficing, and muddling through -- because that's what users actually do.
Scoring
Goal: 10/10. When reviewing or creating user interfaces, rate them 0-10 based on adherence to the principles below. A 10/10 means full alignment with all guidelines; lower scores indicate gaps to address. Always provide the current score and 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 to their cognitive load and distracts from the task.
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