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What Is Usability, Really?

One of the foremost common myths in UX is that good usability is more pleasing to the attention. It is impossible for something to “look usable.” If someone says that about your design, ignore it. When users are surveyed about which design is “most usable,” their opinions are more associated with the beauty than the effectiveness. this suggests we cannot trust user opinions about how usable a design is.

Usability is measured by what people do:

  • If more people buy something in an uglier design, it’s more usable.
  • If people read more in an uglier design, it’s more usable.
  • If more people register via the uglier design, it’s more usable

Sometimes you’ll be forced to settle on between beauty and usefulness. Always choose usability.

Usability = Cognitive Load

Cognitive load is that the amount of processing power that’s required to finish any little thing we make a user’s brain do. 

For example:

  • It takes less work to continue what you’re doing than to try to do something different.
  • It takes less work to seek out something again than it did to seek out it the primary time.
  • It takes less work to read simple words than to read complicated words.
  • It takes less work to agree than it does to complain. 

Every detail in your design (and in your life) should reduce the quantity of cognitive load between the user (or yourself) and positive goals.

Usability is every detail, every moment, whenever.

Simple, Easy, Fast, or Minimal

A word you would possibly hear in UX is heuristics. A heuristic is an approach or a technique for solving a drag. Let’s say you would like to urge more people to end a process with many steps. sort of a checkout, or registration, or getting through the body scanners at the airport.

(i.e., you would like to extend conversion.)Below are four ways you’ll believe it (heuristics), each with its own advantages and drawbacks.

Simpler: Fewer Steps

It’s only a matter of your time, as a UX designer, before someone brings you a seven-page registration flow that must be simplified.

You could:

  • Remove any questions that aren’t necessary, like confirming your email address.
  • Detect information, just like the sort of Mastercard, rather than posing for it.
  • Automatically format answers properly, sort of a telephone number, rather than posing for it in several chunks (or using errors).

The disadvantage with simplification is that it’d collect less information or take longer to create. And if you do not confirm that email address, a typo can ruin the entire registration.

Easier: More Obvious Steps. It is nearly always possible to form an issue more obvious. Just pretend you’re designing for one among the blokes from Duck Dynasty.

You could:

  • allow them to choose their country from an inventory rather than asking them to type it.

Browsing, Searching, or Discovery

his can mean a spread of things within the world, so for the needs of this lesson, let’s clarify:


This is once you attend Ikea to see in the least the model rooms “just to urge ideas,” and you almost certainly walk out with a bunch of random crap anyway.


Searching is once you attend Ikea trying to find a replacement sofa that will slot in your absurdly small apartment.


This is once you find the sofa you’re trying to find and also buy the clever little nested end-tables from an equivalent showroom because they’re so damn clever and nested. As if those are belongings you need in your life.


When you visit a web store simply because their products look nice or because you’re following trends, or because you’re dreaming of the day when your life will finally be completed by a $2,000 watch, you’re browsing.

A browsing user will glance quickly at most of the pictures, one by one, starting at the upper left. She might skip some, but that’s ok. Photos that the user finds attractive will get extra attention (maybe even a click!).

To design for browsing: Make scanning easy and keep the content quick and visual. Don’t overcrowd the page with an excessive amount of shit. specialize in the aspects of the products that make an emotional appeal. If that’s style, specialize in photos. If that’s power (like boat engines or guns) then provide that info as clear labels. If that’s brand names, clearly show the logos. If it’s craftsmanship, magnify the handcrafted details. And so on.


When someone is trying to seek out something, they need in mind, it’d appear to be browsing, but eye-tracking studies show a really different behavior: they’re hunting. A searching user will ignore tons of products or pictures. Organization in

Consistency and Expectations

Consistency is that the concept of a design looks equivalent from page to page, or device to device, or user to user. And generally, it’s an honest thing. once I log during this time, I expect a site or an app to be equivalent to last time. It helps me find the menu, navigate to things I prefer, and quickly skip the advertising at the beginning. Branding-wise, it also helps me recognize the corporate, trust the content, and know that I came to the proper place.

Patterns Require Consistency

A brain may be a pattern-recognition machine. it’s designed to experience something once, then be better at doing an equivalent thing again. that’s why the menu should be within the same place on every page and screen, colors should indicate warnings and importance an equivalent way everywhere, and why next time you’ll not ignore the sock on the doorknob of your parents’ room.

Consistency creates expectations. When the user expects something to figure a particular way, and it does, that’s good usability. consistency may be a Tool, Not a Rule. If someone slaps you within the face, you’ll flinch subsequent time she raises her hand. You expect her to try to do it again. If you would like the user to expect an equivalent thing, design it an equivalent way. But often you don’t want that.

Your app and your website don’t need to look precisely the same. You click one and swipe the other; differences can communicate that difference. One user is extremely unlikely to use your app on an Android phone and an iPhone at an equivalent time, for instance, so if the features of these devices use slightly different approaches, fine! in any case, the devices are slightly different.

A landing page, a home page, and a check-out have different goals, so don’t worry that they appear a touch different. They should!


There is a difference between a nasty UX design and a UX design that works against the user. The difference is psychology. Anti-UX prevents mistakes and bad decisions by using normal UX principles, within the other way.

The Good, The Bad, and therefore the Anti

Let’s say you run a members-only website for clown car mechanics. It’s tons of great content on one tiny site. Members pay a subscription monthly until they cancel it. the worth might look small, but you get such a lot out of it! You don’t want people to cancel their account, obviously, but it’s necessary to permit it, obviously. Otherwise, all of them might repaint their faces with one tear and a frowny mouth. Let’s say we’re designing that cancellation process.

Good UX

The form should be clear and straightforward. The “cancel my subscription” button should be somewhere logical (like account settings). you ought to get an email to verify the cancellation. Everything should be easy to read, relevant, and so on.

Bad UX

If you’re an unethical designer—which I hate—then you’ll make the shape difficult and confusing. you’ll hide the “cancel” button somewhere weird or make it tiny and hard to ascertain. And it could “fail” when the user makes a small mistake, in order that they need to start from the start.

The problem

In the real world, bad UX will create fewer cancellations than good UX, which is best for the corporate.

Uh oh. extra money for a worse experience? That’s not good.


Accessibility is that the idea of designing for people that have less-than-typical abilities in a method or another. Not necessarily a disability. Anything that would make a typical design hard to use in any way might fall into the category of accessibility. So consider this as a really general overview. For beginners, I feel the most thing is that you simply realize accessibility and include it whenever you’ll. Accessibility may be a major consideration for general public sites like governments and universities, but also for any site with many users, like Facebook, Instagram, news sites, etc.



chandrajith km

Since 2009 I have served as a UX designer for different companies and peoples. where I have been repeatedly recognized for innovative creative designs. I am responsible for the full lifecycle of the design of web media from initial requirement gathering, design, prototyping, testing, documentation & implementation.

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