Skip to content
UX Atlas

Design problem

Poor navigation

People cannot predict where something lives, and search has become the only way through the product.

How you know you have it

  • Search traffic is dominated by queries for pages that exist in the menu.
  • The same content is filed in two places because nobody could agree.
  • Back behaviour loses scroll position, filters or form state.
  • Deep pages have no route back to their parent.

Do these first

  1. 1Run a tree test on the current structure before redesigning anything.
  2. 2Take label candidates from support tickets and search logs, not from the product team.
  3. 3Make the current location visible in the navigation on every page.
  4. 4Preserve scroll, filters and selection when people navigate back.

Why it happens

Structure inherited from the organisation chart

Menus that mirror teams rather than tasks are predictable to insiders and opaque to everyone else.

Labels drawn from internal vocabulary

Names that test badly in a tree test almost always test badly in production too.

Navigation asked to solve an architecture problem

Mega menus, pinning and recents are compensations. They help, and they do not fix a structure that does not match how people think.

What to read, and why

Navigation problems are almost always architecture problems wearing a menu. The research methods are listed first for that reason.

Why it behaves this way

5

The mechanism underneath the symptom. Read these when the fix needs justifying to somebody else.

  • Jakob's Law

    People spend most of their time on other products, so they expect yours to work the way those do.

    LawCraft convention

  • Mental Models

    Users act on their belief about how the system works, not on how it actually works.

    Mental modelEstablished research

  • Serial Position Effect

    Items at the start and end of a list are remembered best, which makes the middle of any list the weakest position.

    LawEstablished research

  • Recognition Over Recall

    Recognising something on screen is far easier than remembering it, so keep the information visible.

    HeuristicExpert heuristic

  • Match Between System and the Real World

    Use the words, concepts and order that your users already have, not the ones your database has.

    HeuristicExpert heuristic

The craft decisions

3

The visual and structural levers that produce or relieve this problem.

  • Visual Hierarchy

    The order in which elements are noticed, controlled by size, weight, colour, position and space.

    UI foundationCraft convention

  • Similarity

    Elements that look alike are assumed to behave alike, which makes visual language a promise.

    UI foundationEstablished research

  • Proximity

    Things placed close together are read as belonging together, before anything is read.

    UI foundationEstablished research

Patterns that address it

4

Recognised solutions, with the conditions under which each earns its place.

  • Navigation

    The structure that tells people what exists and where they are, which is an information architecture problem before it is a layout one.

    PatternCraft convention

  • Search

    The escape hatch from navigation, and often the primary path for users who know what they want.

    PatternCraft convention

  • Filtering

    Narrowing a large set by attributes, which is what makes large catalogues navigable at all.

    PatternCraft convention

  • Command Palette

    A searchable list of every action, which serves novices as discovery and experts as an accelerator.

    PatternCraft convention

Components involved

4

States, behaviour and the accessibility contract you will need to specify.

  • Menu

    A list of actions revealed on demand, which is where infrequent operations belong.

    ComponentCraft convention

  • Breadcrumb

    A trail showing where you are in a hierarchy, useful when the hierarchy is deeper than two levels.

    ComponentCraft convention

  • Tabs

    Parallel views in one space, which works only when users never need to compare across them.

    ComponentCraft convention

  • Dropdown

    Content revealed below a trigger, a term that covers three different components and causes confusion.

    ComponentCraft convention

Language

2

Where the words carry more of the fix than the layout does.

  • Microcopy

    The small pieces of text that do most of the work: labels, hints, empty states, errors and confirmations.

    UX writingCraft convention

  • Content Design

    Deciding what content a user needs and in what order, which is a design activity rather than a writing one.

    UX writingCraft convention

Accessibility requirements

4

The requirements this problem raises, mapped to the decisions that produce them.

  • Keyboard Navigation

    Everything must be operable with a keyboard alone, which is the single most load-bearing accessibility requirement.

    AccessibilityCraft convention

  • Heading Structure

    Headings are the table of contents screen reader users navigate by, so levels must follow structure rather than appearance.

    AccessibilityCraft convention

  • Focus Management

    Deliberately moving focus when the interface changes, so keyboard and screen reader users are not stranded.

    AccessibilityCraft convention

  • Accessible Names

    What assistive technology announces for a control, which must match what a user would call it.

    AccessibilityCraft convention

How to find out

4

Methods suited to confirming the cause before you commit to a fix.

  • Information Architecture

    Organising, labelling and structuring content so people can find it, which determines navigation rather than following from it.

    Research methodCraft convention

  • Tree Testing

    Testing whether people can find things in a structure, with no visual design to confound the result.

    Research methodEstablished research

  • Card Sorting

    Asking users to group content, which reveals their mental model of a domain rather than your org chart.

    Research methodEstablished research

  • First-Click Testing

    Measuring where people click first, which predicts task success better than almost any other single measure.

    Research methodEstablished research

Check your work

1

Interactive review passes, with progress saved in your browser.

  • UX Audit Checklist

    A structured pass across the whole product, organised by the same categories as the audit tool.

    ChecklistExpert heuristic

Decisions other teams made

1

Worked cases, including the options that were rejected.

Where this usually shows up

The same material, organised around the surface you are building rather than the symptom you are fixing.