Self-Explanatory UI

This policy defines what OSBR means by a finished screen: every screen MUST be operable without documentation. If a user needs a manual, a walkthrough video, or a tooltip tour to complete an ordinary task, the screen is not finished β€” the design is doing less than its job and pushing the shortfall onto the user. This is the standard the Quality Gate holds interface work to, and it sits alongside the Design Guidelines and Interaction Design policies as the screen-level expression of both.

We do not invent our own usability theory. We stand on named, published practice β€” Don Norman's The Design of Everyday Things, the Nielsen Norman Group's usability heuristics and writing guidelines, and the plain-language movement β€” and apply it at the altitude of a single screen. Deviations are allowed, but β€” as everywhere in the handbook β€” they must be deliberate and justified in the project's design notes.

A screen is where OSBR's values meet the person using the product. Be Nice: writing every label and message in the user's language, not ours, is an act of respect for the person on the other side of the glass. Be Kind: the screen explains itself so the user never has to feel stupid β€” it never leaves them staring at a dead end, an unlabelled icon, or an error that only says something broke. Be Strong: it means refusing to ship the false-finished screen and paper the gap over with a help doc.

How to read this policy

1. Goal

The goal is a screen that explains itself in the act of being used. A first-time user, given the screen and nothing else, can tell what it is, what they can do, what is happening, and what to do next β€” including when things go wrong.

A screen carries the whole conversation with the user. Whatever the screen fails to say, the user must guess, ask, or look up β€” and every guess is a chance to get it wrong. So the design's job is to say it: on the control, in the user's own words, at the moment and place it is needed.

2. Responsibility

Whoever builds a screen owns its self-evidence. This is not a hand-off to a separate "UX" role who cleans up copy at the end β€” the person building the screen is the person who makes it self-explanatory, because the two are the same act. Concretely, that person or pair MUST:

3. Practices

3-1. Speak the user's language, and let controls signal their use

Two named ideas from Norman govern this. First, match between system and the real world β€” the first of the Nielsen Norman Group's 10 Usability Heuristics: "speak the users' language, with words, phrases and concepts familiar to the user, rather than internal jargon." Second, affordances and signifiers (Norman, The Design of Everyday Things): an affordance is what an element lets you do; a signifier is the perceivable cue that tells you it. A button that does not look pressable has hidden its affordance.

The test for a control is not "does it look nice" but "does an unfamiliar user know it is a control, and what it will do, before they touch it." If they must click to find out, the signifier is missing.

3-2. Design all four states, always

Most screens are designed for the moment they are full of data and everything works. Users spend a large share of their time in the other three states β€” and those are exactly where an undesigned screen abandons them. Every screen that fetches, shows, or accepts data MUST design all four:

State What the user must be told Grounded in
Loading Something is happening, and roughly how far along Visibility of system status (NN/g heuristic 1)
Empty Why it is empty, and the one action to fill it Empty-state design
Error What happened and what to do about it (Β§3-3) Help users recognise, diagnose, recover from errors (heuristic 9)
Success That it worked, and what changed Visibility of system status (heuristic 1)

A screen shipped with only its success-with-data state designed is not finished. The missing three states will be filled by browser defaults, blank space, and raw stack traces β€” i.e. by no design at all.

3-3. Errors: what happened + what to do, next to the cause

An error message is the screen speaking at the user's worst moment. Two of the NN/g heuristics bear directly: error prevention (heuristic 5 β€” the best message is the one designed out) and help users recognise, diagnose, and recover from errors (heuristic 9 β€” messages "expressed in plain language, precisely indicate the problem, and constructively suggest a solution"). The NN/g error-message guidelines make this concrete.

An error path with a vague message is an unfinished feature, not a finished feature with rough edges. If the recovery instruction isn't written, the user cannot recover β€” the code "handled" the error and the person did not.

3-4. A tour over a finished UI is a design failure

Onboarding tooltip tours, coach-marks, and "here's how this works" overlays are the standard industry patch for a screen that does not explain itself. OSBR reads them as a signal, not a solution.

Every tour is evidence that the design lost an argument with itself and outsourced the loss to the user's patience. Users skip tours, forget them, and arrive by deep link having never seen them. The screen must stand alone β€” the tour cannot be relied on, so the screen cannot depend on it.

4. What "no manual" requires, per screen

Before a screen is called finished, it MUST satisfy all of the following. This is the checklist the practices above add up to, and it is the surface the Quality Gate reviews interface work against:

Requirement The question it answers
Vocabulary Are all labels, actions, and messages in the user's words? (Β§3-1)
Signifiers Does every control look like what it is and does? (Β§3-1)
Mapping Do control layout and grouping mirror what they affect? (Β§3-1)
Loading state Does the user know something is happening? (Β§3-2)
Empty state Does an empty screen explain itself and offer the first action? (Β§3-2)
Error state Does every error say what happened and what to do, next to its cause? (Β§3-3)
Success state Is the outcome confirmed? (Β§3-2)
No required tour Is the ordinary task doable with no overlay, tooltip, or manual? (Β§3-4)

A screen that shows data correctly but fails any row above is not finished β€” it has documented the happy path and left the rest for the user to discover.

References

Named, published practice this policy is grounded in β€” each a documented source an SME can adopt directly.

Foundations of usability

System status and states

Error messages

Plain language

Related OSBR standards