UX4: Journeys and information architecture

Lesson 5 of 5 · reading 15–25 minutes; practice and project time is on the module page

Content design: plain words on screen

🎯You'll be able to

Write headings, labels, buttons and messages in plain language that people understand at a glance.

🏠The everyday picture

A good bus conductor shouts the stop names, not the route code. Words on screen should be the ones people already use.

📘What it really is

📝A worked example

Input: words in the starter.

Starter Problem Rewrite
"Book OPD" Jargon (P1) "Book a doctor near you"
"Go" Doesn't say what happens "Search"
"Submit" Doesn't say what happens "Book appointment"
"Done!" Doesn't confirm what was booked "Your appointment is booked" and a summary
Placeholder "Phone" Disappears; no format Label "Mobile number", hint "10 digits. The clinic sends a reminder by SMS."

Expected output: a content table for every screen, reviewed by reading it aloud.

🌍Where it's used

📝Case scenario

An insurance app's claim button said "Initiate claim intimation". Calls to the helpline asked what it meant. Changed to "Make a claim", the button was used three times as often in the following month.

🖱️Try it

Rewrite these: (a) "Authentication failed", (b) "Proceed", (c) "Kindly furnish your contact number", (d) "No data". Success: each is plain, says what to do or what happens, and would make sense to someone who hasn't used the app before.

⚠️Common mistakes

🛠️For your project

Project 2's tests 4 and 5 look for messages that tell people what to enter, and the reference design replaces every starter word in the table above.

✅Quick check

What should a button label say?

Show the answer

What will happen when it's pressed, such as "Book appointment".

What makes a good error message?

Show the answer

It says what's wrong and how to fix it, in plain words, without blame.

← PreviousFlows with errors, empty screens and edge cases
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