Académique Documents
Professionnel Documents
Culture Documents
Microcopy is the small bits of text in user interfaces and apps. It’s what makes and helps users
do “stuff”. You encounter microcopy every time you use an app or the internet. When it’s doing
its job well, you don’t even notice it.
Examples of microcopy are error messages, field labels, ToolTips, and button text.
This booklet provides general guidelines for writing microcopy.
If you have any comments, examples, or ideas you’d like to share with me, drop me a line at
rakefet.zur@gmail.com .
If you want to test your writing, you can use the websites below. Some of these tests even
suggest edits to make your writing more readable.
Readability-Score.com
Hemingway Editor
The Writer’s Readability Checker
Right placement.
A good error message is that one you can see exactly where it’s relevant. Avoid error
summaries, place error messages next to the UI elements they are related to.
Aim for high information density — that means packing as much as you can into the
smallest number of words.
Confirmation messages
A Confirmation message is a message that users see when they are explicitly asked to proceed
with a task they initiated.
A good user interface does not require many clarifications.
Confirmation messages are only necessary when the action:
Is risky. The user is about to take an action that has significant consequences that cannot be
easily undone.
Can have unintended consequences. The action itself might not be risky, but there is a
significant side effect of the action that the user needs to be aware of.
Buttons
Buttons communicate the action that will occur when the user touches them. They are the point
when a decision becomes an action. Example actions are ‘Download’, ‘Open an account’,
‘Import documents’. The text on the button should begin with a verb. Otherwise, it’s not a call-
to-action, it’s just a button with some text on it. ‘More information’ for example, is not a call-to-
action button.
Think about what your users would say if you asked them what they were trying to do. Use
those words for the button.
Guidelines when writing buttons:
Label the button with what is does
Start with an imperative verb - Start labels with an imperative verb and clearly describe the
action that the button performs.
Exception: You can use the following standard labels without verbs: Advanced, Back, Details,
Forward, Less, New, Next, No, OK, Options, Previous, Properties, Settings, and Yes.
Clear
Use enough text to explain the command sufficiently
Don’t ignore the context and what the users get out of the action. Write what the user gets
out of the action and not what the user has to do.
Make it concise and short
Don't use ending punctuation
Checkboxes
Use positive and active wording so that it's clear what will happen if the user selects the
checkbox. In other words, avoid negations such as "Don't send me more email," which would
mean that the user would have to select the checkbox in order for something not to happen.
Write checkbox labels so that users know both what will happen if they select a particular
checkbox, and what will happen if they leave it clear.
If you can't do this, you can use two radio buttons, one for having the feature on, and one for
having it off, and write clear labels for each of the two cases.
Waiting times
No matter how well designed your user interface may be, at some point or another, people
using it are going to have to wait for something. Waiting time is the period it takes for a system
or app to load, process data, search, download a file, and so on.
The loading time could harm the overall experience. When trying to create a faster user
experience you can shorten the perceived time rather than the actual time, that is, how fast
your content loads is in the mind of the user.
To do so, you can fill waiting times using content, animations, or actions that the user can
perform. You can:
Let the users know what the system is doing for them. For example, update on the stages of
the process (create, import, and so on).
If the expected waiting time is long, you can suggest that users do something else in the
meantime.
Use humor or animation to help users pass the time.
Write placeholders:
• Only in very short forms
• Using humor to connect the user (only if appropriate for your product and audience)
• Placeholder information is not really required
When you need to add information or hints to a field, you can use:
• Accompanying text
Text that appears next to or below the field
text that opens when you click an icon next to the field label
• Dynamic help – small ToolTip that opens when you click in the field or on an icon or link next
to the field
• New page – if there is a lot of information you need to add (such as terms and conditions or
a knowledgebase article in a complex product), add a link that opens in a new tab or page
Useful resources
Books
Nicely Said: Writing for the Web with Style and Purpose by Nicole Fenton and Kate Kiefer
Lee
The Yahoo! Style Guide: The Ultimate Sourcebook for Writing, Editing, and Creating Content
for the Digital World by Yahoo! (Editor), Chris Barr
Microcopy: The Complete Guide by Kinneret Yifrah
Letting Go of the Words: Writing Web Content that Works (Interactive Technologies) by
Janice (Ginny) Redish
Websites
https://www.contentharmony.com/blog/great-brand-guidelines/
Medium – https://medium.com/tag/ux-writing
Follow people on Medium, such as https://medium.com/@jsaito
https://www.behave.org/ - A/B testing that also has interesting examples of testing copy
Twitter –
Follow people, such as https://twitter.com/ContentVerve?lang=en
NN group: writing for the web: https://www.nngroup.com/topic/writing-web/
Material design writing guidelines, Google:
https://material.io/guidelines/style/writing.html#
UI content resources by Megan Whalin: http://meganwhalin.com/ui-content-resources/