Week 10 - PowerPoint PPT Presentation

1 / 23
About This Presentation
Title:

Week 10

Description:

The practice of structuring information for a purpose. ... http://www.mezzoblue.com/css/cribsheet. http://www.w3.org/TR/CSS1. http://csszengarden.com ... – PowerPoint PPT presentation

Number of Views:92
Avg rating:3.0/5.0
Slides: 24
Provided by: margare119
Category:

less

Transcript and Presenter's Notes

Title: Week 10


1
Week 10
Review IA Introduce Rollovers
  • IA Information Architecture
  • The practice of structuring information for a
    purpose.
  • Information architecture is a part of user
    experience design
  • According to the Information Architecture
    Institute ,IA is
  • The art and science of organizing and labeling
    web sites, intranets, online communities and
    software to support usability and findability.
  • Look at the Interface Design Process
  • Introduce Rollovers
  • ImageReady Rollovers
  • Using CSS HTML

2
Definitions
  • Information Architecture
  • The structural and semantic design of information
    systems.
  • Interaction Design
  • Defining the form of products with respect to
    behavior and use.
  • User Experience
  • Design philosophy that encompasses all aspects of
    the end-user's interaction with a company, its
    services, and its products.
  • Findability
  • Refers to the quality of being locatable or
    navigable.
  • You can't use what you can't find.

Sousrce http//findability.org/2004/topics/design
.php
3
Definitions
  • Findability is a goal of IA, along with
    usability, desirability, credibility, and
    accessibility. Many people contribute to the
    findability of websites and intranets, including
    writers, designers, and developers.
  • Top-down vs Bottom-up approach to design
  • http//www.paulgraham.com/progbot.html
  • http//wiki.cs.uiuc.edu/VisualWorks/top-downandb
    ottom-updesign

Source http//en.wikipedia.org/wiki/Findability
4
User Interface Design UI
Review from last week
  • Form Function are the goals
  • Organize content in an effective way that is
    functional and useable for human comprehension.
  • Always design with the user in mind.
  • Visualize the code before you start
  • Be flexible. Several iterations may be necessary.
  • Group related content.

5
User Interface Design UI
Review from last week
  • Know your user
  • Keep users oriented within the page
  • Use familiar metaphors
  • Be consistent in layout of subsequent pages on
    site
  • Clarity about content of page to capture users
    attention
  • Use a title for your page
  • Important information place high on the page,
    above the fold line

6
Usability User-Centered Design
Review from last week
  • Usability is the users experience and how they
    work within the UI design.
  • Users input leads to improvements and
    modifications
  • The primary notion of usability is that an object
    designed with the users' psychology and
    physiology in mind is, for example
  • More efficient to useit takes less time to
    accomplish a particular task
  • Easier to learnoperation can be learned by
    observing the object
  • More satisfying to use
  • http//en.wikipedia.org/wiki/Usability

7
Usability Inspection Method
Review from last week
  • Jakob Nielsen, Ph.D. Usability Expert
  • Heuristic Evaluation Method
  • 10 general principles for user interface design
  • http//www.useit.com/papers/heuristic/heuristic_l
    ist.html
  • Don Norman, Ph.D. Author, Lecturer, Consultant
  • To create a user friendly design
  • Provide a good conceptual model mental model
  • Make things visible how they work
  • Use natural mapping relationship between input
    and output
  • Provide feedback
  • Both are members of the Nielsen Norman Group.
  • They are user experience pioneers...they advocate
    user-centered design and usability.
    http//www.nngroup.com/

8
Wayfinding more than signage
  • A problem-solving process by which people
    understand and make decisions about navigating
    architectural and urban spaces.
  • Involves both "decision making" (formulating an
    action plan) and "decision executing"
    (implementing the plan).
  • Concept to include signage and other graphic
    communication, clues inherent in the building's
    spatial grammar, logical space planning, audible
    communication, tactile elements, and provision
    for special-needs users.
  • http//www.findability.org/archives/000145.php
  • Source http//en.wikipedia.org/wiki/Wayfinding
  • Source http//www.thewayfindingplace.com/2006/08/

9
Effective Graphic Communication
Wayfinding
  • Standardize names and display them consistently
  • Use easily understood "plain" language.
  • Size messages and signs appropriately for
    readability
  • Select letterforms and color combinations that
    comply with Americans with Disabilities Act (ADA)
    Accessibility Guidelines
  • Furnish generous spacing between letters, words
    and message lines.
  • Provide standardized "you are here" maps of the
    project
  • Code areas by using color and memorable graphics.
  • Use established pictographs with words to
    facilitate comprehension of written messages.
  • http//www.signweb.com/index.php/channel/6/id/1433
    /

10
Bottom-Up vs Top-Down Design
  • Bottom up design, as with its counterpart Top
    down design, are strategies of information
    processing.
  • In the Bottom-up design approach, individual
    parts of a system are designed in detail and the
    design parts are then linked together to form
    larger components, which are then in turn linked
    until a complete system is formed. Often the
    bottom up approach assumes that all facts are
    known up front as the detailed parts are
    designed.
  • In the Top-down design approach to modeling an
    overview of the system is made, without going
    into detail and each part of the system is then
    refined by designing it in more detail. Each new
    part may then be refined again until the entire
    specification is detailed enough. Often the top
    down approach is used when not all facts or
    constraints are known about a design.

Source http//www.skyscrapr.net/archipedia/defaul
t.aspx/Archipedia/BottomUp.html
11
Design more than just Look and Feel
12
Design Principles
  • Know the user
  • Minimize memorization
  • Optimize operations
  • Engineer for errors

http//www.usability.gov/design/
13
Golden Rules of User Interface Design
  • Place Users in control
  • Display descriptive messages and text
  • Provide meaningful paths and exits
  • Reduce Users Memory Load
  • Provide visual cues
  • Use real-world metaphors
  • Promote visual clarity (organize)
  • Make the interface consistent
  • Maintain consistency within the interface
  • Keep interaction results the same
  • Provide aesthetic appeal and integrity
  • Encourage exploration

14
Four-Phase Interface Design Process
  • Phase 1 Gather and analyze user information
  • Phase 2 Design the user interface
  • Phase 3 Construct the user interface.
  • Phase 4 Validate the user interface.

Source The Elements of User Interface Design by
Theo Mandel, 1997
15
Phase 1 Gather and analyze user information
  • Determine user profiles
  • Perform user task analysis
  • Gather user requirements
  • Analyze user environments.
  • Match requirements to user tasks

Source The Elements of User Interface Design by
Theo Mandel, 1997
16
Phase 2 Design the user interface
  • Define product usability goals and objectives
  • Usefulness
  • Effectiveness
  • Learnability
  • Attitude
  • Develop user scenarios and tasks
  • Define interface objects and actions
  • Determine object icons, views, and visual
    representations

Source The Elements of User Interface Design by
Theo Mandel, 1997
17
Phase 3 Construct the user interface
  • Prototype first
  • Prototype different design alternative
  • Be prepared to throw away prototype code.

Source The Elements of User Interface Design by
Theo Mandel, 1997
18
Phase 4 Validate the user interface
  • The goal of usability testing should be to
    measure user behavior, performance and
    satisfaction.
  • Testing should be done early and often.
  • User-validated design drives code development

Source The Elements of User Interface Design by
Theo Mandel, 1997
19
Rollovers
  • JavaScript
  • http//www.w3.org/MarkUp/Guide/Advanced.html
  • ImageReady
  • http//www.adobe.com/education/webtech/unit_graphi
    cs2/cre_create.htm
  • Using CSS
  • Order matters LoVe-Hate
  • Link, visited, hover, active
  • http//www.findmotive.com/2006/10/31/simple-css-im
    age-rollover/

20
Resources
  • Rollovers
  • http//meyerweb.com/eric/css/edge/index.html
  • http//meyerweb.com/eric/css/edge/raggedfloat/demo
    .html
  • http//www.heathrowe.com/tuts/animenus.asp
  • http//www.heathrowe.com/tuts/multiani.asp
  • http//www.yorku.ca/facs2930/w07/imagereadyrollove
    r.html
  • http//www.adobe.com/education/webtech/unit_graphi
    cs2/cre_create.htm

21
Resources
  • CSS Links
  • http//www.mezzoblue.com/css/cribsheet
  • http//www.w3.org/TR/CSS1
  • http//csszengarden.com/
  • http//www.cssplay.co.uk/
  • http//thenoodleincident.com/tutorials/css/
  • http//www.meyerweb.com/eric/talks/2003/commug/com
    mug.html
  • http//www.bluerobot.com/web/layouts/
  • http//www.brainjar.com/css/positioning/default.as
    p
  • http//glish.com/css/
  • http//www.saila.com/usage/layouts/
  • http//archivist.incutio.com/viewlist/css-discuss/

22
In-Class Assignment
  • Lab time for your Zen Garden design.
  • Introduce Project 3 Creative Portfolio
  • Visit the rollover demo websites presented in
    class.

23
HOMEWORK
  • 1. AIM Assignment 7 - Create a design using the
    CSS Zen Garden template.
  • Due Next Class - Week 11
  • http//www.csszengarden.com/
  • http//www.csszengarden.com/zengarden-sample.html
  • http//iam.colum.edu/phuber/week9/zengarden-sampl
    e.css.txt
  • 2. Visit the rollover links presented in class
Write a Comment
User Comments (0)
About PowerShow.com