Title: Usability
1Usability Design II
2Effective Web Design
- Planning your web site
- Designing your web site
- Evaluating your web site
- Design elements
3Nielsens Heuristics
Principles
4Design Model
Planning/Requirements
Design
Build/Develop
Evaluate
Design Model
5Requirements
- A requirement is something the product must do or
a quality that the product must have
Requirements
6Requirements Planning Concepts
- URL choice
- Choose a domain name and web host.
- URL should be easy to remember.
- Web host could be company or a web hosting vendor
- Branding
- E-mailing
- Casting a net e.g., discussion groups
- Online sales e.g., online coupons and discounts
- Search engines
- E-information
- Visualisation
- Analysis
- Reverse engineering
Requirements
7Design Model
Planning/Requirements
Design
Build/Develop
Evaluate
Design Model
8Prototypes
Users cant tell you what they want, but when
they see something and use it, they soon know
what they dont want A prototype is an
invaluable design tool for testing ideas,
clarifying requirements and initiating user input
and feedback Core component of iterative design
Prototyping
9What is a Prototype?
- In web site design it can be (among other
things) - a series of screen sketchesa storyboard, i.e. a
cartoon-like series of scenes a Powerpoint slide
showa video simulating the use of a systema
lump of wood (e.g. PalmPilot)a cardboard
mock-upa piece of software with limited
functionality written in the target language or
in another language
Prototyping
10Type of Prototypes
- Fidelity refers to the level of detail
- Low Fidelity
- Medium Fidelity
- High Fidelity
Prototyping
11Low Fidelity Prototypes
- Uses a medium which is unlike the final medium,
e.g. paper, cardboard - Is quick, cheap and easily changed
- Examples sketches of screens, task sequences,
etc Post-it notes storyboards -
Prototyping
12Storyboards
Prototyping
13Low Fidelity Prototypes
- This weeks lab
- Create a web-site with index.html as your
homepage and hobbies.html that links to it - Use lists, hyperlinks and anchors .
- Insert the following image as an image map
- Next weeks lab
- Redesign your web page using tables, layers
frames - This will ensure that your web page is not all
left-aligned - Do a storyboard and a sketch of your screen
-
Prototyping
14Medium Fidelity Prototypes
- Prototyping with a computer
- simulate some but not all features of the
interface - engaging for end users
- Purpose
- provides sophisticated but limited scenario for
the user to try - can test more subtle design issues
- Dangers
- users reactions often in the small
- users reluctant to challenge designer
- Users reluctant to touch the design
- management may think its real!
Prototyping
15Design Model
Planning/Requirements
Design
Build/Develop
Evaluate
Design Model
16Evaluation
- When to evaluate
- Throughout design
- Design proceeds through iterative cycles of
design-test-redesign - Evaluation is a key ingredient for a successful
design. - Evaluation techniques
- Expert reviews
- Usability testing
- Surveys
Evaluation Issues
17Validation Testing
- XHTML validators are used to check web pages
against XHTML published specifications - Example http//validator.w3.org/
- Validators enhance the accessibility of web pages
- Another method is linting, which looks for common
mistakes e.g., poor formatting
Evaluation Issues
18Design Elements
- Colour
- Design of graphic elements
Design Elements
19Colour
YELLOW ON DARK BLUE WORKS WELL
WHITE ON BLACK OR VICE VERSA WORKS WELL
WHITE ON GREEN WORKS WELL
BLACK ON ORANGE WORKS WELL
LIGHT COLOR ON LIGHT COLOR IS POOR
DARK COLOR ON DARK COLOR IS POOR
RED, GREEN, AND OTHER COLORS CLASH
Design Elements
20Colour
- Problems with Colour
- Colour has an extremely high attention getting
capacity - Users might search for relationships and
differences that do not exist - Bewilderment etc. Christmas tree effect
- Varying sensitivity of the eye
- All colours are not equal
- the eye is more sensitive to colours in the
middle of the visual spectrum (yellow and green)
(see next slide) - some combinations can strain the eye
- blue - front, red - behind retina
Design Elements
21Colour
- Problems with Colour
- Varying sensitivity of the eye
- Brightness determined mainly by RG
- Hard to deal with blue edges blue shapes
- Blue not suitable for text or small objects
Design Elements
22Colour
- Problems with Colour
- Colour viewing deficiencies
- 8 males, .4 females are colour-blind
- red - green most common
- red - orange confused with green - yellow
- Cross-disciplinary/cultural differences
- colours have different meanings across
situations/cultures - blue
- Financial managers - corporate qualities or
reliability - Health care professionals - death
- Nuclear reactor monitors - coolness or water
Design Elements
23Colour
Design Elements
24Colour
- Use colour conservatively
- Limit the number and amount of colors
- Recognise the power of color to speed or slow
tasks - Colour coding should support the task
- Colour coding should appear with minimal user
effort - Colour coding should be under user control
- Design for monochrome first
- Consider the needs of colour-deficient users
- Colour can help in formatting
- Be consistent in colour coding
- Be alert to common expectations about color codes
- Be alert to problems with color pairings
- Use colour changes to indicate status changes
- Use colour in graphic displays for greater
information density
Design Elements
25Design of Graphic Elements
- Primary Graphic Elements in a GUI
- Windows
- Menus
- Icons
Design Elements
26Design of Graphic Elements
- Windows
- Users need to consult multiple sources rapidly
- Must minimally disrupt user's task
- Need to offer users sufficient information and
flexibility to accomplish task, while reducing
window housekeeping actions - opening, closing, moving, changing size
- time spent manipulating windows instead of on
task
Design Elements
27Design of Graphic Elements
- Menus
- When designing menus some questions to be asked
are - How long is the menu to be?
- In what order will the items appear?
- How is the menu to be structured, e.g. when to
use sub-menus, dialog boxes? - What categories will be used to group menu items?
- How will division into groups be denoted, e.g.
different colors, dividing lines? - How many menus will there be?
- What terminology to use? (results of requirements
activities will indicate this) - How will any physical constraints be
accommodated, e.g. mobile phone?
Design Elements
28Design of Graphic Elements
- Icons
- Good icon design is difficult
- Meaning of icons is cultural and context
sensitive - Some tips
- always draw on existing traditions or standards
- concrete objects or things are easier to
represent than actions - From clip art, what do these mean to you?
Design Elements
29Design of Graphic Elements
Design Elements
30References
- Shneiderman, B. Plaisant, C. (2005) Designing
the User Interface - Preece, J. et al. (2002) Interaction Design
- Benyon, D. et al (2005) Designing Interactive
Systems - Ibrahim Zeid (2004), Mastering the Internet,
XHTML, and Javascript
References