IDK0040 Vrgurakendused I Usability I - PowerPoint PPT Presentation

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IDK0040 Vrgurakendused I Usability I

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When you started thinking about your site, you probably had a few killer ideas ... narrow or confining camera perspectives can create a good kind of claustrophobia ... – PowerPoint PPT presentation

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Title: IDK0040 Vrgurakendused I Usability I


1
IDK0040 Võrgurakendused IUsability I
  • Deniss Kumlander

2
General Principles
  • Use
  • Your skills and knowledge
  • Users experience
  • Different faces
  • Verify
  • Layout and elements
  • Consistency
  • Tasks flow
  • Etc.

3
Goals
  • When you started thinking about your site, you
    probably had a few killer ideas about what would
    hook people and make them want to return to your
    site. These high-priority features have to grab
    the viewer's attention as soon as they reach the
    site. By using design and written languages
    smartly, you can give your audience a set of
    goals that will lead them directly to your best
    content or help them experience your site in the
    way you'd like it to be experienced.

4
Structure
  • Organize your home page/site by creating clearly
    distinguishable areas. Chunk information into
    visual groups, based on topic or functional
    similarity from the audience's perspective.
  • Use persistent article locations so people can
    access information via bookmarks, even after
    publishing new articles.
  • Content pages should contain one conceptual unit
    of content. In general, people prefer to scroll
    to continue a single unit of content like an
    article, skit, or short story, rather than click
    from page to page of an article. If people do
    need to click to continue an article, the word
    "continue" or a small right arrow set into the
    context of the article have been effective.

5
Navigation and Links
  • Try not to overload your pages with navigation
    choices. People will stop reading options after
    they see 4-5 distinct choices.
  • Grouping choices into functional units will
    reduce mental effort and help people quickly
    interpret your whole page.
  • Avoid labeling buttons "Back," "Next," or "More."
    It's best to name the actual content (for
    example, "To page 2" or "To Bob Bejan cover
    story").
  • Provide context for links whenever possible (for
    example, "To Bejan video clip, download 50
    seconds).
  • Never make the viewer scroll to locate important
    navigation buttons or the focal point of a page
    (such as "Buy now").

6
Links
  • Length of a text should be relevant (is not too
    long is not too short)
  • Provide links to additional high-quality
    information inside your text.
  • Link people directly to relevant content (a film
    on imdb) rather than the front page of an
    information resource (imdb).
  • Add a consistent icon or motif to notify people
    when a link will take them off your site.

7
Links
  • Always give users a clear indication of where
    they are and how they can get to where they want
    to go.
  • When you provide access to a page from multiple
    locations, avoid the assumption that the user is
    coming from a single context. Label all contexts
    so users know where they are.
  • In Web-style applications, you can include both
    hyperlinks and command buttons in your interface.
    As a general rule, use hyperlinks for navigating
    to locations and buttons for carrying out
    actions.

8
Behaviour and Links
  • Avoid page-load tricks that trap people in an
    endless loop when they try to use the back button
    to leave some part of your site.
  • Warn people before long downloads. Attention may
    wander during delays as brief as 1 second. Delays
    of more than 10 seconds will almost certainly
    lead to attention loss.
  • People will think that the system is slow if you
    violate their expectations, although their
    expectations may be naive or unrealistic. For
    example, people think that selecting an option
    from a menu should be fast. Searching through a
    database of 30 million terms should be slow. Let
    people know what to expect.

9
Customisation
  • If you are goint to provide a personal services
    then
  • Enable people to customize their environment (as
    there are customers with different skills and
    background) or make their environment feel
    unique.
  • Refer to audience members by name.
  • Enable people to speed up or customize frequent
    actions.

10
Microsoft Audio and Video
  • Use audio to offer commentary or help without
    obscuring information on the screen.
  • Use audio to demonstrate a piece of music.
  • Use audio to give a sense of a speaker's
    personality.
  • Use audio to teach the pronunciation of words.
  • Use audio to inform your audience about
    background events such as the progress of a file
    download or the arrival of new information.

http//msdn.microsoft.com/library/default.asp?url
/library/en-us/dnsiteplan/html/improvingsiteusa.as
p
11
Microsoft Audio and Video
  • Don't replay audio or animation introductions on
    repeat visits to a location.
  • Repetitive audio samples are usually annoying to
    people. Use subtle variations.
  • Warn people to turn on their audio before
    important audio segments, cues, or instructions.
  • For sound effects, low-tone sounds (such as
    woodwind instruments or the cello) may be more
    universally palatable than high-tone sounds.
  • Jostled camera movements give the viewer a sense
    of precarious imbalance. Ticking clock-like
    sounds create a sense of urgency. Predominant use
    of red can indicate anger or tension. Tunnel
    vision and narrow or confining camera
    perspectives can create a good kind of
    claustrophobia

http//msdn.microsoft.com/library/default.asp?url
/library/en-us/dnsiteplan/html/improvingsiteusa.as
p
12
Microsoft Animation and Video
  • Permanently moving (looping) animations should
    rarely be included on a Web page because they
    will make it very hard for your audience to
    concentrate on other page content.
  • Research suggests that movement in our peripheral
    vision can dominate our attention. Research also
    indicates that moving text is harder to read than
    static text.
  • Use animation to draw the audience's attention to
    a single element out of several, or to alert
    people to updated information.
  • Use animation to draw attention to changes from
    one state to another (for example, animated map
    area changes could indicate deforestation over
    time).
  • Use video to give your audience an impression of
    a speaker's personality. Focus on the head. Don't
    use long shots.
  • Use video to show things that move (for example,
    ballet, sports, demonstrations, and so forth).

http//msdn.microsoft.com/library/default.asp?url
/library/en-us/dnsiteplan/html/improvingsiteusa.as
p
13
Consistency
  • Although Web-style applications allow for greater
    expression and freedom of design, the need for
    consistency still applies
  • Consistency with common operating system
    interface conventions for example, in Windows,
    a navigational hyperlink is indicated when the
    pointer changes to the pointing hand image as the
    user moves over the defined link area.
  • Consistency with de facto industry Web
    conventions for example, the terms "home,"
    "back," and "forward" already have an accepted
    meaning among users and should be used
    consistently in your application's design.
  • Internal consistency layout and navigational
    interfaces need to be consistent from page to
    page. Common elements such as headers, footers,
    navigation aids, fonts, color, and general layout
    conventions should be presented in a manner
    consistent with their purpose.

14
Consistency
  • Page blocks should contain equal elements
  • Chunk the information on the page into easily
    scannable categories so that a user can find a
    specific item, using headers and color, to
    quickly rule out areas on the page where detailed
    reading is not required.
  • Use common mechanisms for operations like
    personalization etc

15
Multi-truth usability
  • Usability is done to achieve some goals. A main
    question is what goals, i.e. who define those?
  • Sale team
  • Management (product) team
  • Brand team
  • Development team
  • Adverticers
  • Localisation team
  • Content developers/publishers
  • Possible tradeoffs

16
Tests
  • Define major goals
  • Design test tasks
  • Involve volunteers and ask them to complete those
    tasks
  • Measure the process
  • Ask volunteers for a feedback
  • Summarise different source and compare those to
    goals
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