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Multimedia and the World Wide Web. HCI 201 Lecture Notes #6A. What will we learn today?. Design Usability Web design usability. A “made-up” CTA story …. A “made-up” CTA story …. Once upon a time, there was a button on the train …. Good designs vs. bad designs.
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Multimedia and the World Wide Web HCI 201 Lecture Notes #6A
What will we learn today? • Design • Usability • Web design usability 2
A “made-up” CTA story … Once upon a time, there was a button on the train … 4
Good designs vs. bad designs • Good designs- are “invisible”. - are easy to understand and easy to use. - let the form follow the functions. - ... • Bad designs- always need extra instructions. - might look fancy but are hard to use.- violate the metaphor or conventions. - … 5
Page design and layout • Gestalt Theory - All things are considered within context - Elements together are different than the sum of their parts - Utilizes humans perceptual tendencies - We don’t see things in isolation, but as parts of some larger whole 6
Page design and layout • Gestalt Theory - Proximity - Similarity - Symmetry - Continuity - Closure 7
Gestalt Theory • Proximity - Describes the process of using distance or location to create groups. - Things that are closer together will be seen as belonging together. • Examples: do you understand this ? d o y o u u n d e r s t a n d e r t h i s ? 8
Gestalt Theory • Similarity - Grouping by likeness. - Things that share visual characteristics such as shape, size, color, texture, value or orientation will be seen as belonging together. - Repetition of forms in a visual composition is pleasing in much the same way rhythm is pleasing in music. • Examples: 10
Gestalt Theory • Symmetry The whole of a figure is perceived rather than the parts that make it up. • Examples: 12
Gestalt Theory • Continuity - Predicts the preference for continuous figures. - Groupings are created by the flow of lines or by alignment. • Examples: List 1 Item 1 in list 1 Item 2 in list 1 … List 2 Item 1 in list 2 Item 2 in list 2 … 13
Gestalt Theory • Closure - The process by which we perceive shapes that, in a certain sense, aren’t really there. - We mentally complete the shape. - It is a way that our minds impose order and meaning on an incomplete set of data. • Examples: I cxn rxplxce xvexy txirx lextex of x sextexce xitx an x, anx yox stxll xan xanxge xo rxad xt. 15
Gestalt Theory • Figure-Ground Segregation For a figure to be perceived, it must stand apart from its background. • Examples: 16
Usability • Usability International Standards Organization defines usability as: “The effectiveness, efficiency and satisfaction with which specified users achieve specified goals in a particular environment." • Web usability - The extent to which a site can be used by a specified group of users to achieve specified goals with effectiveness, efficiency, and satisfaction in a specified context of use. - Usability and user satisfaction are directly related. 17
Common User Characteristics • Vision 18
Common User Characteristics • Response and Reaction Time 0.1 Sec Nearly instantaneous to the user 1.0 Sec No major potential for interruption 10 Sec Limit for keeping user’s attention >10 Sec Will have to give them constant feedback about progress and desire must be high 19
Nielson’s Usability Heuristics • Visibility of system status • The system should always keep users informed about what is going on, through appropriate feedback within reasonable time. • Match between system and the real world • The system should speak the users' language, with words, phrases and concepts familiar to the user, rather than system-oriented terms. • Follow real-world conventions, making information appear in a natural and logical order. 20
Nielson’s Usability Heuristics • User control and freedom • Users often choose system function by mistake and will need a clearly marked “emergency exit” to leave the unwanted state without having to go through an extended dialogue. • Support undo and redo. • Consistency and standards • Users should not have to wonder whether different words, situations, or actions mean the same thing. • Follow platform conventions. • Error prevention • Even better than good error messages is a carefully design which prevents a problem from occurring in the first place. 21
Nielson’s Usability Heuristics • Recognition rather than recall • Make objects, actions and options visible. • The user should not have to remember information from one part of the dialogue to another. • Instructions for use of the system should be visible or easily retrievable whenever appropriate. • Flexibility and efficiency of use • Accelerators – unseen by the novice user – may often speed up the interaction for the expert user to such an extent that the system can carter to both inexperienced and experienced users. • Allow users to tailor frequent actions. 22
Nielson’s Usability Heuristics • Aesthetic and efficiency of use • Dialogues should not contain information that is irrelevant or rarely needed. • Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility. • Help user recognize, diagnose, and recover from errors • Error messages should be expressed in plain language (no code), precisely indicate the problem, and constructively suggest a solution. 23
Nielson’s Usability Heuristics • Help and documentation • Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation. • Any such information should be easy to search, focused on the user’s task, list concrete steps to be carried out, and not to be too large. 24
Page Design Guidelines • The name of the site or sponsor name/logo should appear consistently on every page. • Avoid busy or distracting backgrounds. • Prioritize your content. Call attention to your most exciting content with size, color, and/or screen position. Minimize less important content. • Organize information into clearly distinguishable areas. Chunk related elements into visual groups through the use of space, graphics, or similarities in color, lightness, texture, or orientation. • 50-80% of space on a page should be used for content of interest to the user, not navigation or advertising. • White space is not useless. It can guide the eye and help users understand the grouping of information. 25
Page Design Guidelines • Keep pages simple. Review all of your design elements and remove them one at time. If the design works just as well without an element, kill it. • Use consistent fonts, graphical elements, color palette, navigation options, and placement of elements on the page. • In general, use more short pages instead of fewer long pages. However, content pages should contain one conceptual unit of content. In general, people prefer to scroll to continue a single unit of content, rather than click from page to page. • Never make the user scroll to locate important navigation options or the focal point of the page, such as "Buy Now“. • Always Use highly visible page titles to provide location feedback and help users remain oriented. 26