Web Design
Designing for Desktop
WIMP Paradigm:
Windows, Icons, Menus, Pointers
Windows:
Resizable containers of individual applications
Primary: for the main functionality, like canvas
Secondary: main windows through modal panes, dialog boxes, etc.
Window Organization:
Organized in a way that overlaps several windows or tiles them across the screen
Window Structure:
Windows bring together dedicated panes in different configurations
Secondary windows can be stacked, docked, and floating
Menus:
Menus list all the functions of an application. Menu lists serve educational and reference purpose
Toolbars, Palettes, Sidebars, and Tooltips
Facilitate access to frequently used functions
Tool Palettes (Not always shown, unlike toolbars, have to click in things to be shown)
Provide advanced controls for particular function rather than frequently accessed functions
Pointing
On an application canvas enables a range of advanced capabilities for direct manipulation
Designing for Web
Desktop: Dynamic, persistent screens and suppporting components that enable users to perform complex tasks
Webpages: Interconnected pages with aids that help users to navigate and access a large body of contents
Single-page applicatoin (SPA) provides the functions of a desktop application on a webpage following the conventions of desktop applications
The Page
Building block of web content, use primary and secondary navigation aids
Primary Navigation Aids
Take the form of menus/menubars and reflect the major areas or sections of a website
Secondary Navigation Aids
Provide comprehensive links to specific content on the site as fat navigation (a pop window with a lot of content expanded), left-hand navigation, footer navigation, etc.
Get back to home
Breadcrumbs (trace of menu clicks by the user) and hierarchical lists (similar to left-hand secondary navigation, use tabs and indent to show the hierarchy) are solutions
Organizing Page Content: The Fold
The dividing line between the area that is visible when a page first loads and the remainder of the page
Fitting it all in
Large volumns of content is either broken into discrete pages through pagination or incrementally loaded through infinite scroll
Search
An alternative to page navigation, provides users with listings of content based on a search query (auto-completion, auto-correction)
Faceted search
Helps user narrow down a search once results are returned based on a simple query by providing functions to sort and filter
Interaction Design
Defining behaviors for a system that engages the full spectrum of its user's perception, cognition, and movements
Differs from visual design in its closer and more complex relationship to user behavior and context
Five Dimensions of Interaction Design:
1D: Words
2D: Visual representation
3D: Physical objects and space
4D: Time: animation
5D: Behavior: reaction
Interaction Structure
The design of the organizing principle of an interactive system.
Show one single thing:
Focuses on conveying info on a specific topic/facilitaiting a specific activity
key components:
Content of the single thing
Supporting tools that help the user act on the content
Show a list or set of things:
Provides rows or grids of items of the same kind that provide links to components that focus on that item.
Include design elements that organize or categorize the list (First letter, time, etc..)
Provide tools to create a thing:
Supporting user creation of new content, e.g., a canvas or form on which to write, draw, paint or structured form for data entry
Facilitate a task
Provides collections of components or controls that help users perform specific actions, e.g., changing a setting
The designer must organize these controls in an effective and logical way
Combining structure
Any page/component can follow the structure of these components, thus they can be combined to create complex applications
Single-page applications (SPAs) o!en combine these structures
Layout
Arrangement of visual elements on a canvas.
Creating a focal point
Center of visual interest, the design directs the atention of the viewer first.
Following the golden proportion
1:1.618, creates a compositional grid that suggests an asymmetrical, but balanced placement of items on a layout and produces a universal aesthetic appeal
Rule of thirds
Approximation of golden ratio that is easier and more flexible to use. Canvas divided by 3x3 grid, the intersections serve as focal point
Effectively using grids
Grids serve as visual framework for organizing elements in an orderly and balanced fashion
Integrating type
The use of headlines or blocks of text to guide the user's attention to messages.
Placing imagery
Use of imagery to create a focal point or movement on the canvas (Place on top, not bottom; direction should be toward next focal point; never flip images; do not interrupt headlines; do not wrap text around images.
Using negative space
Space left on the canvas from other design elements, used to provide a visual break and create balance.
Grouping using Gestalt Theory
Visual perception principles that predict how users will perceive design elements:
Proximity
Similarity
Continuity
Closure
Creating visual hierarchy
Using relative positioning and sizing to communicate what design elements are more importatn and should be looked at first
Exploiting visual scan pattern
Designing layouts that exploit common eye scanning patterns (F pattern / Z pattern)
Creating contrast and emphasis
Using contrast and emphasis to establish visual hierarchy by manipulating features of design elements, including position, size, color, typographic characteristics.
Principle of Navigation
Wayfinding
User behavior where navigation across components follows a particular workflow or supports user goal:
Signage
Environmental clues
Maps, site maps
Cost
The time and effort required by users to navigate between components:
Min factors that increase cost of navigation: context switch, errros, delays
Min travel time by min number of steps and context switch
Aid
Design element that aid users in navigating through content
Global navigation aids: menus, tabs, sidebars
Utility navigation aids: sign in, help, print
Associative/in-line navigation aids: related links
Models
Commonly used patterns of navigation through interactive applications
Hub & spoke: Involves a central hub: home screen, provides transitions to and from several specialized components
Fully connected: A central component is connected to all other components that are also linked to each other.
Multi-level: Involves main components that are fully connected with each other and sub-components that are only connected among themsleves
Step-wise: Follows a sequential or branching navigation that represents step-by-step process: google form, checkout at e-commerce website
Pyramid: Similar to the stepwise model, but at each step, the user can navigate to the hub and back
Pan-and-zoom: Provides users with the ability to continuously navigate across a large space of content: map, list, written document
Flat-navigation: Involves a central workspace that is always visible and functions that do not require context switches or navigation
Modal panel: Follows the flat navigation model except for modal dialogs that are temporarily overlaid on the canvas to help the user perform specific functions
Clear entry points: Complex applications involve navigational models with clear entry points that guide the user to frequently used or temporary functions without having to go through the hierarchical structure or a step-by-step process.
Bookmarks: Bookmarks allow users to conveniently navigate to a point of his choice, anytime he wants, even if it's deep inside a navigational structure. These give people a way to avoid traversing many links to get to a desired page or state
Escape hatch: Provide users with the ability to go back to the main component, home page without having to trace steps back.
Design Paradigms
An archetypal solution or an approach to solving design problems.
Implementation Centric
Interaction design maps directly to how system functions are implemented
Pros:
1. Very easy to build, easy to debug, easy to troubleshoot
Cons:
1. Requires learning how the functions work
2. Requires skills in using the functions
3. The system cannot perform high-level actions
Metaphorical Desgin
Following a real-world metaphor that users are expected to be familiar with.
Global Metaphor
A global metaphor provides a single, overarching framework for all the metaphors in the system (e.g., Magic Cap).
Pros:
They work well in expert interfaces where the interface simulates a real-world system
Cons:
Inability to scale; lack of familiar real-world system for entirely new capabilities; cultural differences; inability to adapt as capabilities evolve
Idiomatic Design
Building dedicated, highly expressive interaction capabilities that users must learn.
Example: Mouse of the computer, easy to learn, even though not exist in real world
Primitives: atomic actions, like point, click
Compounds: complex actions, like double-click
Idiom: higher-level element, like deleting text
Affordances
The perceived properties of a design element that give clues about how to interact with it. Designers have borrowed the concept from ecological psychology.
False affordance: An action that is perceived by the user but in fact doesn't work as expected
Hidden affordance: The affordance is not too obvious
Perceptible affordance: An object's characteristic imply an action
Design Pattern
A design pattern is a general, reusable solution to a commonly occurring problem within a given context.
Pros:
Reduce design time and effort
Improving the quality of design solutions
Establishing familiarity across systems
Providing a baseline or state of the art
Cons:
Not every design problem will warrant a pattern
Patterns may not exist for new design spaces
Design Language
Enter Pattern Language
A complete and hierarchical collection of patterns for a family of design problems
Patterns are words (components) that are connected with grammar rules to make sentences (screens) and eventually language (user experience)
Posture-level pattern
The structure that an application follows: type of app (e-commerce? social media? portfolio?)
Structure
Component
User experience
Alternative/Competitors
Experience-Level Pattern
The user goals that make up the user experience that the app supports (activity tracking, coaching, reviewing...)
Primary goal
Secondary goal ...
Task-Level Pattern
Design solutions that help users accomplish sequences of actions that mke up user tasks (loggin a meal, capturing a run....)
Action-Level Pattern (Widget or Component)
Design solutions that support the actions taken to complete the steps of the user task (start button to initiate activity tracking, list entry for food item)
Simplified model:
Context: Type of app
Flow: Component that support specific functions
Implementation: Visual/Behavioral element
Usability Evaluation
The assessment of the effectiveness of and user satisfaction with desgin solutions
1.Testing-based methods:
Empirical, based on data, testing with users who represent the target population of design solutions.
2. Expert-review-based methods:
Usability inspection, review-based evaluation by experts who follow well-established protocols to inspect the usability of design solutions
Heuristic Evaluation:
Involve having a small set of evaluators examine the interface and judge its compliance with recognized usability principles (heuristic)
Visibility of system status: Keep user informed with feedback at reasonable time
Match between system and the real world: Speak the users' language, with words, phrases and concepts familiar to real world conventions
User control and freedom: Choose system functions by mistake and will need clearly marked "emergency exit" to leave the unwanted state, like redo and undo
Consistency and standards: Should not make user wonder whether different words, situation, or action means the same thing (click turn blue, and click turn red is inconsistent)
Error prevention: Eliminate error-prone conditions or check for them and present users with a confirmation option before they commit to the action (Google auto correction when search)
Recognition rather than recall: Minimize user memory load by make options visible. User should not need to remember info from one part of dialogue to another.
Flexibility and efficiency of use: Accelerators may often speed up the interaction for the expert user, catering both inexperienced and experienced users (keyboard shortcut)
Aesthetic and minimalist design: Dialogue should not contain information which is irrelevant or rarely needed.
Help user recognize, diagonose, and recover from errors: Error message be in plain language, precisely indicated the problem, and suggest a solution (Incorrect password reminder)
Help and documentation: Provide documentation for user to easily search around and understand (Word explanation of HELP CENTER icons)
How many evaluators are needed? 3~5
ProblemsFound(i) = N(1-(1-l)^i)
i: independent evaluators
N: total number of usability problems in the interface
l: the proportion of all usability problems found by a single evaluator
Heuristic Evaluation Reporting
A document that highlight top problems and with solutions
Severity Ratings: 0~4 rating scale
Cognitive Walkthrough
Specialist assesses the learnability and discoverability of a design by posing and answer questions
Will the user try and achieve the right outcome?
Will the user notice that the correct action is available to them
Will the user associate the correct action with the outcome they expect to achieve?
If the correct action is performed, will the user see that progress is being made towards their desired result?
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