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Web Design Process CMPT 281 Outline • How do we know good sites from bad sites? • Web design process • Class design exercise Good sites and bad sites Good sites and bad sites Good sites and bad sites Good sites and bad sites Good sites and bad sites Good sites and bad sites Web Design Process Overview • Discovery – assess needs • Exploration – create multiple designs • Refinement – detail chosen design • Production – prepare for handoff • Implementation – build site • Launch! • Maintenance – measure & improve Design Exercise Design Exercise • Design the perfect website for CMPT 281 – You are the users (and the designers) – What do students want to do at a course site? – What are the prof’s goals for the site? – What are the main tasks? – How will you organize the site and the pages? – Sketch it out! – We will discuss your designs at the end of class Design Process Exploration Goals of Exploration Phase • Generate multiple designs – visualize solutions to discovered issues – information & navigation design – early graphic design • Select one design for further development – use patterns, usability testing, & client feedback to evaluate Patterns in Exploration Phase Tend to be more abstract Site genres Advanced ecommerce Navigational framework Completing tasks Home page Page layouts Content management Search Trust and credibility Page-level navigation Basic ecommerce Speed Important concepts • • • • • • • • Design Representation Usability User capabilities Task analysis Rapid prototyping User evaluation (these will all be covered in more detail later!) Design • Design is driven by requirements – what the artifact is for – not how it is to be implemented – e.g., phone not as important as “mobile” app. • A design represents the artifact – for websites these representations include: • screen sketches or storyboards • flow diagrams/outline showing task structure • executable prototypes – representations simplify Web Design Representations Site Maps Web Design Representations Templates Web Design Representations Storyboards Web Design Representations Mock-ups Usability According to the ISO: The effectiveness, efficiency, and satisfaction with which specified users achieve specified goals in particular environments • This does not mean you have to create a boring design or something that is only good for novices – it all depends on your goals Usability/User Experience Goals • Set goals early & later use to measure progress • Goals often have tradeoffs, so prioritize • Example goals – Learnable • e.g., faster each time through – Memorable • from session to session – Flexible • multiple ways to do tasks – Efficient • perform tasks quickly – Robust • minimal error rates • good feedback so user can recover – Discoverable • learn new features over time – Pleasing • high user satisfaction – Fun User-centred Design “Know thy User” • Cognitive abilities – perception – physical manipulation – memory • Organizational / job abilities • Keep users involved throughout – developers working with target customers – think of the world in users terms – not technology-centered/feature driven • …so, how do you get to know the user? Task Analysis & Contextual Inquiry • Observe existing work practices • Create examples & scenarios of actual use • Try out new ideas before building software Rapid Prototyping • Build a mock-up of design so you can test • Low fidelity techniques – paper sketches – cut, copy, paste • Interactive prototyping tools – HTML, PowerPoint, Flash, etc. Fantasy Basketball Evaluation • Test with real customers (participants) – w/ interactive prototype – low-fi with paper “computer” • Low-cost techniques – expert evaluation – remote, online testing ESP Design Exercise Design Exercise • Design the perfect website for CMPT 281 – You are the users (and the designers) – What do students want to do at a course site? – What are the prof’s goals for the site? – What are the main tasks? – How will you organize the site and the pages? Next…