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Web Usability Assoc. Prof. Dr. Rozinah Jamaludin 14 January 2010 • Web usability is the application of usability in those domains where web browsing can be considered as a general paradigm (or “metaphor") for constructing a GUI. • Web usability is an approach to make web sites easy to use for an end-user, without requiring her (or him) to undergo any specialized training. • Usability relates to ease-of-use—a simple concept, but not always easy or intuitive to implement. • The broad goal of usability can be: • Present the information to the user in a clear and concise way. • To give the correct choices to the users, in a very obvious way. • To remove any ambiguity regarding the consequences of an action e.g. clicking on delete/remove/purchase. • Put the most important thing in the right place on a web page or a web application. • • • • • Usability Guidelines There are certain global usability principles, or guidelines. As they apply to web development, many of these guidelines can be summarized as follows: Visibility Visibility helps users form correct mental models of the 'thing'—models that help users predict the effect(s) of their actions. Important elements (such as those that aid navigation) should be highly visible. Users should be able to tell at a glance what they can and cannot do. Memory Load The site should reduce user memory load. Screen elements should be meaningful and consistent across the site so users can recognize, instead of remember, what elements mean from one page to another. New items and functions should relate to ones the user already knows. Feedback When a user performs an action, she should receive immediate feedback. For example, when the user clicks a button, something on the screen should change so the user knows the system has registered her action. Accessibility Users need to find information quickly and easily: Offer users a few ways to find information (such navigational elements, search functions, site map, etc). However, don’t offer too many options at once as this confuses many users. ‘Chunk’ information into small, digestible pieces and organize them into some type of schema or hierarchy that is meaningful to the user. Enable skimming; provide clues that allow users to find their ‘nugget’ of information’ by scanning rather than reading. • • • • Orientation/Navigation Web users often report feeling lost. There are several ways to help users orient themselves: Links should be descriptive enough so that users can easily predict what they will find when they click a particular link. The user should be able to visualize the site’s structure. There should be no ‘dead-end’ pages from which users can’t, or don’t know how, to exit. Every page should have clearly visible elements telling users what page they are on, where they are in relation to other pages, and how to get to other pages. (Users enter sites from many places; they don’t always enter a site via the home page.) Use frames sparingly, if at all. With frames, the back button, printing, and bookmarking functions do not work like they do on non-frames pages, confusing many users. Close to 60% of web users employ the back button as their primary means of navigation, so it is no small usability problem when it doesn't work the way they expect. • • • • • Errors An error is an incorrect action by the user such as clicking the wrong link. It is important to minimize user errors and provide users with mechanisms that allow them to recover quickly from errors. Satisfaction The site should be pleasant to use and look at. Users’ perception of ‘pleasantness’ influences their: Perception of ease-of-use Motivation for learning how to use the site Confidence in the reliability of the site’s information Legibility Text should be easy to read: Sans serif fonts are usually easier to read online than serif fonts—especially in body text. Ornamental fonts are hard to read. Italics are hard to read online. Body text that is too large or too small is hard to read. (9-11 pt sans serif and 11-12 pt serif seems to work well. However, it is difficult to make a hard and fast rule since individual typefaces can appear larger or smaller than their point size would indicate.) Text in all capital letters is hard to read. Blocks of text longer than 50+ characters significantly slow reading. High contrast between text and background increases legibility. Dark text against a light background is most legible. • Language • To foster clarity, use the following: Short sentences ‘Everyday’ words (instead of jargon or technical terms) Active voice, active verbs Verbs (instead of noun strings or nominalizations) Simple sentence structure • By its very nature, the Web crosses cultural and national boundaries. For this reason, it is best to be careful with ambiguity in the form of: • Humor (Humor does not translate well across cultures: at best, it is not understood, at worst, it can offend.) • Metaphors • Icons • Idioms • Puns • Visual Design Visual design should be the user's ally. To this end, use grids for preliminary page layout create pages that are interesting, yet simple and uncluttered. use graphics to: illustrate/inform (not decorate). • Increase the user’s satisfaction/motivation. aid navigation. use graphics that are small (in file size) so they download quickly. make the most important elements the most visually prominent. treat text as a graphic element. use color conservatively. • Color can engage users, both emotionally and cognitively, but misapplication of color creates negative outcomes. (Try your design in monochrome first, then, one at a time, add a few colors.) group like elements together. use ‘white space’ to visually organize the page, to make important elements stand out, and to give users’ eyes some resting space. How to Develop User-Centered Web Sites • 1. Involve users from the beginning • Guidelines can provide general information about users and user/web interaction. However, that is not enough to make a particular site usable; it is critical to discover how your particular users interact with this particular site. • Involve users from the beginning by: Discovering their mental models and expectations Including them as an integral part of the design/development process and team Observing them at their workplace; validating your assumptions about them; analyzing their tasks, workflow, and goals Eliciting feedback via walk-throughs, card sorting, paper prototypes, think-aloud sessions, and other methods • 2. Know your users Ask questions such as the following and use the answers to guide development and design decisions: • How much experience do the users have with: • Computers? • The Web? • Domain (subject matter)? • What are the users’ working/web-surfing environments? • What hardware, software, and browsers do the users have? • What are the users’ preferred learning styles? • What language(s) do the users speak? How fluent are they? • What cultural issues might there be? • How much training (if any) will the users receive? • What relevant knowledge/skills do the users already posses? • What do the users need and expect from this web site? • 3. Analyze user tasks and goals • Observe and interact with users (preferably at their workspace) as you attempt to answer questions such as: • What are the tasks users need to perform; how do they currently perform these tasks? What is the workflow? Why do the users currently perform their tasks the way they do? What are the users’ information needs? How do users discover and correct errors? What are the users’ ultimate goals? • 4. Don’t settle on a final direction too soon Explore different designs and approaches and get user feedback before making final direction, development, and design decisions. • 5. Test for usability—repeatedly! Usability testing is an iterative process; it is important to conduct usability testing throughout the development cycle. • Usability testing can be conducted using elaborate labs and equipment or using relatively simple and inexpensive means. But usability testing is the only way you can know if this particular site meets these users’ needs. • • A graphical user interface (GUI) is a type of user interface item that allows people to interact with programs in more ways than typing such as computers; hand-held devices such as MP3 Players, Portable Media Players or Gaming devices; household appliances and office equipment with images rather than text commands. • A GUI offers graphical icons, and visual indicators, as opposed to text-based interfaces, typed command labels or text navigation to fully represent the information and actions available to a user. The actions are usually performed through direct manipulation of the graphical elements.[1] • The GUIs familiar to most people today are Microsoft Windows, Mac OS X, and X Window System interfaces. Apple, IBM and Microsoft used many of Xerox's ideas to develop products, and IBM's Common User Access specifications formed the basis of the user interface found in Microsoft Windows, IBM OS/2 Presentation Manager, and the Unix Motif toolkit and window manager. These ideas evolved to create the interface found in current versions of Microsoft Windows, as well as in Mac OS X and various desktop environments for Unix-like operating systems, such as Linux. • A series of elements conforming a visual language have evolved to represent information stored in computers. This makes it easier for people with few computer skills to work with and use computer software. The most common combination of such elements in GUIs is the WIMP ("window, icon, menu, pointing device") paradigm, especially in personal computers. • Smaller mobile devices such as PDAs and smartphones typically use the WIMP elements with different unifying metaphors, due to constraints in space and available input devices. Applications for which WIMP is not well suited may use newer interaction techniques, collectively named as post-WIMP user interfaces. • Some touch-screen-based operating systems such as Apple's iPhone OS currently use post-WIMP styles of interaction. The iPhone's use of more than one finger in contact with the screen allows actions such as pinching and rotating, which are not supported by a single pointer and mouse. Fundamental Guidelines for Web Usability • Characteristics of the Web user experience – – • • • • Simplicity and feature choice Flow Feedback Navigation and information architecture – – – – – – • • • Category and link names Link design Clickability and perceived affordance Persistent navigation Pop-ups Opening new browser windows Page layout Enhancing credibility and trust Loyalty: Enticing users to return – – • How people visit sites Why and when they leave Registration Value-added features for repeat users Information foraging – – – User attention Scrolling Information scent • • • • • Page Design Screen Real Estate – Data Ink and Chart Junk Cross-Platform Design – Where Are Users Coming From? – The Car as a Web Browser – Color Depth Getting Deeper – Get a Big Screen – Resolution-Independent Design – Using Non-Standard Content – Installation Inertia – Helpful Super-Users – When Is It Safe to Upgrade? – Collect Browsers Separating Meaning and Presentation – Platform Transition – Data Lives Forever Response Times – Predictable Response Times – Server Response Time – The Best Sites Are Fast – Speedy Downloads, Speedy Connections – Users Like Fast Pages – You Need Your Own T1 Line – Understanding Page Size – Faster URLs – Glimpsing the First Screenful – Taking Advantage of HTTP Keep-Alive • • • • • • Linking – Link Descriptions – Link Titles – Guidelines for Link Titles – Use Link Titles Without Waiting – Coloring Your Links – The Physiology of Blue – Link Expectations – Peoplelinks – Outbound Links – Incoming Links – Linking to Subscriptions and Registrations – Advertising Links Style Sheets – Standardizing Design Through Style Sheets – WYSIWYG – Style Sheet Examples for Intranets – Making Sure Style Sheets Work Frames – <NOFRAMES> – Frames in Netscape 2.0 – Is It Ever OK to Use Frames? – Borderless Frames – Frames as Copyright Violation Credibility Printing Conclusion • • Content Design Writing for the Web – – – – – – – – – The Value of an Editor Keep Your Texts Short Copy Editing Web Attitude Scannability Why Users Scan Plain Language Page Chunking Limit Use of Within-Page Links • • • • Page Titles Writing Headlines Legibility Online Documentation • Multimedia – – – Page Screenshots Waiting for Software to Evolve Auto-Installing Plug-Ins • Response Time • Images and Photographs • Animation – – – – – – – – – – Client-Side Multimedia Image Reduction Showing Continuity in Transitions Indicating Dimensionality in Transitions Illustrating Change Over Time Multiplexing the Display Enriching Graphical Representations Visualizing Three-Dimensional Structures Attracting Attention Animation Backfires • Video • • • Audio Enabling Users with Disabilities to Use Multimedia Content Three-Dimensional Graphics – – – • Streaming Video Versus Downloadable Video Bad Use of 3D When to Use 3D Conclusion – The Attention Economy • • • Site Design The Home Page How Wide Should the Page Be? • • Splash Screens Must Die The Home Page Versus Interior Pages – – – • Shopping Carts as Interface Standard Alternative Terminology Navigation – – – – – – – – • Deep Linking Affiliates Programs Metaphor – – • Home Page Width Navigation Support in Browsers Where Am I? Where Have I Been? Where Can I Go? Site Structure The Vice-Presidential Button Importance of User-Centered Structure Breadth Versus Depth The User Controls Navigation – – – – – Design Creationism Versus Design Darwinism Help Users Manage Large Amounts of Information Future Navigation Reducing Navigational Clutter Avoid 3D for Navigation • • Subsites Search Capabilities – – – – – – – – – – • URL Design – – – – – – – – • • Compound Domain Names Fully Specify URLs in HTML Code URL Guessing Beware of the Os and 0s Archival URLs Y2K URL Advertising a URL Supporting Old URLs User-Contributed Content Applet Navigation – – • Don't Search the Web Micro-Navigation Global Search Advanced Search The Search Results Page Page Descriptions and Keywords Use a Wide Search Box See What People Search For Search Destination Design Integrating Sites and Search Engines Double-Click Slow Operations Conclusion • Search – – – • • • • Homepages Illustrations and graphics Advertising Forms design – – • How users read online Writing for the Web Low-literacy users Presenting text: Legibility and readability International users Guidelines and standards – – • Registration and collecting personal information Error handling Content usability – – – – • • Query strings How people use search engine results pages (SERP) Improving site-specific search Internal consistency across site Externally-driven user expectations Trends in Web user experience – When and how to embrace innovation Integrating Social Features on Mainstream Websites: User-Generated Content, Social Media, Collaboration, and More • Overview and examples – – – – – Usefulness of each type of social feature Business case for social features and ROI Considerations for contributors and lurkers The “sense of community” Social features appropriate for different sectors/business models: • • • • • • • • Stats and research – – – – • Hype vs. reality What users say they use and like What users really do Lessons from stand-alone communities and social networks Feature usability – – – – – – – – – – – • High-tech Healthcare E-commerce (B2C) B2B Government Media/publications Education Content sharing Ratings/reviews Forums and discussion groups Blogs Comments User profiles and reputation management (status ratings such as points or karma) Collaborative sites/wikis One-to-one communications (chat, messages) One-to-many communications (announcements, invitations, ideas, opinions) Polls and quizzes Encouraging increased user participation; dealing with the typical "90-9-1" distribution of user engagement Implementation tips for success • “Learn more than we teach, leave more than we take” • Thank Q.