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Principles of Good Web Design Hint: It’s not about the technology. The Dirty Little Secret The key elements are the same as other communication processes Audience Message / Content Delivery / Vehicle What is user-centered web design? Appropriate for user needs and circumstances Appropriate for the content Loads fast Looks good Leads to a positive communication experience © 2008, James P. Gleason 3 Expectations to expect User Designer Client A good Web designer must be an advocate for the user. Be a Digital Ombudsman! c 2008, James P. Gleason 4 What makes a Web site desirable? Any Web-based application must be as good or better than its alternative to succeed. Desired content Current news – immediacy Archive of old news Community information – notices, forums, etc. Access to other info – weather, national news, etc. What makes a Web site desirable? Reliable content Quality writing, editing, etc. Up-to-date information Solid execution – no broken links, photos, etc. Desired level of interactivity Hotlinks within stories Streaming video / audio Email links to editor, writers, etc. What makes a Web site desirable? Excellent ease of use Consistent format Intuitive navigation Loads fast Works reliably on any platform Who’s the audience? Readers Community leaders Advertisers 21 Tips to a Better Website 1. The audience is king. Only they get to decide if the site works. All you can do is increase the odds. Take into account differences in experience, taste, mood, training, background, language, location, culture… You can’t make a fish bite the hook. c 2008, James P. Gleason 10 2. Wait, isn’t content the king? The only reason to create a web site is to communicate its content. Everything should contribute toward that goal. c 2008, James P. Gleason 11 3. Trust your gut. You know if it doesn’t feel right even if you don’t know why. That’s the first step toward fixing the issue. There are always resources to solve the problem, but it helps to define the problem. c 2008, James P. Gleason 12 4. Remember that a web site is a tool. Unless you’re Disney, it’s not really about entertainment. Why do people visit the site? How do they use it when they visit? What will bring them back? What does the content demand? c 2008, James P. Gleason 13 Infrastructure 5. Listen to your content. It’ll tell you how to design it. What should the tone of the site be? How much should you include? How should you organize it? Should you include external links? To what? c 2008, James P. Gleason 14 6. Navigation is key. It doesn’t exist if they can’t find it. External navigation vs. internal navigation Allow for multiple paths to the payoff. c 2008, James P. Gleason 15 c 2008, James P. Gleason 16 c 2008, James P. Gleason 17 7. Remember the big picture. Usually, there’s a bigger marketing effort. How will your site fit into the overall plan? What else is in the ensemble? Brochures? Ads? Presentations or events? c 2008, James P. Gleason 18 8. Tie it all in. Maybe your site shouldn’t be unique. How should you repurpose other materials? If the audience and message are the same, why should the Web site look different? c 2008, James P. Gleason 19 9. Sweat the details. Nothing destroys credibility faster than obvious mistakes and carelessness. Check your information and proof your copy. Make it a habit. c 2008, James P. Gleason 20 10. Be true to your template. Be consistent. Don’t change your style randomly. Avoid surprises. c 2008, James P. Gleason 21 Design 11. Avoid eye candy. Stay away from gratuitous displays of selfindulgent Photoshop and programming chops. Don’t emphasize everything. Leave the dazzle to gamers. c 2008, James P. Gleason 22 c 2008, James P. Gleason 23 Ugly site c 2008, James P. Gleason 24 12. Don’t be afraid of white space. Use white space for emphasis. You’re not printing, so pixels are cheap. Take the space you need. c 2008, James P. Gleason 25 c 2008, James P. Gleason 26 c 2008, James P. Gleason 27 c 2008, James P. Gleason 28 c 2008, James P. Gleason 29 13. Please, no splash screens. They don’t enhance communication. They waste time and development resources. c 2008, James P. Gleason 30 c 2008, James P. Gleason 31 c 2008, James P. Gleason 32 c 2008, James P. Gleason 33 c 2008, James P. Gleason 34 c 2008, James P. Gleason 35 c 2008, James P. Gleason 36 14. Death to clipart, blinking, animations, etc. They look amateurish and unprofessional. They’re never as targeted as you would like. Don’t use them, I’m begging you! c 2008, James P. Gleason 37 Here’s why. c 2008, James P. Gleason 38 Good habits 15. Quality in all things. Design for what you want to be, not what you are. Use the best copy, graphics and photos you can afford. c 2008, James P. Gleason 39 16. Write for the medium. Avoid “shovelware.” Know when enough is enough. Make navigation your friend. c 2008, James P. Gleason 40 17. Good writing still counts. There’s no excuse for sloppy or poor craft. Avoid jargon, usually. Avoid clichés like the plague. c 2008, James P. Gleason 41 18. Give credit where credit is due. Always credit photos, music, etc. Don’t forget copyrights. c 2008, James P. Gleason 42 19. Date your content and update it regularly. Otherwise, how will they know if it’s current? Think of your site as a living breathing document. c 2008, James P. Gleason 43 20. Avoid trendiness. No horizontal scrolling, auto-play music, etc. Don’t design for other designers. Never be clever for clever’s sake. c 2008, James P. Gleason 44 Finally… 21. Think like a user. We know more than we think we do. Our instinct may be our most powerful Web development tool of all. c 2008, James P. Gleason 45 A good Web site must attract viewers. Remember: The most important thing is not getting people to visit the Web site. The most important thing is getting them to return to the Web site.