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Usability 1.0

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Get rid of questions Wording Graphics How we really use the Web Design vs. Use Author ... visual hierarchy Prominence ... Street signs as page names ... – PowerPoint PPT presentation

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Title: Usability 1.0


1
Usability 1.0
  • J. Richard Stevens

2
Rule 1
  • Dont Make Me Think!
  • Orientation vs. Engagement
  • Conventions and Affordances
  • Less is more, more or less
  • Get rid of questions
  • Wording
  • Graphics

3
How we really use the Web
  • Design vs. Use
  • Author vs. reader perspective
  • Reading vs. Scanning
  • Agenda function
  • Users dont make optimal choices.
  • They satisfice.
  • Users dont figure, they muddle

4
Designing Billboards
  • Creating a clear visual hierarchy
  • Prominence importance
  • Relationships between objects
  • Use recognized conventions
  • Break up content, add definition
  • Clickables MUST be obvious
  • Contrast is key

5
Omit Needless Words
  • Be concise.
  • Omit half your words, then omit another half.
  • Kill Happy Talk
  • Kill instructions

6
Common Problems
  • No sense of scale
  • No sense of direction
  • No sense of location
  • Why design good navigation?
  • To give the users something to hold onto
  • To orient and inform
  • To build confidence

7
Examples of Bad Design
  • Busyness
  • http//www.e-tradehub.com/
  • http//www.havenworks.com/
  • http//now.sprint.com/widget/
  • Interface gone awry
  • http//www.cleanishappy.com/
  • http//www.brillpublications.com/
  • http//www.samanzerin.com/
  • Bad Communication
  • Conference Hall or something else?
    http//www.designofsignage.com/application/symbol/
    building/applicationpage1.html
  • http//www.designofsignage.com/application/symbol/
    building/largesymbols/conference-hall.htmlBad20D
    esign

8
Persistent Navigation
  • Every page must be consistent
  • Homepage, forms, etc.
  • Why we do what others do
  • Sections and subsections
  • Utilities
  • Searching
  • Street signs as page names
  • Placement and consistency
  • Breadcrumbs

9
The End Experience
  • Always keep in mind the end-user experience
  • Tailor content to fit into end-user spaces
  • Consider the environment of use

10
Trunk Testing
  1. What site is this?
  2. What page am I on?
  3. What are the major sections?
  4. What are my options?
  5. Where am I in the scheme of things?
  6. How can I search?

11
Web Team Arguments
  • Everybody Likes
  • The myth of the average user
  • The antidote for religious debate testing.
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