Message Design and Content Creation: Info Design

28
Message Design an Content Creation: Info Design 6 February 2007 Kathy E. Gill

description

Message Design and Content Creation: Info Design. 6 February 2007 Kathy E. Gill. Agenda. Lecture – Information Architecture Discussion Leaders Lab Team/Project. Recap: Our goal is flow. The process of an optimal experience The activity feels seamless - PowerPoint PPT Presentation

Transcript of Message Design and Content Creation: Info Design

Message Design and Content Creation:

Info Design

6 February 2007

Kathy E. Gill

Kathy E. Gill, uwdigitalmedia.org

Agenda

Lecture – Information Architecture Discussion Leaders Lab Team/Project

Kathy E. Gill, uwdigitalmedia.org

Recap: Our goal is flow

The process of an optimal experience The activity feels seamless It is intrinsically enjoyable Individual loses self-consciousness

Kathy E. Gill, uwdigitalmedia.org

Eight Golden Rules of Interface Design (1/3)

Strive for consistency (the most frequently violated rule): Terminology Prompts Menus Help screens Color Layout Capitalization Fonts

Kathy E. Gill, uwdigitalmedia.org

Eight Golden Rules of Interface Design (2/3)

Let frequent users use shortcuts Abbreviations Special keys Hidden commands Macro facilities

Offer informative feedback Design dialogs to yield closure

Sequences of actions should be organized into groups Beginning, middle, and an end

Kathy E. Gill, uwdigitalmedia.org

Eight Golden Rules of Interface Design (3/3)

Offer error prevention and simple error handling

Permit easy reversal of actions Support internal locus of control Reduce short-term memory load

Kathy E. Gill, uwdigitalmedia.org

Effective navigation

Clearly communicates Where am I? Where have I been? Where can I go?

Kathy E. Gill, uwdigitalmedia.org

Navigation icons

Should not require explanation Must represent the correct concept Must be visually distinct Are appropriately sized Text (label) is often the best visual cue

Kathy E. Gill, uwdigitalmedia.org

Menus (1/2)

TypesStatic, pull down, fly-out, pop-upRecognition, not recall (memory)

Menu organization AlphabeticalChronologicalCategorical

Kathy E. Gill, uwdigitalmedia.org

Menus (2/2)

Provide real-estate savingsBut have invisible info

Pull-down, fly-outHorizontal or vertical

Pop up menusAppear at various places on the screen

Kathy E. Gill, uwdigitalmedia.org

Object-Action Model of Interaction

Understand tasks Evaluate real-world objects and the actions

applied to those objects Create interface representations

Objects and actions Make interface actions visible to users

Kathy E. Gill, uwdigitalmedia.org

Task Hierarchies

Computer system designers must generate a hierarchy of objects and actions (the interaction) that successfully models user tasks:

Representations in pixels on a screen Representations in physical devices Representations in voice or other audio cue

Kathy E. Gill, uwdigitalmedia.org

Semantic Understanding

Understand how the process works, the meaning of an actionA mouse clickA submit button

Kathy E. Gill, uwdigitalmedia.org

Syntactic Understanding

Understand the specific rules of behavior that achieve an action In Windows, double-click on a file to launch

(open) the application and load fileOn the Web, single-click an underlined word

to go to a new Web page

Kathy E. Gill, uwdigitalmedia.org

When Syntax Vanishes (1/2)

We are forced to maintain a profusion of device-dependent details in our memory. Which action erases a character?Which abbreviations are permissible? Which of the numbered function keys

produces the previous screen?

Kathy E. Gill, uwdigitalmedia.org

When Syntax Vanishes (2/2)

Learning, use and knowledge retention is hampered when details vary across systems unpredictably

Syntactic knowledge is learned through repeated usage  

Syntactic knowledge is system dependent -- and note: our visitors perceive “the Web” as a system, violate only after careful deliberation

Kathy E. Gill, uwdigitalmedia.org

Our Job

To minimize syntactic/memory burdensFamiliar objects and actions represent their

task objects and actionsStandard (or de facto standard) widgets

Why did the mailbox not work as early e-mail icon?

Kathy E. Gill, uwdigitalmedia.org

Five Tests of Effectiveness (1/2)

Time to learn How long does it take for typical members of the community to learn how to complete task?

Speed of performance How long does it take to perform relevant benchmarks?

Rate of errors by users How many and what kinds of errors are commonly made during typical applications?

Kathy E. Gill, uwdigitalmedia.org

Five Tests of Effectiveness (2/2)

Retention over time Frequency of use and ease of learning help make for better user retention

Subjective satisfaction Allow for user feedback – interviews (focus groups), online surveys (both free-form comments and satisfaction scales).

Kathy E. Gill, uwdigitalmedia.org

Design for Diversity

Personality differences Cultural and international diversity Users with disabilities Elderly users Anything else?

Kathy E. Gill, uwdigitalmedia.org

Raskin’s Rules

The user should set the pace of the interaction

Error avoidance, facilitated with “undo/redo”

Accessible to the naïve, efficient for the expert

Kathy E. Gill, uwdigitalmedia.org

Errors are not mistakes!

Mistakes are the result of conscious deliberation

Slips result from automatic behaviorNorman’s Types: capture, description, data-

driven, associative activation, loss-of-activation and mode errors

Kathy E. Gill, uwdigitalmedia.org

Good Error Messages

Polite Illuminating Treat the user with respect

Kathy E. Gill, uwdigitalmedia.org

Design for Error

Minimize occurrence by understanding the causes of errors

Make detection and recovery easier Change the attitude toward error from

“stupid user” to “stupid design”

Kathy E. Gill, uwdigitalmedia.org

One small problem:

When you design an error-tolerant system, people come to rely on that system (it had best be reliable!)Anti-lock brakes (ABS)Blade guard on circular sawAnything else?

Kathy E. Gill, uwdigitalmedia.org

To increase errors, add a little:

Social pressure Time pressure Economic pressure

In other words, real life!

Kathy E. Gill, uwdigitalmedia.org

Resultant design philosophy:

Put knowledge in the world (iow, make options visible)

Remember the three questions:Where am I, where can I go, where have I

been? Design for errors

Kathy E. Gill, uwdigitalmedia.org

Next Week:

Genres