Message Design and Content Creation: Info Design
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Transcript of Message Design and Content Creation: Info Design
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
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Effective navigation
Clearly communicates Where am I? Where have I been? Where can I go?
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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
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Menus (1/2)
TypesStatic, pull down, fly-out, pop-upRecognition, not recall (memory)
Menu organization AlphabeticalChronologicalCategorical
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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
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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
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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
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Semantic Understanding
Understand how the process works, the meaning of an actionA mouse clickA submit button
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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
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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?
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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
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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).
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Design for Diversity
Personality differences Cultural and international diversity Users with disabilities Elderly users Anything else?
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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
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Good Error Messages
Polite Illuminating Treat the user with respect
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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”
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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?
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To increase errors, add a little:
Social pressure Time pressure Economic pressure
In other words, real life!
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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