Content Management Systems Week 9 INFM 603. Muddiest Points How JSON differs from XML –And how JSONP differs from JSON How Ajax works Examples of JavaScript.

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Presentation transcript:

Content Management Systems Week 9 INFM 603

Muddiest Points How JSON differs from XML –And how JSONP differs from JSON How Ajax works Examples of JavaScript without Ajax How to make an API Can API’s be used by anyone?

Agenda Questions Drupal Project Plan Human-Computer Interaction

Database Server-side Programming Interchange Language Client-side Programming Web Browser Client Hardware Server Hardware (PC, Unix) (MySQL) (PHP) (HTML, XML) (JavaScript) (IE, Firefox) (PC) Business rules Interaction Design Interface Design Relational normalization Structured programming Software patterns Object-oriented design Functional decomposition

Content Management Systems Database to store content –Also stores access control data and parameters PHP to control user experience –Reads database, generates HTML –“Canned” settings provide standard behaviors HTML to convey user experience Allows limited interactivity –Most user actions require a server response –JavaScript may be used for form validation

Information Architecture The structural design of an “information space” to facilitate access to content Two components: –Static design –Interaction design

Static Design Organizing principles –Logical: e.g., chronological, alphabetical –Functional: by task –Demographic: by user Metaphors –Organizational: e.g., e-government –Physical: e.g., online grocery store –Functional: e.g., cut, paste –Visual: e.g., octagon for stop

“Site Blueprint” Main Homepage TeachingResearch Other Activities LBSC 690 INFM 718R Doctoral Seminar Ph.D. Students Publications Projects IR Colloquium TREC

Grid Layouts Navigation Bar Content Navigation Bar Content Related Links

Grid Layout: NY Times

Navigation Banner Ad Another Ad Content Popular Articles

Grid Layout: ebay

Navigation Banner Ad Search ResultsRelated Navigation

Grid Layout: Amazon

Navigation Search Results Related Navigation

Some Layout Guidelines Contrast: make different things different –to bring out dominant elements –to create dynamism Repetition: reuse design throughout the interface –to achieve consistency Alignment: visually connect elements –to create flow Proximity: make effective use of spacing –to group related and separate unrelated elements

Interaction Design Chess analogy: a few simple rules that disguise an infinitely complex game The three-part structure –Openings: many strategies, lots of books about this –End game: well-defined, well-understood –Middle game: nebulous, hard to describe Information navigation has a similar structure! –Middle game is underserved From Hearst, Smalley, & Chandler (CHI 2006)

Opening Moves

Middle Game

Navigation Patterns Drive to content Drive to advertisement Move up a level Move to next in sequence Jump to related

Drupal Structure Regions –Header, left sidebar, content, right sidebar, footer –Structure->Blocks->Demonstrate Blocks Region Blocks –Navigation, login, Drupal, help, content, search –Optional: who’s online, recent comments, … Menus –Main, navigation, user

Drupal Content (“Nodes”) Basic Page Article –By default allows comments Blog entry Forum topic

Optional Drupal Modules Aggregator Blog Forum Book Contact form Poll Search Statistics Trigger Translation

Some Downloadable Modules Content Construction Kit Views OpenLayer Dynamic Display Block Embedded Media Image Cache Calendar Share

Installing Drupal Download and install XAMPP –Add c:\xampp\mysql\bin to your path Download and install Drupal version 7.x –Configure for local use (“first time user guide”) –Ignore SMTP error messages Configure your site –Add some “splash page” content –Set user permissions

Drupal’s Use of MySQL USE drupal; SHOW TABLES; SELECT * FROM users; SELECT * FROM nodes; SELECT * FROM node_revisions;

Modifying Drupal Work with what’s there –Content –Configuration Download a distribution profile Edit the CSS files Edit the PHP code Edit the database contents

Agenda Questions Drupal  Project Plan Human-Computer Interaction

The Project Plan One-page contract Goal The problem to be solved ProductWhat you plan to deliver ScopeAvailable time and personnel RolesWhat you expect each other to do

What are Requirements? Attributes –Appearance –Concepts (represented by data) Behavior –What it does –How you control it –How you observe the results

The Requirements Interview Focus the discussion on the task –Look for entities that are mentioned Discuss the system’s most important effects –Displays, reports, data storage –Learn where the system’s inputs come from –People, stored data, devices, … Note any data that is mentioned –Try to understand the structure of the data Shoot for the big picture, not every detail

Agenda Questions Drupal Project Plan  Human-Computer Interaction

Human-Computer Interaction Design Implementation Evaluation A discipline concerned with the of interactive computing systems for human use

Synergy Humans do what they are good at Computers do what they are good at Strengths of one cover weakness of the other

Interaction Forming an intention –Internal mental characterization of a goal Selection of an action –Review possible actions, select most appropriate Execution of the action –Carry out appropriate actions with the system Evaluation of the outcome –Compare results with expectations

Stages of Interaction Goals Intention Selection Execution System Perception Interpretation EvaluationExpectation Mental Activity Physical Activity

Challenges of HCI Goals ExecutionPerception Intention SelectionInterpretation EvaluationExpectation Mental Activity Physical Activity “Gulf of Execution” “Gulf of Evaluation” System

What is good design? Goals Intention Selection Execution System Perception Interpretation EvaluationExpectation Mental Activity Physical Activity Mental Model

Modeling Interaction Task System Mental ModelsSight Sound Hands Voice TaskUser Software ModelsKeyboard Mouse Display Speaker Human Computer

Mental Models How the user thinks the machine works –What actions can be taken? –What results are expected from an action? –How should system output be interpreted? Mental models exist at many levels –Hardware, operating system, and network –Application programs –Information resources

Evaluation Approaches Formative vs. summative Extrinsic vs. intrinsic Quantitative vs. qualitative –Deductive vs. inductive User study vs. simulation

Evaluation Examples Direct observation –Evaluator observes users interacting with system in lab: user asked to complete pre-determined tasks in field: user goes through normal duties –Validity depends on how contrived the situation is Think-aloud –Users speak their thoughts while doing the task –May alter the way users do the task Controlled user studies –Users interact with system variants –Correlate performance with system characteristics –Control for confounding variables

Evaluation Measures Time to learn Speed of performance Error rate Retention over time Subjective satisfaction