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Usability 1.0 J. Richard Stevens
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Rule #1 “Don’t Make Me Think!” Orientation vs. Engagement
Conventions and Affordances Less is more, more or less … Get rid of questions Wording Graphics
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How we really use the Web
Design vs. Use Author vs. reader perspective Reading vs. Scanning Agenda function Users don’t make optimal choices. They “satisfice.” Users don’t figure, they muddle Satisfice = “sacrifice” to “satisfy”
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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
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Omit Needless Words Be concise.
Omit half your words, then omit another half. Kill “Happy Talk” Kill instructions
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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
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Examples of Bad Design Busyness Interface gone awry Bad Communication
Interface gone awry Bad Communication “Conference Hall” or something else?
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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
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The End Experience Always keep in mind the end-user experience
Tailor content to fit into end-user spaces Consider the environment of use Why I use powerpoint in this class
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Trunk Testing What site is this? What page am I on?
What are the major sections? What are my options? Where am I in the scheme of things? How can I search?
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Web Team Arguments “Everybody Likes …” The myth of the average user
The antidote for religious debate: testing.
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