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Published byBryan Reynolds Modified over 9 years ago
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Web Design Process CMPT 281
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Outline How do we know good sites from bad sites? Web design process Class design exercise
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Good sites and bad sites
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Web Design Process Overview Discovery – assess needs Exploration – create multiple designs Refinement – detail chosen design Production – prepare for handoff Implementation – build site Launch! Maintenance – measure & improve
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Design Exercise
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Design the perfect website for CMPT 281 – You are the users (and the designers) – What do students want to do at a course site? – What are the prof’s goals for the site? – What are the main tasks? – How will you organize the site and the pages? – Sketch it out! – We will discuss your designs at the end of class
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Design Process Exploration
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Goals of Exploration Phase Generate multiple designs – visualize solutions to discovered issues – information & navigation design – early graphic design Select one design for further development – use patterns, usability testing, & client feedback to evaluate
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Patterns in Exploration Phase Tend to be more abstract Site genres Navigational framework Home page Content management Trust and credibility Basic ecommerce Advanced ecommerce Completing tasks Page layouts Search Page-level navigation Speed
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Important concepts Design Representation Usability User capabilities Task analysis Rapid prototyping User evaluation (these will all be covered in more detail later!)
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Design Design is driven by requirements – what the artifact is for – not how it is to be implemented – e.g., phone not as important as “mobile” app. A design represents the artifact – for websites these representations include: screen sketches or storyboards flow diagrams/outline showing task structure executable prototypes – representations simplify
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Web Design Representations Site Maps
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Web Design Representations Templates
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Web Design Representations Storyboards
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Web Design Representations Mock-ups
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Usability According to the ISO: The effectiveness, efficiency, and satisfaction with which specified users achieve specified goals in particular environments This does not mean you have to create a boring design or something that is only good for novices – it all depends on your goals
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Usability/User Experience Goals – Learnable e.g., faster each time through – Memorable from session to session – Flexible multiple ways to do tasks – Efficient perform tasks quickly – Robust minimal error rates good feedback so user can recover – Discoverable learn new features over time – Pleasing high user satisfaction – Fun Set goals early & later use to measure progress Goals often have tradeoffs, so prioritize Example goals
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User-centred Design “Know thy User” Cognitive abilities – perception – physical manipulation – memory Organizational / job abilities Keep users involved throughout – developers working with target customers – think of the world in users terms – not technology-centered/feature driven
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…so, how do you get to know the user?
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Task Analysis & Contextual Inquiry Observe existing work practices Create examples & scenarios of actual use Try out new ideas before building software
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Rapid Prototyping Build a mock-up of design so you can test Low fidelity techniques – paper sketches – cut, copy, paste Interactive prototyping tools – HTML, PowerPoint, Flash, etc. Fantasy Basketball
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ESP Evaluation Test with real customers (participants) – w/ interactive prototype – low-fi with paper “computer” Low-cost techniques – expert evaluation – remote, online testing
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Design Exercise
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Design the perfect website for CMPT 281 – You are the users (and the designers) – What do students want to do at a course site? – What are the prof’s goals for the site? – What are the main tasks? – How will you organize the site and the pages?
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