Web Design: Processes, Tools, & Patterns Prof. James Landay EECS Dept., UC Berkeley IEOR 170, April 10, 2002 What is Usability? • Ease of learning – faster the second time and so on... • Fast recall – remember how from one session to the next • Productivity – perform tasks quickly and efficiently • Minimal error rates – if they occur, good feedback so user can recover • High user satisfaction – confident of success James Landay: Web Design 2 Best Practices for Designing Usable Interfaces: Iterative Design Design Test Analyze • Getting it right the first time is hard • Prototyping tools can be the key to success James Landay: Web Design 3 Best Practices for Designing Usable Interfaces: Customer-centered Design “Know thy Customer” • Cognitive abilities – visual & aural perception – physical manipulation – memory • Organizational / job abilities • Keep customers involved throughout project James Landay: Web Design 4 Best Practices for Designing Usable Interfaces: Task Analysis & Contextual Inquiry • Observe existing work practices • Create scenarios of actual use • Try-out new ideas before building software ? James Landay: Web Design 5 Best Practices for Designing Usable Interfaces: Rapid Prototyping • Build a mock-up of design • Low fidelity techniques – paper sketches – cut, copy, paste – video segments • Interactive prototyping tools – HTML, Visual Basic, HyperCard, Director, etc. Fantasy Basketball James Landay: Web Design 6 Best Practices for Designing Usable Interfaces: Evaluation • Test with real customers (participants) • Build models • Low-cost techniques – expert evaluation – walkthroughs James Landay: Web Design 7 Outline • • • • • Best practices for designing usable interfaces Web site design practice Informal tools for Web site design Evaluating Web interfaces Patterns for Web design James Landay: Web Design 8 Investigation into Web Design • Interviews with 11 professional web site designers – conducted at designers’ workplaces – focus on specific projects and artifacts • “take me through a recent project” • artifacts were collected and analyzed James Landay: Web Design 9 Investigation into Web Design • Designers were – from 5 different companies + 1 freelancer • 4 design firms • 1 Internet portal – representative of different specialties • • • • information architects creative directors/project managers graphic designers all-of-the-above (esp. smaller firms) James Landay: Web Design 10 Design Specialties • Information design – structure, categories of information Information Design Navigation Design • Navigation design – interaction with information structure • Graphic design Graphic Design James Landay: Web Design – visual presentation of information and navigation (color, typography, etc.) 11 Design Specialties User Interface Design Usability Evaluation Information Architecture Information Design Navigation Design • Information Architecture – encompasses information & navigation design • User Interface Design – also includes testing and evaluation Graphic Design James Landay: Web Design 12 Web Site Design Process Discovery Design Exploration Design Refinement Production James Landay: Web Design 13 Design Process: Discovery Discovery Design Exploration Design Refinement Production James Landay: Web Design Assess needs – understand client’s expectations – determine scope of project – characteristics of users – evaluate existing site and/or competition 14 Design Process: Design Exploration Discovery Design Exploration Design Refinement Production James Landay: Web Design Generate multiple designs * visualize solutions to discovered issues * information & navigation design * early graphic design * select one design for development 15 Early Stage User Interface Design • Brainstorming – put designs in a tangible form • Incomplete designs – illustrate important examples • Sketching & other informal representations important James Landay: Web Design 16 Design Process: Design Refinement Discovery Design Exploration Design Refinement Develop the design * increasing level of detail * heavy emphasis on graphic design * iterate on design Production James Landay: Web Design 17 Design Process: Production Discovery Design Exploration Design Refinement Production James Landay: Web Design Prepare design for handoff * create final deliverable * specifications, guidelines, and prototypes * as much detail as possible 18 Information Architecture Comes First • Post-Its & large surfaces (i.e., affinity diagrams) + + + + + haptic UI brainstorming collaborative persistent immersive – hard to share, edit, make digital Reprinted by permission from Contextual Design by Hugh Beyer & Karen Holtzblatt, InContext Enterprises, http://www.incent.com, © Morgan Kaufmann, 1998 James Landay: Web Design 19 Multiple Views • Designers create representations of sites at multiple levels of detail • Web sites are iteratively refined at all levels of detail Site Maps James Landay: Web Design Storyboards Schematics Mock-ups 20 Site Maps • High-level, coarse-grained view of entire site James Landay: Web Design 21 Storyboards • Interaction sequence, minimal page level detail James Landay: Web Design 22 Schematics • Page structure with respect to information and navigation James Landay: Web Design 23 Mock-ups • High-fidelity, precise representation of page James Landay: Web Design 24 Prototypes, Specifications & Guidelines • Prototypes – Usually interactive • Specifications & Guidelines – written documents – interactive specification • spec is integrated with prototype – Specifications = guidelines • “factor of 10” difference James Landay: Web Design 25 A Timeline (8-13 Weeks) James Landay: Web Design 26 A Timeline (8-13 Weeks) Information Navigation Design Design James Landay: Web Design Graphic Design 27 A Timeline (8-13 Weeks) Site Maps Storyboards Schematics Mock-ups Information Navigation Design Design James Landay: Web Design Prototypes Specifications Graphic Design 28 Sketching All designers sketched ... at all levels James Landay: Web Design 29 Sketching • Reasons for sketching – “work through” ideas & explore design space • design exploration not supported by current tools – collaborative situations James Landay: Web Design 30 Implications for Design Tools • Extend sketching farther into process – “mature” designers lamented diminished sketching – sketching encourages broad exploration of design space • Improve tools for early process – Poor support for design exploration & info/nav design Discovery Design Exploration Information Navigation Design Design Design Refinement Production James Landay: Web Design Graphic Design 31 Implications for Design Tools • Integrate representations – juggling multiple tools is cumbersome – difficult to maintain consistency • Project management – design histories and variations – team processes James Landay: Web Design 32 Outline • • • • • Best practices for designing usable interfaces Web site design practice Informal tools for Web site design Evaluating Web interfaces Patterns for Web design James Landay: Web Design 33 Two Informal Web Design Tools Informed by Designers’ Practices • Designers’ Outpost – information architecture James Landay: Web Design • DENIM – navigation/interaction design 34 Designers’ Outpost: A Tangible Interface for Designing Information Architectures • Combines the physical & virtual – physical post-its, virtual feedback • Supports existing practice – affordances of paper – collaboration – large, persistent representation • Adds advantages of e-media – editing, reuse, distribution – hand-off later to other tools • Has an informal user interface – only recognizes where notes are, not what is on them James Landay: Web Design 35 Outpost Design History James Landay: Web Design 36 James Landay: Web Design 37 Two Informal Web Design Tools Informed by Designers’ Practices • Designers’ Outpost – information architecture James Landay: Web Design • DENIM – navigation/interaction design 38 DENIM: Designing Web Sites by Sketching • Integrates multiple views – site map – storyboard – page sketch • Supports informal interaction – sketching, – recognizes pages & links, not content James Landay: Web Design 39 DENIM Canvas Zoom Slider James Landay: Web Design 40 DENIM: Site Map View James Landay: Web Design 41 DENIM: Storyboard View James Landay: Web Design 42 DENIM: Sketch View James Landay: Web Design 43 DENIM: Run Mode James Landay: Web Design 44 DENIM Summary • DENIM supports web design practice – from initial information architecture to testing – integrated multiple views – informal sketching UI • DENIM adds to current practice – lo-fi interactive prototypes – advantages of electronic media • Downloaded over 6500 times – get at http://guir.berkeley.edu/denim James Landay: Web Design 45 Outline • • • • • Best practices for designing usable interfaces Web site design practice Informal tools for Web site design Evaluating Web interfaces Patterns for Web design James Landay: Web Design 46 Usability on the Web • Many Web sites have usability problems – users give up, have difficulty finding information – usability is one key factor to success, particularly for e-commerce sites • Mobile computing adds further challenges – small screen sizes – limited and/or new interaction techniques – devices used in environments beyond the desktop James Landay: Web Design 47 Usability Testing • Common usability testing techniques – – – – laboratory experiments interviews & ethnographic observations surveys focus groups • Good qualitative data • Problems with these techniques Design Test – time & effort are costly – small sample sizes – quantitative results? – unrealistic test situations Analyze • How can we integrate usability testing in design, so we can find problems earlier? James Landay: Web Design 48 Remote Usability Testing log Remote Usability Data Logging log • Tools for task-based Web usability testing – clickstream analysis – qualitative feedback via IM & surveys • Pros – semi-automatic – requires one time set up of tasks/questionnaires – large number of participants • Cons – capture of detailed interactions requires client-side solutions • device dependent (i.e., only works for IE 5 on Windows) – limited to site owners if data collected on server James Landay: Web Design 49 WebQuilt: Clickstream Logging • Proxy-based logger rewrites links • Pros – – – – – – extensible, scalable allow for unobtrusive, “naturalistic” user interaction multi-platform, multi-device compatibility fast & easy to deploy on any Website nearly invisible to user can be used in conjunction w/ online survey tools • Cons – complex Javascript links can occasionally “escape” from Proxy James Landay: Web Design 50 WebQuilt: Visual Analysis • Goals – link page elements to user actions – identify behavior/nav. patterns – highlight potential problems areas • Solution – interactive graph based on web content • nodes represent web pages • edges represent aggregate traffic between pages – – – – designers can indicate expected paths color code common usability interests filtering to show only target particpants use zooming for analyzing data at varying granularity James Landay: Web Design 51 How to Run a Remote Usability Test with WebQuilt • Recruit users • Design & distribute tasks (via email) • Auto-collect! Watch & wait as users perform tasks & proxy logs data • Visualize, analyze • Use the results to redesign James Landay: Web Design 52 James Landay: Web Design 53 James Landay: Web Design 54 James Landay: Web Design 55 James Landay: Web Design 56 Visual Analysis • How can we use WebQuilt to understand what people did & uncover usability issues? – – – – identify deviations from expected path look for navigational patterns explore where people exited look for places where users spent a lot of time or not very much time James Landay: Web Design 57 Pilot Usability Study • Pilot usability study • 10 users asked to find • Anti-lock brake information on the latest Nissan Sentra model • The Nissan dealer closest to them • Edmunds.com PDA web site • Visor Handspring equipped with a OmniSky wireless modem James Landay: Web Design 58 James Landay: Web Design 59 James Landay: Web Design 60 James Landay: Web Design 61 James Landay: Web Design 62 James Landay: Web Design 63 Outline • • • • • Best practices for designing usable interfaces Web site design practice Informal tools for Web site design Evaluating Web interfaces Patterns for Web design James Landay: Web Design 64 Design in the Pervasive Computing Era • Future computing devices won’t have the same UI as current PCs – wide range of devices • small or embedded in environment • often w/ “alternative” I/O & w/o screens • information appliances – lots of devices per user • all working in concert I-Land by Streitz, et. al. • How does one design for this environment? • What will these interfaces look like? James Landay: Web Design 65 Interviews with Cross-Device UI Designers • 4 designers & 1 developer at 3 different s/w firms • 2 of 3 companies: no team designed mobile & desktop – looked at desktop UI to get ideas for tasks & flow – few discussions with desktop designers, if any – used Visio to diagram flows • one put cell phone design in flow diagram, since UI is simple • Third company – one person designed interface for both PDA & desktop • company believes app domain constrained enough – each project managed completely separately • Design patterns would allow 1 designer to do both James Landay: Web Design 66 Design Patterns • Design is about finding solutions – unfortunately, designers often reinvent • hard to know how things were done before & to reuse solutions – design patterns allow designers to reuse what works well • First used in architecture [Alexander] • Communicate design problems & solutions – how to create a beer garden where people socialize… – how big doors should be & where… – how to use handles… • Not too general & not too specific – use solution “a million times over, without ever doing it the same way twice” James Landay: Web Design 67 Web Design Patterns • Design is about finding solutions – unfortunately, designers often reinvent • hard to know how things were done before & to reuse solutions – design patterns allow designers to reuse what works well • Now used in web design [van Duyne, Landay, & Hong] • Communicate design problems & solutions – how to make e-commerce sites where people return & buy… – how to create a shopping cart that supports check out… – how to create navigation bars for finding relevant content… • Not too general & not too specific – use solution “a million times over, without ever doing it the same way twice” James Landay: Web Design 68 Pattern Examples Navigation bar James Landay: Web Design 69 Pattern Examples Navigation bar James Landay: Web Design 70 Pattern Solution • Captures essence on how to solve problem • Navigation bar First-level navigation Second-level navigation • Generality of solution fits informal approach! James Landay: Web Design 71 Damask: Using Patterns for Cross Device UI Design • Designer – sketches design – browses through patterns – merges device-specific pattern generalization into design James Landay: Web Design 72 Damask: Using Patterns for Cross Device UI Design • Designer – sketches design – browses through patterns – merges device-specific pattern generalization into design Shopping cart PC version James Landay: Web Design 73 Damask: Using Patterns for Cross Device UI Design • Designer – sketches design – browses through patterns – merges device-specific pattern generalization into design James Landay: Web Design 74 Damask: Using Patterns for Cross Device UI Design • Designer customizes solution to fit project – this creates another example of the pattern – tool keeps track of transformations James Landay: Web Design 75 Damask: Using Patterns for Cross Device UI Design • Designer picks another target device – tool takes pattern generalization for target device, applies same transformations – results in generated UI for target device – designer continues to fix & customize result James Landay: Web Design Shopping cart Cell-phone version 76 Summary • Iterative design is the key to good UIs • Informal tools are the key to iterative design • We have built several tools to support – – – – Web Design (Outpost & Denim) Speech UI Design (Suede) Multimodal, Cross device UI Design (CrossWeaver & Damask) Web & Mobile UI Evaluation (WebQuilt) • Positive results from evaluations & community reaction James Landay: Web Design 77 Web Design: Processes, Tools, & Patterns Prof. James A. Landay EECS Department, UC Berkeley http://guir.berkeley.edu Informal vs. Formal Representations • Informal visual representation – communicates “unfinished” – encourages creativity – faster to create James Landay: Web Design • Formal visual representation – communicates “finished” – inhibits creativity (detailing) – slower to create 79 Informal User Interfaces • Take advantage of natural input modalities – speaking – writing – gesturing – sketching • Minimize recognition of the input – allow users to work & communicate naturally – document rather than transform James Landay: Web Design 80 Informal Prototyping & Evaluation Tools Outpost CrossWeaver James Landay: Web Design Denim Damask WebQuilt Suede 81
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