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Designing Web Sites for Usability. Bebo White Stanford Linear Accelerator Center bebo@slac.stanford.edu. Caveat. Interface Design, HCI, Usability, etc. is a well-established research discipline remember “user-friendly” systems?
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Designing Web Sites for Usability Bebo White Stanford Linear Accelerator Center bebo@slac.stanford.edu
Caveat • Interface Design, HCI, Usability, etc. is a well-established research discipline • remember “user-friendly” systems? • Web systems (pages, sites, etc.) represent the largest application of user interface principles • content providers and authors also become interface designers • Web usability has become almost hopelessly intertwined with other technologies and issues (e.g., accessibility, internationalization, etc.)
What is Usability? “The usability of an interface is a measure of the effectiveness, efficiency and satisfaction with which specified users can achieve specified goals in a particular environment with that interface.” (International Organization for Standardization, ISO)
Encountering Usability • When selecting a computer system (hardware + software), the accepted process is to assess: • Functionality – will the system do what is needed? • Usability – will the users be successful in their use of the system? • Likeability – will the users feel the system is suitable? • These three elements constitute “Acceptability” • Does the same process apply to Web pages/sites?
Components of Usability • Learnability - the ease with which new users can begin effective interaction and achieve satisfactory performance • Flexibility - the number of ways the user and the page/site can exchange information • Robustness - the level of support provided the user in determining successful achievement and assessment of goals
What is Usability? (2) • We cannot say that if a system obeys a set of formal principles then it will be usable • Some formal principles are necessary for usability; any system which breaks them is bound to have problems • Formal principles form a “safety net” to prevent some of the worst mistakes but do not ensure a good design
Usability as One Component of Acceptability • Appropriate affect • Match with the medium • Consistent graphic vocabulary • Visual order and user focus • Illusion of manipulable objects • Revealed structure
Usability as a Tradeoff Space • User differences on priorities and interpretation
What is Design? • Design is conscious • Design keeps human concerns in the center (e.g., usability, affordance, attention) • Design is a dialog with materials (technologies, prototyping) • Design is communication (e.g., conceptual models, metaphors, genre) • Design has social consequences (e.g., work structure, social responses)
What is Design? (2) • Design is a social activity (e.g., participatory design, creative process) • Design is a tradeoff among many concerns • The relationship of design to other engineering activities and programming • Designing spaces for living – similarities between software design and architecture • Design processes and methods
Usability and Design Designing for maximum usability is the goal of interactive systems design; The challenges to the designer of an interactive system are: • how can the system be developed to ensure its usability? • how can the usability of an interactive system be demonstrated or measured?
Usability Evaluation Design Specialties User Interface Design • Information Architecture • encompasses information & navigation design • User Interface Design • also includes testing and evaluation Information Architecture Information Design Navigation Design Graphic Design
Web Site Design Process Discovery Design Exploration Design Refinement Production … followed by implementation & maintenance
Assess needs understand client’s expectations determine scope of project characteristics of users evaluate existing site and/or competition Design ProcessDiscovery Discovery Design Exploration Design Refinement Production
Design ProcessDesign Exploration Make multiple designs • visualize solutions to discovered issues • information and navigation design • early graphic design • select one design for development Discovery Design Exploration Design Refinement Production
Design Process Design Refinement Develop the design • increasing level of detail • heavy emphasis on graphic design • iterate on design Discovery Design Exploration Design Refinement Production
Design ProcessProduction • Prepare design for handoff • create final deliverable • specifications, guidelines, and prototypes • as much detail as possible Discovery Design Exploration Design Refinement Production
Listen to Users – What Do You Hate About the Web? • Slow downloads • Can’t find what I want or what I find is outdated • Poor graphic design and layout • Hard to navigate • Gratuitous use of “bells and whistles” • Inappropriate tone • Designer-centeredness • Lack of attention to detail
Listen to Users – What Do You Like About the Web? • Aesthetics • Big ideas • Utility • “Findability” • Personalization
10. Overly Long Download Times • 10 second rule • amount of wait time before users lose interest • traditional human factors studies back this up • 15 seconds may be acceptable on web • people are getting trained to endure • but only for a few key pages • True even for business sites • busy during day & surf at home for work info • Web is getting slower, not faster
Download and Response Times • Response times: • 0.1 second: interaction appears instantaneous; no special feedback needed except to display result • 1.0 second: the limit for the user’s flow of thought to stay uninterrupted, even though the user will notice the delay. No special feedback needed. • 10 seconds – the limit for keeping the user’s attention focused on the dialog; feedback needed
Impact of Page Size and Bandwidth on Download and Response Times
9. Outdated Information • Most people would rather create content than do maintenance • Cheap way of enhancing content • link to new pages if still relevant • otherwise remove them • Outdated content also leads to a lack of trust (important for e-commerce)
8. Non-standard Link Colors • Links to • pages that haven’t been seen are blue • previously seen pages are purple / red • Don't mess with these colors • one of the few standard navigational aides • consistency is important for learning • don’t underline other objects with blue/red! • this is a “Web Design Pattern” • What is unfortunate about this convention?
7. Lack of Navigation Support • Users don’t know much about a site • they always have difficulty finding information • give a strong sense of structure and place • Communicate site structure • provide a site map • so users know where they are & where they can go • provide a good search feature • the best navigation support will never be enough • People now expect these • site logo in upper left linked to home page • outline structure showing where you currently are
6. Long Scrolling Pages • Many users do not scroll beyond visible section when page completes • All critical content & navigation should be on the top part of the page • Leaf nodes can be longer • people who have that interest will be reading it • still good to be brief • Becoming less of an issue • top items will STILL dominate • should be careful not to go past 3 screens max.
5. Orphan Pages • All pages should have a clear indication of what Web site they belong to • users may not come in through a home page • Every page should have • a link up to a home page • some indication of where they fit within the structure of your information space
4. Complex URLs • Shouldn’t have exposed machine address • Users try to decode URLs of pages • to infer the structure of web sites • lack of support for navigation & sense of location • URL should be human-readable • names should reflect nature of the info. space • sometimes need to type in URL->minimize typos • use lower-case, short names with no special chars • many people don't know how to type a ~ • Long URLs are hard to email properly • wrapping, etc. *** biggest issue today ***
3. Constantly Running Animations • Don’t have elements that move incessantly • moving images have an overpowering effect on the human peripheral vision • no animations, scrolling text, marquees • Users tune them out • so do not put anything important there! • Give your user some peace and quiet to actually read the text!
2. Gratuitous use of “Bleeding Edge” Technology • Don’t try to attract people using it • you’ll get the nerd crowd, but mainstream users care about content and service • If their system crashes • they will never come back • Caveat: appropriate if selling those products
1. Using Frames • Confusing for users • breaks the user model of the web page • sequence of actions rather than single act • unit of navigation no longer equal to unit of view • Lose predictability of user actions • what information appears where when you click? • Sometimes can’t bookmark the current page & return to it • URLs stop working • can’t share with others (lose social filtering) • emailing links still doesn’t work...
Frames (2) • Search engines have problems with frames • what part of frames do you include in indexes? • Early surveys found most users preferred frame-less sites • recent surveys back this up ~70-90% • Caveat: experienced designers can sometimes use frames to good effect; Frames are not evil, bad use of frames is evil
Usability Guidelines • Simple and natural dialogue • Speak the users’ language • Minimize the users’ memory load • Consistency • Visual look • Command semantics • Conceptual model
Usability Guidelines (cont) • Feedback • Clearly marked exits • Shortcuts • Good error messages • Prevent errors • Help and documentation
In Summary-The Ten Usability Principles 1. Motivate • Design site to meet specific user needs and goals • Use motivators to attract different user “personae” in specific parts of the site
2. User Taskflow • Who are the users? • What are their tasks and online environment? • For a site to be usable, page flow must match workflow
Perceiving the Audience/User • Is it a captive audience? (e.g., an intranet) - then it’s easy….otherwise • User surveys/user feedback mechanisms • Analysis of legacy audience information • public affairs office • customer support, technical support, etc. • legacy online systems
Perceiving the Audience/User (cont) • Lessons learned from non-Web methods - e.g., brochures, catalogs, mailings • Demographic information - e.g., geography, online, education, etc. • Sampling - population samples, “beta” testers • Experience • Definition of a new audience
3. Architecture • 80% of usability • Build an efficient navigational structure • “If they can’t find it in three clicks, they’re gone”
4. Affordance Means Obvious • Make controls understandable • Avoid confusion between logos, banners, and buttons