PART I Chapter 3 15 3 2010
PART I Chapter 3 15 3 2010
PART I Chapter 3 15 3 2010
Chapter 3
3.1 Introduction 3.6 Design principles 3.2 Accessibility 3.5 Engagement 3.7 Designing for windows application 3.8 Designing websites 3.9 Designing for other technologies
Chapter 3 (2)
To provide advice and guidance that will result in high-quality design Designers have to consider not just the functionality of a system but also the whole experience of using it and owning it. This chapter explores how designers can create appropriate experiences for the user in different 3 contexts.
3.1 Introduction
Usability
Good design
Accessibility
Engagement
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A system may be highly usable, but may still fail to be adopted or to satisfy people.
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Time taken to perform tasks Number of errors made Time to become a competent user
There is also good design principles derived from psychology. Ex: minimize memory load.
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Effectiveness:
Giving them the sense of being in control, knowing what to do and how to do it (ease of use): principles 5-7 Safely and securely (safety): principles 8-9
Accommodation:
In a way that suits them: principles 10-12
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Accommodation
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Ex:
Buttons afford pressing Chairs afford sitting on post-it notes afford: Writing a message Sticking next to something else
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8. Recovery:
Enable recovery from actions, particularly mistakes and errors, Quick and effective
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11.Style:
Design should be stylish and attractive.
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Conviviality also suggest joining in and using interactive technologies to connect and support people.
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3.2 Accessibility
Access to information spaces, as to physical spaces, for people with disabilities
= an important legal and ethical requirement
There are declarations and guidelines on ensuring that everyone can access to information delivered through software technologies.
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An ATM too high for a person in a wheelchair to reach A mouse too big for a childs hand A joystick too fiddly to use for someone with arthritis
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will be identified.
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3.5 Engagement
Is concerned with all the qualities of an experience that:
Really pull people in, Make an interactive system memorable, satisfying, enjoyable and rewarding.
Ensures that the interaction flows, the elements are truly harmonized.
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Flow:
= The sense of smooth movement, the gradual change from one state to another
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An engaging medium allows for continuity and variety, for flow and movement between many subtle differentiations of conditions.
Ex: an engaging animated computer game
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WIMP interface
Information and communication technologies are becoming This form of interaction is ubiquitous and appears on PDAs and other mobile devices as well as on desktop computers.
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Each genre has several sub-genres Within a genre, certain design features are common. 59 Combination of sites are common.
In large organizations, there will be plenty of disagreement and arguments about all these issues; and these internal politics often affect the final quality of the site.
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The launch of the site has to be carefully managed; other infrastructure issues will need to be addressed:
How, when and by whom the content is written and updated Who deals with e-mails and site maintenance
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A consistent design language Consistent use of colour, positioning, text people can quickly learn and become familiar with. Consistent naming of links, sub-sites and other details. Style sheets 66
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This will help people to feel in control rather than feeling lost.
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communities. Unlike window application, website can easily connect people to people.
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and other design features can really develop a whole sense of engagement with the site.
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3.8 Designing for other technologiesMobiles (2) Users: all sorts of people Device is used in all manner of physical and social contexts Designers cannot design for specific people or context of use.
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Computers are becoming increasingly small, so much so that they are wearable, and they are increasingly to communicate with each other autonomously.
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Design principles:
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Chapter 3
3.1 Introduction 3.5 Engagement 3.6 Design principles 3.7 Designing for windows and applications 3.8 Designing websites 3.9 Designing for other technologies Summary 86