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Introduction & Course Overview. Professor James A. Landay University of Washington (Guest Lecturer: Kate Everitt) CSE 490L – Web Design, Prototyping, & Implementation Spring 2008 April 1, 2008. Hall of Shame or Hall of Fame?. http://www.balthaser.com/. Hall of Shame!. - PowerPoint PPT Presentation
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Introduction & Course Overview
Professor James A. LandayUniversity of Washington(Guest Lecturer: Kate Everitt)
CSE 490L – Web Design, Prototyping, & ImplementationSpring 2008April 1, 2008
April 1, 2008 CSE 490 L - Spring 2008
Hall of Shame or Hall of Fame?
• http://www.balthaser.com/
2
April 1, 2008 CSE 490 L - Spring 2008
Hall of Shame!
• no CLEAR FIRST READ (I3)!
• links to basic areas?– doesn’t make
navigation easy
• video doesn’t download fast
• http://www.balthaser.com/
3
Introduction & Course Overview
Professor James A. LandayUniversity of Washington(Guest Lecturer: Kate Everitt)
CSE 490L – Web Design, Prototyping, & ImplementationSpring 2008April 1, 2008
April 1, 2008 CSE 490 L - Spring 2008 5
Outline
• Motivation• Who are we?• Web Design introduction• Course overview & schedule
April 1, 2008 CSE 490 L - Spring 2008
Customer-Centered Design Matters
• NYTimes, Aug 30 1999, on IBM Web site– “Most popular feature was … search … people couldn't figure
out how to navigate the site”– “The 2nd most popular feature was the help button, because
the search technology was so ineffective.”
• After customer-centered redesign– use of the “help” button decreased 84%– sales increased 400 percent
Good Web Site Design can Lead to Healthy Saleshttp://www.nytimes.com/library/tech/99/08/cyber/commerce/30commerce.html
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April 1, 2008 CSE 490 L - Spring 2008
Customer-Centered Design:“build the right site & build the site right!”
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April 1, 2008 CSE 490 L - Spring 2008
Who Are We?
• James Landay– Associate Professor in Computer Science & Engineering (CSE) at the
University of Washington (previously at UC Berkeley)– Ph.D. in Computer Science from Carnegie Mellon– HCI researcher w/ focus on informal input (pens & speech), Web design
(tools & patterns), & Ubiquitous Computing– Founder & Chief Scientist of NetRaker, 1st online web site evaluation firm
• Kate Everitt (guest lecturer today)– Senior graduate student in CSE at UW– BS from Queens University– HCI researcher w/ focus on collaborative computing, tabletop I/O
• Sean Liu (TA)– Graduate student in CSE at UW– BS from National Taiwan University– HCI researcher w/ focus on ubiquitous computing
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April 1, 2008 CSE 490 L - Spring 2008
Web Design Patterns
• Design patterns communicate common design problems and solutions– how to create navigation bars for
finding relevant content…– how to create a shopping cart that
supports check out…– how to make sites where people
return & buy…
• DOS required text for 490L– buy it ASAP if you don’t have it– read Chapter 1 today– Amazon has a good price
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April 1, 2008 CSE 490 L - Spring 2008
NAVIGATION BAR (K2)
• Problem: Customers need a structured, organized way of finding the most important parts of your Web site
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April 1, 2008 CSE 490 L - Spring 2008
NAVIGATION BAR (K2)
• Solution– captures essence on how to solve problem
First-level navigation
Second-level navigation
Link to home
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April 1, 2008 CSE 490 L - Spring 2008
Iterative design
• Getting it right the first time is hard• Need better support for quick turns around loop
Design
Best Practices for Designing Interfaces
PrototypeEvaluate
Design Patterns
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April 1, 2008 CSE 490 L - Spring 2008
Customer-Centered Design
• Empathizing w/ customers, understanding their needs, the tools they use, & their social/organizational context
• What if you don’t practice CCD?– might overrun budget & management pulls plug– site may be too hard to learn/use & visitors never
return
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April 1, 2008 CSE 490 L - Spring 2008
Myths of Customer-Centered Design
• Myth 1: Good Design is Just Common Sense– why are there so many bad sites?
• Myth 2: Only Experts Create Good Designs– experts faster, but anyone can understand & use CCD
• Myth 3: Interfaces can be Redesigned Before Launch– assumes site has right features & being built correctly
• Myth 4: Good Design Takes Too Long/Costs Too Much– CCD can reduce total development time & cost (finds problems early on)
• Myth 5: Good Design Is Just Cool Graphics– only one part of the larger picture of what to communicate & how
• Myth 6: UI Guidelines Guide you to Good Designs– only address how a site is implemented, not features, organization, or flow
• Myth 7: Customers Can Always Rely on Documentation & Help– help is the last resort of a frustrated customer
• Myth 8: Market Research Takes Care of Understanding All Customer Needs– does not help you understand behavior: what people say vs. what they do
• Myth 9: Quality Assurance Groups Make Sure That Web Sites Work Well– QA makes sure product meets spec., not what happens w/ real customers on real problems
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April 1, 2008 CSE 490 L - Spring 2008
Design = Solutions
• Design is about finding solutions– unfortunately, designers often reinvent
• hard to know how thingswere done before
• why things were done a certain way
• how to reuse solutions
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April 1, 2008 CSE 490 L - Spring 2008
Design Patterns
• Design patterns communicate common design problems and solutions– first used in architecture [Alexander]
• ex. How to create a beer hall where people socialize?
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April 1, 2008 CSE 490 L - Spring 2008
Design Patterns
• Not too general & not too specific– use a solution “a million times over, without ever
doing it the same way twice”
• Design patterns are a shared language – a language for “building and planning towns,
neighborhoods, houses, gardens, and rooms.”– ex. BEER HALL is part of a CENTER FOR PUBLIC LIFE…– ex. BEER HALL needs spaces for groups to be alone…
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April 1, 2008 CSE 490 L - Spring 2008
Patterns Support Creativity
• Patterns come from successful examples– sites that are so successful that lots of users are familiar with
their paradigms (e.g., Yahoo)– interaction techniques/metaphors that work well across many
sites (e.g., shopping carts)
• Not too general (principles) & not too specific (guidelines)– designer will specialize to their needs
• Patterns let designers focus on the hard, unique problems to their design situation– every real design will have many of these
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April 1, 2008 CSE 490 L - Spring 2008
PROCESS FUNNEL (H1)
• Problem: Need a way to help people complete highly specific stepwise tasks– ex. Create a new account– ex. Fill out survey forms – ex. Check out
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April 1, 2008 CSE 490 L - Spring 2008
PROCESS FUNNEL (H1)
• What’s different?– no tab rows– no impulse buys– only navigation on page
takes you to next step
• What’s different?– no tab rows– no impulse buys– only navigation on page
takes you to next step
• What’s the same?– logo, layout, color, fonts
• What’s the same?– logo, layout, color, fonts
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April 1, 2008 CSE 490 L - Spring 2008
PROCESS FUNNEL (H1)
• Problem: What if users need extra help?
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April 1, 2008 CSE 490 L - Spring 2008 22
Process Tunnel
April 1, 2008 CSE 490 L - Spring 2008 23
April 1, 2008 CSE 490 L - Spring 2008 24
FLOATING WINDOWS (H6)
April 1, 2008 CSE 490 L - Spring 2008 25
FLOATING WINDOWS (H6)
April 1, 2008 CSE 490 L - Spring 2008 26
PROCESS FUNNEL (H1)Solution Diagram
April 1, 2008 CSE 490 L - Spring 2008
PROCESS FUNNEL (H1) Related Patterns
(A10) Web Apps
(K5) High-Viz Action Buttons
(A1) E-Commerce (A11) Intranets
(H1) Process Funnel
(K12) Preventing Errors
(H8) Context-Sensitive Help(I2) Above the Fold
(K13) Meaningful Error Messages27
(H6) Floating Windows
April 1, 2008 CSE 490 L - Spring 2008
Patterns Offer the Best of Principles, Guidelines, & Templates
• Patterns help you get the details right, without over-constraining your solution– unlike principles, patterns not too general, so will apply to
your situation– unlike guidelines, patterns discuss tradeoffs, show good
examples, & tie to other patterns– unlike style guides, patterns not too specific, so can still be
specialized – unlike templates, patterns illustrate flows among different
pages
• Patterns can serve as documentation for team-oriented environments
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April 1, 2008 CSE 490 L - Spring 2008
Format of Web Design Patterns
• Pattern Name & Number• Exemplar• Background• Problem Statement• Forces• Solution Summary• Solution Diagram• Related Patterns
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April 1, 2008 CSE 490 L - Spring 2008
Pattern Name and NumberPattern Name and Number
ExemplarExemplar
BackgroundBackground
Problem Statement
Problem Statement
Forces &
Solution
Forces &
Solution
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April 1, 2008 CSE 490 L - Spring 2008
Bus StopsBus StopsSolution
Diagram
Solution
Diagram
Related
Patterns
Related
Patterns
Solution
Summary
Solution
Summary
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April 1, 2008 CSE 490 L - Spring 2008 32
User Interface Development Process
DesignExploration
Evaluate Execute
Proposal:Demos/Lo Fi Prototypes (How)
Work together torealize the designin detail.
Evaluate withCustomers
DesignDiscovery
Customers, Products,Business, Marketing
Customers, Products,Business, Marketing
Customers, Products,Business, Marketing
Design Definition:- Design Problem Statement- Targeted User Roles (Who)- Targeted User Tasks (What)
Specification:Hi Fidelity, Refined Design - Foundation in product reality - Refined Design description
Storyboard
Customers: - Roles (Who) - Tasks (What) - Context (Stories)Marketing: - Business Priorities - MessagesTechnology: - Products - ArchitectureDesign: - Leading/competing technologies
Review & Iterate
based on slide by Sara Redpath, IBM & Thyra Trauch, Tivoli
April 1, 2008 CSE 490 L - Spring 2008 33
Iteration
Design
Prototype
Evaluate
At every stage!
April 1, 2008 CSE 490 L - Spring 2008 34
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 UIs these representations include (?)
• screen sketches or storyboards• flow diagrams/outline showing
task structure• executable prototypes
– representations simplify
April 1, 2008 CSE 490 L - Spring 2008 35
Web Design Representations
Site Maps Storyboards
Schematics Mock-ups
April 1, 2008 CSE 490 L - Spring 2008 36
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 “dry” design or something that is only good for novices – it all depends on your goals
April 1, 2008 CSE 490 L - Spring 2008 37
Usability/User Experience Goals
– Learnable• faster the 2nd time & so on
– 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
April 1, 2008 CSE 490 L - Spring 2008 38
User-centered 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
April 1, 2008 CSE 490 L - Spring 2008 39
Task Analysis & Contextual Inquiry
• Observe existing work practices– augment with self-report tools (e.g., ESM)
• Create examples & scenarios of actual use• “Try-out”new ideas before building software
?
April 1, 2008 CSE 490 L - Spring 2008 40
Rapid Prototyping
• Build a mock-up of design so you can test
• Low fidelity techniques– paper sketches– cut, copy, paste
• Interactive prototyping tools– HTML, DreamWeaver,
Flash, DENIM, etc.
Fantasy Basketball
April 1, 2008 CSE 490 L - Spring 2008 41
ESP
Evaluation
• Test with real customers (participants)– w/ interactive prototype– low-fi with paper
“computer”
• Low-cost techniques– expert evaluation– remote, online testing
April 1, 2008 CSE 490 L - Spring 2008 42
Goals of the Course
1) Learn to design, prototype, & implement web UIs– the needs & tasks of prospective customers– cognitive/perceptual constraints that affect design– technology & techniques used to prototype UIs– techniques for evaluating web sites– importance of iterative design for usability– how to work together on a team project– communicate your results to a group
• key to your future success
2) Understand where technology is going & what web sites of the future might be like
April 1, 2008 CSE 490 L - Spring 2008 43
Course Format
• Interactive lectures• Quarter long project & homework assignments• Readings• All material is/will be online
– slides, exercises, supplemental readings, schedule
– http://www.cs.washington.edu/cse490l
• Have fun & participate!
April 1, 2008 CSE 490 L - Spring 2008 44
Project Description
• Each of you will propose a web site/application idea– fixing something you don’t like or a new idea
• Groups– 4 students to a group– work with students w/ different skills/interests– groups meet with teaching staff every 2 weeks
• Cumulative– apply several design/protypting/evaluation methods
to a single interface
April 1, 2008 CSE 490 L - Spring 2008 45
Project Process Overview
• Project proposal (individual) due Thursday 4/3• Choose projects you want to work on Thursday 4/10,
We break you into groups Tuesday, 4/15 (show up!)• Project task analysis & “sketches”
– i.e., rough proposals that can & will change– based on field interviews
• In class presentations & critiques• Low fidelity prototyping & user testing• In class presentations & critiques• Interactive prototype using tools & user test• In class presentations & critiques• Online usability test• Final presentations & project fair with industry guests
April 1, 2008 CSE 490 L - Spring 2008 46
Mobile Web Project Themes
• Mobile web computing device of future– i.e., everything like today’s Apple iPhone
• Location-enhanced computing– devices that are aware of their location – past examples include car navigation, car pools,
finding nearby restaurants, etc
• Activity-based computing– applications that use inference of human
physical activity to enhance our lives– helping people stay fit
• exercise & nutrition
• Domains of special interest– environment– developing world
April 1, 2008 CSE 490 L - Spring 2008 47
Administrivia
• Registration– limited by room and project constraints to 40– appeal email to me if not enrolled (due today at 5 PM)– tell us why you should be in the course
• background, interests, what you can contribute
• Roll today to see who is here
April 1, 2008 CSE 490 L - Spring 2008 48
Administrivia (cont.)
• Teaching assistants
– Sean Liu• O.H.: TBA
• Discussion sections– TBD – please talk to Sean about the current times– new material will be covered in discussion attend
April 1, 2008 CSE 490 L - Spring 2008 49
Books
• The Design of Sites by van Duyne, Landay, & Hong– Required book. Please get it now if you haven’t
• We will also give you web links & refer to lecture slides
• Other recommended books on web page
April 1, 2008 CSE 490 L - Spring 2008 50
Assignments (tentative)
• Individual– 3 written + one talk each
• Group– 5 written assignments
• 3 presentation/demos with the write-ups
– all group work handed in on Web (group web site)
April 1, 2008 CSE 490 L - Spring 2008 51
Grading
• A combination of– midterm (20%)– individual assignments (20%)– group project (55%)
• demos/presentation (group component)• project write-ups and exercises• ratings given by other team members & class
– in class participation (5%)
• No curve
April 1, 2008 CSE 490 L - Spring 2008 52
Tidbits
• Late Policy– no lates on group assignments– individual assignments lose one letter grade/day
• Cheating policy– will get you an F in the course– more than once can get you dismissed
• More information (syllabus/schedule/slides)– http://www.cs.washington.edu/cse490l
April 1, 2008 CSE 490 L - Spring 2008 53
Summary
• Project proposal due at start of lecture Thur.• Next lecture on Human Abilities & Errors• Read
– Ch 1 of Design of Sites (now)– Ch. 2: The Human Information Processor, from The
Psychology of Human-Computer Interaction By Stuart K. Card, Thomas P. Moran, & Allen Newell, 1983, pp. 23-83 (online, for Thur)