web design: processes, tools, & patterns prof. james landay eecs dept., uc berkeley ieor 170,...

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Web Design: Processes, Tools, & Patterns Prof. James Landay EECS Dept., UC Berkeley IEOR 170, April 10, 2002

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Web Design: Processes, Tools, & Patterns

Prof. James LandayEECS Dept., UC Berkeley

IEOR 170, April 10, 2002

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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

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Best Practices for Designing Usable Interfaces:Iterative Design

• Getting it right the first time is hard• Prototyping tools can be the key to success

Design

Test

Analyze

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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

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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

?

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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

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Best Practices for Designing Usable Interfaces:Evaluation• Test with real customers (participants)• Build models• Low-cost techniques

– expert evaluation– walkthroughs

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Outline

• Best practices for designing usable interfaces

• Web site design practice• Informal tools for Web site design• Evaluating Web interfaces• Patterns for Web design

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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

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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)

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Design Specialties

Information Design

Navigation Design

Graphic Design

• Information design– structure, categories of

information

• Navigation design– interaction with

information structure

• Graphic design– visual presentation of

information and navigation (color, typography, etc.)

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Design Specialties

• Information Architecture– encompasses

information & navigation design

• User Interface Design– also includes testing

and evaluation

Information Architecture

User InterfaceDesign

Usability Evaluation

Information Design

Navigation Design

Graphic Design

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Web Site Design Process

Production

Design Refinement

Design Exploration

Discovery

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Design Process: Discovery

Assess needs– understand client’s

expectations– determine scope of

project– characteristics of

users– evaluate existing

site and/or competition

Production

Design Refinement

Design Exploration

Discovery

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Design Process: Design Exploration

Production

Design Refinement

Design Exploration

Discovery Generate multiple designs

* visualize solutions to discovered issues

* information & navigation design

* early graphic design

* select one design for development

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Early Stage User Interface Design

• Brainstorming– put designs in a tangible

form

• Incomplete designs– illustrate important examples

• Sketching & other informal representations important

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Design Process: Design Refinement

Production

Design Refinement

Design Exploration

Discovery Develop the design

* increasing level of detail

* heavy emphasis on graphic design

* iterate on design

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Prepare design for handoff

* create final deliverable

* specifications, guidelines, and prototypes

* as much detail as possible

Design Process: Production

Production

Design Refinement

Design Exploration

Discovery

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Reprinted by permission from Contextual Design by Hugh Beyer & Karen Holtzblatt, InContext Enterprises, http://www.incent.com, © Morgan Kaufmann, 1998

• Post-Its & large surfaces (i.e., affinity diagrams)+ haptic UI+ brainstorming+ collaborative+ persistent+ immersive

– hard to share, edit, make digital

Information Architecture Comes First

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Multiple Views

• Designers create representations of sites at multiple levels of detail

• Web sites are iteratively refined at all levels of detail

Site Maps Storyboards Schematics Mock-ups

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Site Maps

• High-level, coarse-grained view of entire site

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Storyboards

• Interaction sequence, minimal page level detail

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Schematics

• Page structure with respect to information and navigation

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Mock-ups

• High-fidelity, precise representation of page

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Prototypes, Specifications & Guidelines

• Prototypes– Usually interactive

• Specifications & Guidelines– written documents– interactive specification

• spec is integrated with prototype

– Specifications = guidelines• “factor of 10” difference

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A Timeline(8-13 Weeks)

Discovery(1-2 Weeks)

DesignExploration(1-2 Weeks)

DesignRefinement

(4-6 Weeks)

Production(2-3 Weeks)

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Discovery(1-2 Weeks)

DesignExploration(1-2 Weeks)

DesignRefinement

(4-6 Weeks)

Production(2-3 Weeks)

Information Design

Navigation Design

GraphicDesign

Activity

A Timeline(8-13 Weeks)

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Discovery(1-2 Weeks)

DesignExploration(1-2 Weeks)

DesignRefinement

(4-6 Weeks)

Production(2-3 Weeks)

Information Design

Navigation Design

GraphicDesign

A Timeline(8-13 Weeks)

Activity

Site MapsStoryboards

SchematicsMock-ups

PrototypesSpecifications

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Sketching

All designers sketched

... at all levels

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Sketching

• Reasons for sketching– “work through” ideas & explore design space

• design exploration not supported by current tools

– collaborative situations

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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

NavigationDesign

InformationDesign

GraphicDesignProduction

Design Refinement

Design Exploration

Discovery

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Implications for Design Tools

• Integrate representations– juggling multiple tools is cumbersome– difficult to maintain consistency

• Project management– design histories and variations– team processes

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Outline

• Best practices for designing usable interfaces

• Web site design practice• Informal tools for Web site design• Evaluating Web interfaces• Patterns for Web design

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Two Informal Web Design Tools Informed by Designers’ Practices

• Designers’ Outpost– information

architecture

• DENIM– navigation/interaction

design

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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

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Outpost Design History

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Two Informal Web Design Tools Informed by Designers’ Practices

• Designers’ Outpost– information

architecture

• DENIM– navigation/interaction

design

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DENIM: Designing Web Sites by Sketching

• Integrates multiple views– site map – storyboard – page sketch

• Supports informal interaction– sketching, – recognizes pages &

links, not content

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DENIM

Canvas

Zoom Slider

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DENIM: Site Map View

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DENIM: Storyboard View

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DENIM: Sketch View

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DENIM: Run Mode

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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

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Outline

• Best practices for designing usable interfaces

• Web site design practice• Informal tools for Web site design• Evaluating Web interfaces• Patterns for Web design

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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

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Usability Testing• Common usability testing techniques

– laboratory experiments– interviews & ethnographic observations– surveys– focus groups

• Good qualitative data

• Problems with these techniques– time & effort are costly– small sample sizes – quantitative results?– unrealistic test situations

• How can we integrate usability testing in design, so we can find problems earlier?

Design

Test

Analyze

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Remote Usability Testing

• 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

RemoteUsability

Data Logging loglog

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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

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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

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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

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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

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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

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Outline

• Best practices for designing usable interfaces

• Web site design practice• Informal tools for Web site design• Evaluating Web interfaces• Patterns for Web design

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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?

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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

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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”

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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”

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Pattern Examples

Navigation bar

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Pattern Examples

Navigation bar

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Pattern Solution

• Captures essence on how to solve problem• Navigation bar

• Generality of solution fits informal approach!

First-level navigation

Second-level navigation

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Damask: Using Patterns for Cross Device UI Design

• Designer– sketches design– browses through patterns– merges device-specific pattern

generalization into design

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Damask: Using Patterns for Cross Device UI Design

• Designer– sketches design– browses through patterns– merges device-specific pattern

generalization into design Shopping cartPC version

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Damask: Using Patterns for Cross Device UI Design

• Designer– sketches design– browses through patterns– merges device-specific pattern

generalization into design

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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

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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

Shopping cartCell-phone version

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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

Web Design: Processes, Tools, & Patterns

Prof. James A. LandayEECS Department, UC Berkeley

http://guir.berkeley.edu

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Informal vs. Formal Representations

• Informal visual representation– communicates “unfinished”– encourages creativity– faster to create

• Formal visual representation– communicates “finished”– inhibits creativity (detailing)– slower to create

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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

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CrossWeaver

Informal Prototyping & Evaluation Tools

Denim

Suede

Outpost WebQuilt

Damask