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Chock full of interaction design, accessibility and web standards goodness.

Web 2: Interaction Design for the Web

Class information

Class will meet for seven weeks (10/28-12/16/06) on Saturdays from 3:30-6:30pm. There will be no class 11/25/06 (Thanksgiving break).

MacLean Center 112 South Michigan Avenue, Room 807

Instructor

Jason Kunesh

Required text

Don't Make Me Think: A Common Sense Approach to Web Usability by Steve Krug

Optional texts

  1. Interaction of Color by Josef Albers
  2. Thinking with Type by Ellen Lupton
  3. The Non-Designer's Design Book by Robin Williams
  4. The Art and Science of Web Design by Jeffrey Veen

Goals

This seminar provides a practical introduction to the challenges of interaction design for the web. We examine the relationship between visual and interactive design in a variety of contexts, including weblogs, news, e-commerce and portfolio sites as well as new concepts such as web 2.0, tagging and folksonomies. In group exercises we learn to storyboard and critique common web design patterns. As a solo project, students create storyboards and gather materials for a personal web project. Students leave the course with an understanding of common design problems and methods for solving them, as well as storyboards and content for a personal web site. The focus is on the key design principles that inform aesthetic and functional solutions for the web. Prerequisites: Foundations of Digital Design, Digital Imaging: Adobe Photoshop 1, and Web 1 or equivalent experience.

Syllabus

Web 2 Syllabus
WeekTopicLecture Exercises
1Introduction to Information Architecture, Graphic Design, and Interaction Design

Introduction to the course and to each other. We will discuss your expectations for the course and your prior experience with the Internet and computer technology. There will be a broad overview of the course, the course materials and computer access, and the SAIC facilities followed by one on one sessions with each student.

An overview of Information Architecture, Graphic Design, Interaction Design, and Usability. What is meant by these disciplines, and how do they help us craft new media artifacts?

In class exercise: heuristic evaluation

Choose a web site

2Information Architecture, Graphic Design, and Interaction DesignAn overview of Information Architecture, Graphic Design, Interaction Design, and Usability. What is meant by these disciplines, and how do they help us craft new media artifacts?

Navigation, interaction, task completion. Fitts' Law: Evaluate an application below using Tog's First Principles

Choose an interactive web app

3Layout, Images

The key principles of graphic design and the mechanics behind image formats.

We will discuss our web projects (i.e.--what it is you would like to build) and how to build it. We will review Adaptive Path's Project Brief, a fairly generic project overview I found, and a project profiler I have used in the past.

We will have two in class exercises, the first will be to fill out the project profiler, and the second will be to design a business card using Robin William's Design Principles

An Article based on Robin William's Design Principles
4Personas, Grids, Sitemaps and Wireframes

Today we will be reviewing our project profile documents and will discuss two design issues: documentation of our system, and the design grid.

Methods

  • processes— rigorous, creative, empathic approaches to user modeling and problem-solving
  • principles— a set of general and situational rules of thumb for organizing and specifying products that exhibit a human-centered form and behavior
  • patterns— a set of generalizable solutions driven by persona and business goals, shaped by design principles, and compiled in the course of our practice

Our process flows and sitemap documents must communicate systems that exhibit this behavior as well as behaving this way themselves. The principles and methods of interaction design approximate those found in industrial design, as well. Examine features of node systems and site map generation tools, etc. Talk about particular stencils for mind-mapping or develop a stencil, Omnigraffle, Inspiration site maps, etc., etc. Discuss strategies in create process flows and sitemaps.

What do patterns mean for us?

  • Consistency in behavior and principles in both system design and documentation
  • Same types of interactions get same types of UI treatment
  • Stress heuristics of usability and accessibility in system design
  • Stress legibility and readability in documentation design
  • Talking Tufte: principles of small multiples, and macro/micro representation

Personas

Cooper’s 4 truisms:

  • There is no “Elastic User”
  • Being the victim of a problem doesn’t mean you know the solution
  • Designing with equal weight for all users leads to a weak interface
  • Real users (an audience of one) are often quirky. Personas smooth out the rough edges

Make many personas, and as you work with the customer, you will discover the primary persona. (Multiple models, Maximize stakeholder investment) Dial in to the level of fidelity you need now. You can always add metadata like education, emotional profiles, etc., later. (Embrace change, incremental change) Often times the work can provide insight, but you need to turn it into results. Update personas over time, keep them current as you learn about your users and their demands change.

Key question: what research are you doing to inform the personas?

Site maps and process flows: primary issues

  • Legibility—is there a legend explaining symbols? Can symbols be intuitive enough to forego a legend?
  • Readability—is the right amount of detail modeled in each view for efficient communication of the process or flow?
  • Transferability—does it transfer well to other mediums (projection, color or b&w print, web, etc.)

Exercise: in Illustrator, Photoshop, Omnigraffle, or using pencil and paper sketch out a site map and a design template for your project.

Read chapters 6 and 7 in Don't Make Me Think.

5Navigation and Wireframes, Visualization and Typography

The grid

  • Can use the Golden Mean, but any arbitary grid system will work.
  • A good design should have both tension and balance. Good design engages the observer as the designer intends. It communicates the product's purpose, personality, and brand.
  • Static composition - tension is created by centering design elements in the picture plane. Elements are balanced around this center.
  • Dynamic composition - tension is created by placing elements around the center. Elements are often left unbalanced, creating more visual tension.

Gestalt Principles: the unified whole

  • similarity, continuation, figure ground, closure, proximity, symmetry

Bertin's Visual Variables

Navigation and wayfinding

  • Wickens (1992) and Thorndyke (1980)
    • Landmark knowledge - we use landmarks to find our way and mark our path. Visual cues such as titles, labels, link names and graphics are powerful landmarks.
    • Route knowledge - navigation from landmark to landmark. On the web, visual history and the back button.
    • Survey knowledge - the mental model the user forms of the site. Web equivalent: a site map

Wireframes

Determine placement on the grid of the following elements:

  • Content - what can be found
  • Features - what can be done
  • Organization - what should be seen first, second and third
  • Search: have the search prominently displayed

6More Typography and Color

Today, we'll discuss a bit about fonts and colors, but mostly we'll work on our wireframes and designing our sites.

random

typography

color theory

7Review