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Lecture 6: Final Comments on Lesson
2: Digital Design
Welcome to Lecture 6! We will continue our discussion on Web
Page Design.
Diss My Web Site, Please
Jakob Nielsen is feeling anxious. He sips a soda and paces
like an expectant father. A series of ''users,'' as he likes
to call them, soon will troop into the room next to the one
where we are waiting here in a Seattle testing lab, visible
to us through one-way mirrored glass. Click
here to see the rest of the article.
Notes from The Lesson Plan
The learning objectives of lesson 2 include:
- Understand basic usability guidelines
- Understand the importance of usability
testing.
In this lecture, we will examine these two
important aspects.
Usability
The key principle for maximizing usability
is to employ iterative design, which progressively refines
the design through evaluation from the early stages of design.
The evaluation steps enable the designers and developers to
incorporate user and client feedback until the system reaches
an acceptable level of usability.
The preferred method for ensuring usability
is to test actual users on a working system. Achieving a high
level of usability requires focusing design efforts on the
intended end-user of the system. There are many ways to determine
who the primary users are, how they work, and what tasks they
must accomplish. However, clients' schedules and budgets can
sometimes prevent this ideal approach. Some alternative methods
include user testing on system prototypes, a usability inspection
conducted by experts, and cognitive modeling.
But ultimately, the way to get user data
boils down to the basic rules of usability:
- Watch what people actually do.
- Do not believe what people say they do.
- Definitely don't believe what people predict
they may do in the future.
Say, for example, that 50% of survey respondents
claim they would buy more from e-commerce sites that offer
3D product views. Does this mean you should rush to implement
3D on your site? No. It means that 3D sounds cool. The world
is littered with failed businesses that banked on people's
attitude toward hypothetical products and services. In speculative
surveys, people are simply guessing how they might act or
which features they'll like; it doesn't meant they'll actually
use or like them in real life.
Heuristic Evaluation
Heuristic Evaluation (originally proposed
by Nielsen and Molich, 1990) is a discount method for quick,
cheap, and easy evaluation of the user interface.
The process requires that a small set of
testers (or "evaluators") examine the interface,
and judge its compliance with recognised usability principles
(the "heuristics"). The goal is the identification
of any usability issues so that they can be addressed as part
of an iterative design process.
Heuristic Evaluation is popular in
Web development circles because it requires few resources
in terms of money, time or expertise. So any developer can
enjoy the benefits of usability testing - not just those with
thousands to spend on a professional assessment.
Remember the Golden Rule!
The golden rule of usability is:
There's no such thing as a "user
error"!
Interactives
Vocabulary
Review
Practice
Quiz
Heuristic
Evaluation Matching
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