Module 3
Module 3
• With a clear sense of what we want and what our users want, we can
figure out how to satisfy all those strategic objectives.
• Strategy becomes scope when you translate user
needs and product objectives into specific
requirements for what content and functionality the
product will offer to users.
Defining Project Scope and Requirements
• Much of the time, when we talk about content, we’re referring to text.
But images, audio, and video can be more important than the
accompanying text.
• These different content types can also work together to fulfill a single
requirement.
• For example, a content feature covering a sporting event might have
an article accompanied by photographs and video clips. Identifying all
the content types associated with a feature can help you determine
what resources will be needed to produce the content (or whether it
can be produced at all)
• The expected size of each of your content features has a huge influence on the user
experience decisions you will have to make.
• Your content requirements should provide rough estimates of the size of each
feature: word count for text features, pixel dimensions for images or video, and
file sizes for downloadable, stand-alone content elements like audio files or PDF
documents.
• These size estimates don’t have to be precise—approximations are fine. We only
have to collect the essential information needed to design an appropriate vehicle
for that content.
• Designing a site to provide access to small thumbnail images is different from
designing a site to provide access to full-screen photographs; knowing in advance
the size of THE ELEMENTS OF USER EXPERIENCE 73 the content elements
we have to accommodate enables us to make smart, informed decisions along the
way.
• For projects that involve working with a lot of existing content, much
of the information that will feed your requirements is recorded in a
content inventory.
• Taking an inventory of all the content on your existing site may seem
like a tedious process—and it usually is.
• But having the inventory (which usually takes the form of a simple,
albeit very large, spreadsheet) is important for the same reason that
having concrete requirements is important: so everyone on the team
knows exactly what they have to work with in creating the user
experience.
Prioritizing requirements
Conceptual model
• Users’ impressions of how the interactive components we create will
behave are known as conceptual models.
• Knowing your conceptual model allows you to make consistent design
decisions. It doesn’t matter whether the content element is a place or
an object; what matters is that the site behaves consistently, instead of
treating the element as a place sometimes and an object at other times.
• Example:-the conceptual model for the shopping cart component of
a typical e-commerce site is that of a container.
• This metaphorical concept influences both the design of the
component and the language we use in the interface.
• A container holds objects; as a result, we “put things into” and
“take things out of” the “cart,”
• The retail store model is so widely used on the Web that it’s taken on
the status of a convention. If your users do a lot of shopping on other
Web sites, you’ll probably want to stick to that convention.
• The retail store model is so widely used on the Web that it’s taken on
the status of a convention.
• If your users do a lot of shopping on other Web sites, you’ll probably
want to stick to that convention.
• Using conceptual models people are already familiar with makes it
easier for them to adapt to an unfamiliar site. Of course, there’s
nothing wrong with breaking away from convention either—as long as
you have a good reason for doing so and have an alternate conceptual
model that will meet your users’ needs while still making sense to
them.
• Unfamiliar conceptual models are only effective when users can
correctly understand and interpret them
• A conceptual model can refer to just one component of a system or to
the system as a whole.
Error handling
• A huge part of any interaction design project involves dealing with
user error.
• The first and best defense against errors is to design the system so
that errors are simply impossible.
• The next best thing to making errors impossible is to make them
merely difficult.
Information Architecture Basics
• For as long as people have had information to convey, they have had
to make choices about how they structure that information so other
people can understand and use it.
• Information architecture is concerned with how people cognitively
process information, information architecture considerations come up
in any product that requires users to make sense of the information
presented.
Structuring Content
• On content sites, information architecture is concerned with creating
organizational and navigational schemes that allow users to move
through site content efficiently and effectively.
• Information architecture on the Web is closely related to the field of
information retrieval: the design of systems that enable users to find
information easily.
• Web site architectures are often called on to do more than just help
people find things; in many cases, they have to educate, inform, or
persuade users.
• Information architecture problems require creating categorization
schemes that will correspond to our own objectives for the site, the
user needs we intend to meet, and the content that will be incorporated
in the site.
• Categorization scheme in two ways for structuring content: from the
top down, or from the bottom up.