Web Design Core Issue 1: What is Web design (2)

Source: Internet
Author: User
web| Design | problems

3.2 Who are web users

One of the common mistakes a web designer makes is to simplify or completely ignore the user's abilities and desires. Sometimes the idea of designing a Web site for a particular browser or for a specific bandwidth completely replaces any serious consideration for the user. Do not design a website for n e t s c a p E, to design a website for people who use the N e t c a p E browser. Keep in mind the following important website design rules.

Rules: Browsers do not use the site, the use of the site is a person.

Fortunately, most designers do not completely forget users, but they do often simplify the user of the site. Typically, the website is for some mysterious traditional web users (via "AOL" (A O L) to visit the website of 1 4. 4 K b P S of the dial-up user) built. This user is simply an anonymous person who is lured to visit this site while roaming on I n T e R n e T, and can only perform the tasks that the Web designer expects. The reality is that users are not automated machines with consistent capabilities and desires, but individuals with physical capabilities, needs, expectations, and goals. Real-world web users can sometimes be too bad to understand the site, just like everyone else.

Suggestion: There is no one in common. Always assume that a real person is visiting your site.

Although it is not possible to find a perfect typical user when designing a Web site, you can still find some common ground for users. First think about how today's typical users interact with the Web site. Before the alternative browsing environment such as cellular telephones becomes commonplace, you always assume that the user is using a desktop computer. They sit a few inches from the monitor and interact with the Web site using the keyboard and mouse. They rely mainly on their eyes to receive information on the display, although the sound may be used. Information from the site is filtered, some information is accepted by the user, or, more precisely, stored in short-term or long-term memory. This information may also result in further user responses, such as clicking on a link to enter data into a form. Figure 3-1 is a sketch of the interaction between the user and the site.

In abstract terms, you can describe how people interact with the world around them, including web sites, in the following ways.

First, they will experience some of the feelings in memory that are filtered consciously or unconsciously, and then they try to understand these feelings. Past experiences can affect how they look at things and help them make decisions. According to their view of things, the user will do some action or not to act, which will bring more need to explain the feelings. This simple behavior/reaction/behavior link is shown below:

Do not think that human behavior can be formulated, such as a certain stimulus will lead to a specific behavior. People are very complicated. Humans can learn, and the information they remember can be used to change what they do. Even people are not perfect. There will be errors, such as incorrect memory. Different people have different feelings about stimulation. The colors that everyone sees are not exactly the same. Although the model is simple, it does encourage designers to think about how people interact with the world, including their sites. When building a website, the common characteristics of the user, such as feeling and memory, are really worth considering, at least in the general sense.



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