web| Design | problems
3.12 Construction of available sites
The key to available site development is early attention to the application's users. Remember that the user's goal is not to use a computer or visit a site. The goal of a user is to accomplish a task-to buy an item or to find a center for paying bills, a complaint, etc. You should try to reach out to the user or listen. Don't fall into the trap of thinking you should ask the user directly or the user will design the site for you. The user is not the designer, they will put forward illogical and unrealistic requirements. Because of this, you may design a site that implements your ideas, regardless of the user's needs. However, the core of user-centric design is always to remember that we are designed for the user rather than for ourselves. Recall the following very important rules.
rule: The designer is not a user.
Rule: The user is not the designer.
When you design your site, consider the user's general characteristics such as visual, memory, or sensory responses (discussed earlier in this chapter). Remember that users tend to be available to the site, and they are always trying to get the most out of it with minimal effort. Sites that have no rewards and are difficult to use are rarely accessed, but if the site is easy to learn and the rewards for learning are high, users will spend time. In addition to the general characteristics and tendencies, you should also consider the user is a number of individuals. Broadly speaking, users should be divided into several categories, such as beginners, the ability to moderate users or advanced users. However, even within the same type of user base, there are differences, such as different flavors and abilities. The best way to think about change is to talk directly to the user. You may consider communicating with users or doing research. Whatever you do, try to get the user to say that while you listen carefully. This is much like J a D (joint application development), we should try to avoid allowing users to control the project. Instead, use them as a source of thought and use them to verify the nature of the implementation. From the communication, should establish the user type synthesis general situation. This may seem like a bad idea, but consider that unless you have a small user base, it is almost impossible to create a site that meets the tastes and tasks of every possible user. Even if it is possible, the cost will be unbearable. From the discussion with the user, build a prototype site, or just some paper effect diagram, and test with the user. Test the site with the user as soon as possible in the early stages of the development cycle to avoid creating sites that users cannot understand. Recommendation: Test with users as often as possible. There are many ways to verify availability. These tests include:
- User's casual observation.
- Investigation and communication.
- Focus on the group.
- Laboratory tests.
- Intuitive evaluations are done by developers and usability experts.
The results of the tests include more quantified metrics, such as the number of errors made in a task, the amount of mouse movement, the time to complete a task, and so on. Tests should also include quantitative metrics that show how much users like. When you're wearing a white shirt in a lab room. When you look at users in a double-sided mirror, you should consider that rigorous testing may be too expensive for most sites, because it is cumbersome and costly to conduct user testing in a formal way. Simple observations can also be successful, and the view from the user is free, albeit without any basis. Assemble some users, even your friends, and sit down to discuss the site. Try to get them to do some work. It is interesting that even the less rigorous tests may find big problems. However, tests that are not rigorous are only effective when they are free. Designers tend to be too proud of their site, and as mentors, they should try to show users the interesting aspects of the site. Talking too much at the test, or preventing the user from making any independent decisions, is actually keeping the user away from the error.
Recommendation: Avoid too much talk or guide users when conducting less rigorous usability testing.
When you are concentrating your friends and asking what they think, look at the site to see if they follow some of the basic usability rules expressed in the previous chapters of this chapter. Table 3-4 shows some ideas that should be consulted when determining site availability. The rule of thumb covers the basics of usability when evaluating a site. However, do not simply because the site meets the majority of the basic ideas, it is subjective that this is a good site, may actually have a lot of bad aspects. For example, the site
May not include good content, its technology may be unreliable, and its graphical appearance may be very bad. Appendix B provides a process to consider more in-depth assessments of other aspects of web design. Remember, usability is not the only part of a positive web experience.
3.13 Availability over everything
One problem with usability is that it's easy to use usability issues to squeeze other legitimate issues. For example, some people think that the number one title leads to a poor usability of the site because they are animated and increase the download time. However, given the absence of a number one title, the site is economically infeasible. The delightful feature is another goal of usability experts. Interestingly enough, most usability sites are very annoying. It is noteworthy that, although no graphics site availability is good, but can not improve the operating site of the company's brand; in fact, no graphics can weaken the brand value created through other media. In some cases, it is important that users wait to see the company's identity or new look. Advanced technology is also a member of the availability camp. In fact, although advanced technology rejects some users, it is worth it. If you always design at the bottom, all we get is the equivalent of G o P H e r. Don't let usability completely block innovation. Usability is of course important, but there are other considerations in web design. Always remember that although we are designing for the user, we eventually have to control the site.
Recommendation: Don't let usability issues become a pretext for weakening or avoiding other aspects of the site, such as appearance, technology, or economics.
3.14 who are controlling the Web experience
Although you must give what others want, the owner of the site, the person who pays for the site, may not agree with the site's users. Don't be a user's slave. Remember, in a sense we are the owner of our own site, the way we treat visitors will greatly affect the user's sense of access to the site. Do you want to be a dictator? Do you want to force someone to download a plugin or resize the window? Instead, you can be very democratic and let the user choose the path on the site. You can even allow users to modify content or to influence other users through the number of links accessed. Finally, you can choose to be in the middle position, be a benevolent dictator, try to guide the user, and give a certain limit to the freedom, but always try to guide them.
The control problem in the site access process is an open contradiction between the user and the developer. There is a relationship between giving and receiving. Consider that one of the user-centric priorities is to put users at the center of the situation, but users are just as flawed as anyone else. If they are completely controlled by them, they may make serious mistakes. Developers want to prevent users from making mistakes. However, it is difficult to act as a benevolent dictator on the line. If too much control, the user notices that they cannot adjust the window or press a button, they may become very angry or frustrated. Providing the user with illusory control may be the key. Users can do everything they want to do. People feel they are in control, but control should also be limited. A good interface can embody this control. Consider the most famous street game M y S t. In the M y S t game, users can click on the object on the screen and move in a certain direction by clicking in the appropriate direction. The interface is very simple and restrictive, although the game's people rarely notice that in this game, like many well-designed games, progress is controlled by the designer, but the user retains the illusion of control. A good web site should provide hints like video games, instructing users to buy items that are not known to the user.
The best example of a balance of control may be Las Vegas. The casino has created a complete experience of visiting ancient lands, tropical parks and foreign countries. The dark bodies outside the casino attract hordes of visitors like the explosion of volcanoes or pirate wars. Some visitors have a good chance of joining the casino as soon as they set foot in the middle of the area. Inside they try to create a comfortable environment by controlling the temperature, light and alcohol level. Because the window is very small, and is colored, and there is no clock, so the passage of time is difficult to determine. There is plenty of help from dealers and waiters who offer free drinks. If you feel hungry, you can get as cheap a food as possible. You want to do it all night? The price of the room is very reasonable. It would be even more free if you stayed at the table completely. But when you realize that the money in your wallet is shrinking, it's hard to quit. A good Las Vegas Casino is the ultimate experience, probably after Disneyland. Experience is always in control. The goal is to increase the amount of money made in entertainment. If you cross the line of control, yell angrily when you lose money, or want to take control of card gambling, you will find that you will soon be expelled. Experience is fun, and you can win, but know the existence of control and always have limitations. This is purely a mathematical problem. If you want to plan and run a business site, you can learn Las Vegas.
Recommendation: Practice Las Vegas-style web design. Provide the user with an exhilarating experience as if there were countless choices, but should always have strict control conditions.
3.15 Summary
Usability is one aspect of the ease with which a site is less noticed, but that seriously affects how easy it is to accomplish tasks when users visit the site. A good usability site is easy to learn, easy to use, and rarely produces errors that can satisfy the user. Although sometimes it is easy to think of some ways to improve availability such as consistency or simplicity of design, it is sometimes difficult to meet the needs of each user. Although each user has basic capabilities, such as access to the site when the necessary visual and memory, but users can be widely divided into three categories: novice, the ability of the general user and master-users are individuals. As individuals, users will have some unique capabilities, features, ideas, and experience with visiting sites. You may not be able to meet the unique needs of each user, but if you create an adaptive interface that can be used by three of users, and make sure that real users test the site, you have the opportunity to get most users to use your site. It is important to prevent the exclusion of certain users, especially those who have a disability and a slight difference from the average user. Site creation should always meet the needs of the user under restrictive conditions or the ideas of the creator. However, do not use usability as an excuse to evade the difficulty or avoid using graphics or new technology, and try to introduce new features that users want. Web experts who are overly enthusiastic about usability can easily resist innovation. Balance is the key to good web design. The next chapter explains how to organize and design your site when you consider the needs of your users.