Warning: This web at
toLearn.net/marketing/ is two years old, it's unattended, and the
links are rotting. However, in June 2000, the
server recorded over 10,000 page requests during more than 3,000 visitor sessions from dozens of
countries. Thus, I'm reluctant to take it down completely.
2D Design
That's the traditional phrase to describe what you need to practice. In the digital
world, interface design means rougly the
same thing as 2d design. If you can think of a screwdriver handle as being a simple yet
functional interface (interhand?), you can see your challenge as an information designer.
You must also be part artist, part commercial product designer, part psychologist, and
part guide or teacher. A little geek doesn't hurt, either.
How explicit do users need the
directions to be for getting around?
From the beginning of the digital
development process, you start asking yourself how the project is going to
look on the screen. You may sketch out some ideas. Finally, you have the project's target
audience, their tasks, and the hypertext structure. You're confident about the most
attractive and effective overall look and feel. You're now ready to commit to the specific
look, feel, and contents of each screen.
First, select the measurement methods and standards that
you will use to improve your design. As a human-centered designer, how will you be able to
tell whether the interface works?
Is it easy for those in the target
audience to learn?
Is it easy to understand after
they've learned it?
Is it efficient? Does it help them
do what they need to do after they've used it awhile?
We have an ancient tradition of hands-on apprenticeship to guide and support novices in the
context of authentic work. Paper-based documents can guide and support to some extent. But what about
networked computers? How can the digital document go beyond paper to begin to play a good
mentor's varied roles: inform, train, guide, support, and inspire?
A well-crafted interface is essential. This is especially
true when the interface serves difficult cognitive tasks such as problem-solving and
decision-making.
It may be best for you to learn by doing. If so, scroll
down and get to it. However, when you want a more abstract and theoretical approach to
design, I recommend "State of the Art
Review on Hypermedia Issues and Applications", a 1994 document by V.
Balasubramanian of Rutgers University. The fourth chapter, User Interface Issues, and the
eighth, A Systematic Approach to User Interface Design for a Hypertext Framework, are
especially relevant.
Alan Cooper published a popular and influential
book a few years ago called About Face.
It challenges many of the principles taught by the leading guides such as the ones below.
At his corporate web site, Cooper has a manifesto. If
you read it and find that it speaks to you, try these three areas:
Steal These Books
ink-on-paper books, especially those by Don Norman and
Edward Tufte
Cool Stuff From Cooper
articles, especially the ones on prototyping and metaphor
We're Looking For Stars
jobs with his company; note the tests under To Apply at the
bottom of the page
Parts
The important visual attributes:
shape size
color
position
Behavior is very important, too. To help the
reader orient and naviagate, here's a quick list of the parts or devices you need to
consider: text, sound, graphics, images.
Text
You can always use words for navigation: top, back, up. You
can put text on a graphic . You can explain navigational technique on a help screen. As long as you're
clear, consistent, and unobtrusive, it doesn't matter. However, you can't have text
without a typeface. So you have to know fonts.
Fonts, fonts, and more fonts. You can't learn enough about
them because typeface is a fateful and unavoidable choice. The Karen Schriver textbook, Dynamics
in Document Design, is available at the Medaille bookstore. Especially chapter 5, Ms.
Schriver goes into great detail about typefaces and fonts. In light of her ideas, what do
you think about some of my decisions on these Web pages?
The best typeface resource I've found on the Web is Daniel
Will-Harris's Typofile.
Sound
Recorded voices, sound effects, and music are underused on
the Web. Why? For one, people surf in groups environments. For two, sound cards and good
speakers are not standard equipment. However, as bandwidth increases and compression and
streaming techniques improve, sound will get much more popular very soon. We'll talk about
ear-cons like we talk about icons. Check out the folks at , the industry leader. A good beginner's guide might help you get started.
Surces
The standard sound file formats are .au, .wav. To get the
controls below, in Front Page, use Insert | Advanced and choose Plug-In. Browse for your
audio file. If you're looking for music, the MIDI file format, .mid, is most common. The
folks at Real are making enough industry alliances (early 1998) that their formats, .ram
and .ra, will become much more common.
Background sounds on Web pages are either blessedly
neglected or scandalouly underused. Personally, I wouldn't do it without telling you
first. So on a separate page, I
used File | Page Properties and then browsed for a .mid file. The mid file will play for
awhile even though it is smaller than the navigation bar file at the top of the page. Also
note between the H225 desktops and your laptops how Netscape's Navigator and Microsoft's
Internet Explorer display very different-looking embadded interfaces here.
How do you separate the sections of a page? If the page is longer than
two screens, are you going to provide any way other than scrolling of getting around? Look
what I've done on this page with the list under Navigation at the top
and with the green up arrows.
WIMP -- windows, icons,
menus, pointers
The WIMP was great when Apple introduced it in
1984 -- and my computer had 640 K of RAM and all my files fit onto a box of floppies.
Today, my computer has 32,000 K of RAM, fifty times more, and it's connected to the
Internet. The WIMP is, well, wimpy.
Unfortunately, Microsoft swiped it from Apple
and it's now on umpteen zillion desktops. Shoving it aside will take a great leap into 3D,
not the browser-based desktop of Windows 98 that you'll see this summer.
Regardless, as a designer, you have to accept
it as the "platform" you're designing on.
4B's -- backgrounds,
buttons, bullets, bars
Meanwhile, hypertext designers
use graphics to help the reader navigate and orient. For example, look at the graphics
above. Without using words, the green circled arrow helps you navigate to another part of
the page. Think how you would approach this page if it had no graphics, no colors, no
subheadings. Why make your readers navigate a page that looks like a novel or a
pictureless textbook? In fact, don't worry about it. They'll click away at first glance.
You can quickly assemble a set of these
navigational aids from the resources at ClipArt.com.
Most of them are free; in fact, free graphics abound on the Web. Randy Ralph's Icon Bazaar is one of my favorites. The links there
will get you started. Or search for the term Web
graphics.
Images
If you don't have the time or the inclination
to make images on your own from scratch, where do you get them?
Are they decorative or informative? Are you as aware of
copyright violations as you are of plagiarism? Web browsers read only two file formats:
.jpg
.gif
They're pronounced jay-peg and gif with a hard g as in
gift. Make them as small (fast-loading) as you can. Use them a lot. I recommend Paint Shop
Pro ($100 at Jasc, Inc.) to make, combine, and
manipulate them. It also converts images from other formats such as .bmp and .tiff. In
general, it does everything PhotoShop does -- except color separations -- for much less
money. If you're preparing material for four-color offset printing, PhotoShop is the
software to use. If you're preparing material for only digital use, Paint Shop Pro will do
the same job.
The search engines will look for images but
you have to be careful about copyrights. You can buy them; I pay $17.95 per year to get
access to hundreds of thousands at Art Today.
Museums in general are good. Try the Smithsonian. Here are a few good sources of free
images.
The Library
of Congress's American Memories
Collections. Categories:
photos and prints
documents
motion pictures
maps
sound recordings
Knight, Lorrie A. "Locating Public Domain Images"
College & Research Libraries News 59(1) (January 1998):11-13. Examples:
Towards the end of the article, Knight has links to the
major search engines that will help you find graphics.
Metaphors
In English class, you may have learned about
these critters: juxtaposing two things to reveal new features of each. A sporting contest
described in terms of war can tell us something about male roles. War described in terms
of a sporting contest can tell us something about the conscience of the generals. To make
the connection, you have to understand both sports and war. What you're actually
communicating is something about men. Slippery stuff.
In the computer world, however, we use metaphors
differently. We apply what we know, for example, desktops and windows, to what we don't
know, how a piece of computer software works.
In "Beyond the Interface Metaphor," Ken
Mohnkern of Carnegie Mellon explains both why computers are as easy to use as they are but
still so doggone hard to use that they make us feel stupid. Up until now, you've been a
user. Now, you're going to be designing a web, or a "system", as Mohnkern refers
to it here.
I'd recommend highly that at least one person on
your team read the whole article and that you give great thought to how you will use
visual metaphors in your design.
When designing a system, designers develop a conceptual
model of it, called the "design model." The development of this model is based
on a particular set of users, a particular context of use. It includes things like what
features perform what tasks, the navigational structure of the system, and how the parts
of the system relate to one another.
As a
person uses the system, they form a "user model;" they develop their own concept
of what the system's structure is and how it works, based on their experience with the
system. Sometimes the user model is an accurate model of the system, sometimes it is not.
The designers' goal is to communicate the design model to the user. Their only means of
communication, though, is the system image itself. If a system is successfully designed,
then the user model will be equivalent to the design model.
Obviously, this communication is
critical. It occurs as the user experiences a system's look and feel - its metaphor. It is
important to realize that the user forms a user model
whether or not the designers have made a conscious effort to communicate the design model
to them. So there must be an intentional effort made to create and
communicate a design model; otherwise, we cannot expect users to understand and use a
designed system effectively.
In my experience, learning a new piece of
software is often called "getting it". We either get it right away or we get it
at great pain and thus, often, not at all. The "it" to get, then, is the
designer's model. Now that you're the designer, how can you help your customer get it?
One way is to not try to make it usable by everyone, or even
lots of people. Choose a test user or two as representative as possible of your target
audience. Make it usable by them.
Usability
Because early contact with users is often nebulous and
abstract, you want to get your ideas about the hypertext structure and the interface into
concrete form as soon as possible. Users can give valid reactions if your ideas are in one
of these test formats:
paper mock-ups
storyboard sketches
slide presentations
prototypes
As you move through the development process, how do you
test your interface?
hands-on prototypes
one-on-one interviews
surveys
focus groups
Rapid Prototyping
I believe it will be the responsibility of each of us to
design and create our own professional webs,
especially on intranets. Many of us will have our own personal
webs just as we have personal lives away from the job. For larger
organizations, the rising young MBA will not have to actually code the final version of
the corporate web that will carry out the
official marketing strategies.
You may well be expected, however, to maintain parts of that
marketing web. For example, you may moderate the TALK-like discussion list of customers
interested in some aspect of your product just as I moderate a customer (student)
discussion forum for my employer's graduate-school division.
You certainly will be expected to participate in the design of that web, what I here call information design. In fact, after this course, you should
volunteer if the opportunity arose. At some point, that design group is going to hand
something to the folks who will actually be responsible for making the thing polished and
workable. They'll write the codes and scripts that are needed to replace the freeware you
assembled. They'll get all the oranges to be exactly the same, all the gifs as small as
possible. That's their job. Too often, they design the thing, too, because no one else
did.
So there you are on the design team. On the one extreme, you
can hand off scratches on a napkin "created" during a three-martini luncheon. On
the other extreme, you can hand off a fully functioning, extensively user-tested, well
thought-out prototype that the big boss has already signed off on.
Prototype is just
a nice way of saying unfinished
Guess which extreme is going to be quicker, cheaper, and
more likely to get you what you want in the long run? And I think the coders may be happy,
too, because you made all the judgement calls for them and they got to do what they do
best.
In its organized form, this type of new media marketing
design process is called rapid prototyping.
I don't think it's unreasonable to think that in the real world you might end up with very
few hours to work on a prototype, as few as you have until the end of the module. Also,
the further along the prototype is, the better. If it's not so far along, hey, maybe
you'll have more rework later.
A note on
copyright
While making a prototype to hand off to the graphic
artists and html coders, your marketing design team is free to use anthing you find that
will help give a sense of what you want.
Rapid Prototyping Tools
Depending on where you are in the development process, you
may find a presentation program like PowerPoint more useful than an html editor like Front
Page. Especially as the word processor and html editor merge, you will be expected to work
with either type of program with equal ease. I say type of program because if you know
these two, you don't need more than a few hours to get up to speed on Corel's or Adobe's
products.
PowerPoint
Front
Page
preset
linear format
hypertext format
broadcast one-to-many
one clicker controls sequence and pace
networked many-to-many
users all control sequence and pace
supplemental role
the presenter, not the program, answers an oral question
interactive
role
the program responds to
events initiated at user discretion
fixed
page size
small, too; one
screen limit
fluid
page size
as fixed as you want
them
proprietary
file formats and large files
open file format and much smaller files (by two orders of
magnitude)
better
at bulleted phrases, bold graphics, activity
better
at text and interactivity
good
for presentations, storyboards, and brainstorming
good for quantity of information and a broad range of human
communication from videoconferencing to shared whiteboards
okay for presentations, storyboards, and
brainstorming.
Guides
Here's my bias. In what follows, I'm assuming
that the interfaces must:
transfer information, both verbal
and visual
make the response as easy as
possible
Thus, the interfaces must provide access
to the information for a variety of learning styles and needs. They must help the readers orient themselves. And they must look good and
work together within easily navigable
structures.
Interface Guides
For guidance on Web pages, note especially the Yale style guide and the Sun style guide and a terrific technical HTML primer and the style guide at the Web Developers
Virtual Library. For a case
study of how Sun Microsystem's intranet evolved, try the article by Jakob Nielsen and
Darrell Sano. Tim Berners-Lee, the inventor of the World Wide Web, has an older but still
interesting style guide for online hypertext.
For a different view, Jorn Barger has a site
titled HyperContent,
HyperJunk. In addition to what he calls a "scathing critique" of
the Yale guide I recommend above, four other pages on his site are expecially relevant.
To learn design, you must start by separating a
Web pages' design from its content. While most people learn from good models, many can
learn a lot by examining bad models -- what not
to do. To get started, try Web Pages that Suck.
Not only useful, it's funny, as the title might suggest.
Graphics
Guides
Syracuse University has a good, short, non-nonsense primer.
For something a little more technical, go to the Web
Reference Graphics page. Try
their home page, too.
Many sites have PaintShopPro tutorials and tips & tricks.
You'll find a lot of overlap among these sites. If you follow some of the techniques,
you'll learn to use Paint Shop Pro even if you don't
find a use for that particular technique. The skills there transfer easily to PhotoShop. If you're going to keep your images in digital
form, the biggest difference between Paint Shop Pro and PhotoShop is the price.
NoteJasc,
Inc, has Paint Shop Pro 5 for about a hundred dollars. If you go to Shareware.com and download version 4.14 for Windows 95
or an earlier, 16-bit version for Windows 3.1, you can try it out for free.
Web Page Makers and Site
Managers
Just a couple of years ago, you made a web page with a text
editor like NotePad or a word processor like Word. You started typing code:
That's the beginning of the page you're reading now.
Notice how the text between the <title> tags appears at the top of your browser
window. Not twenty years ago, this is how you did word processing, too, by typing in the
codes. Word processors didn't replace typewriters until they matured into the WYSIWYG
editors we have today.
Just as the word processors matured, so have the tools to
make web pages. By 1995, the software industry had produced HTML editors to hide the code.
In late 1996, Netscape introduced Navigator 3.01,
which let you use the browser as a near-WYSIWYG editor yet gave you easy access to the
code to tweak it.
Today, the market leaders are Microsoft's FrontPage and Adobe's PageMill. I use FrontPage for my course webs. If
you go to a search engine to learn more, the term "HTML editors" will bring good
results.