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Corporate Web professionals labour under the delusion that they can stay insulated from trends in Web development. They feel free to create expensive new sites whose guts are no different from something published in, say, 1999.They're like baby boomers who cannot stand any music released after 1979. The way they made Web sites while they were growing up works fine and dandy for them. Not only are no improvements necessary, as far as they're concerned there are no improvements available to make, save for this Flash thing their kids keep telling them about. Their way is the state of the art - but, unbeknownst to them, back when they were learning to build Web sites we had no idea what the art actually was.

 
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Information Architecture


Truism

Ultimately, users visit your website for its content. Everything else is just the backdrop.

Content

Content has a different meaning for every Market Space. What is the definition for your Market Space? Once you've properly defined it, you will be on your way to one of the key ingredients for becoming successful. Next find and develop features that will help your customers do whatever they need to do, so that they keep coming back. Once you obtained and maintained the critical mass then the money will be easy.

What Usable Content Is

  1. Usable content is clear and easy to understand.
  2. Usable content can bridge gaps–things like language barriers, disability and cultural differences.
  3. Usable content is meaningful.
  4. Usable content makes the reader feel smart.
  5. Usable content is goal and audience appropriate.
  6. It’s thought–out, planned and constantly maintained.
  7. It’s fresh, light and lively.
  8. It’s content that is organized in a way that people understand and can get their mind around.
  9. It’s designed to be accessible.
  10. It’s reusable and shareable, readily available and easy to locate.
  11. It’s straightforward, open and honest and to the point.
  12. It encourages feedback and is engineered for conversation.
  13. It’s hard work, but worthy of the job.

What Usable Content Is Not

  1. Usable content is not clever, obtuse or misleading.
  2. It’s not marketing drivel, or bland branding messages.
  3. It’s not longwinded.
  4. It’s not written at the highest possible reading level.
  5. It’s doesn’t use "big words" unless they are needed.
  6. It’s not legalese.
  7. It’s not double talk.
  8. It’s not an afterthought.
  9. It’s not a mission statement.
  10. It’s not an org chart.
  11. It’s not self–centered.
D. Keith Robinson, Usable Content Manifesto - July 13, 2005

Here's some solid evidence about why it's important to keep your articles available forever. Remember storage is dirt cheap. Plus visitors from search engines will have more reason to view your site instead of getting the dreaded page not found error!!!

One of the more annoying things with many online versions of newspapers is that they constantly "retire" old content. Different news organizations have different policies, but the sites go away after a certain period of time. That's annoying for sites like ours where we link to those news sources. When we go looking for more information later, our links go to nowhere. So why is this a particularly pointless business practice for newspapers? Newspapers that keep their content online are finding that as much as a third of their traffic is to old stories. That's one-third of your online revenue from ads, and you're just throwing it away. Storage is cheap, so the cost of keeping the content online can't be that high, but the cost of not keeping it online (and at the same link!) seems to be huge.

Mike at TechDirt, Note To Online Newspapers: Stop Removing Old Content - November 10, 2005

Information Architecture Definition

Original Definition

Much like our real world namesakes, we design spaces for human beings to live work and play in. The big difference is the materials we work with: cement is replaced with thesauri, timber with hierarchies and steel with interaction flows.

Clinical Definition

It's probably best if you read the article because I'm still confused. Like any "job title" the responsibilities seem to be all encompassing.

Information Architecture (IA) is the science of designing the labeling, navigation, organization and search systems to help people find and manage information more successfully.

DefiningTheDamnThing, Information Architecture Defined

The Devil’s Dictionary (2.0) Definition

A vital component in the development of Web sites, used to round the budget up to the next hundred thousand dollars.

Information Architecture 2.0

Three factors are creating new challenges for information architects that have emerged with Web 2.0:

  1. users expecting more control over information management
  2. large and dynamic information spaces
  3. unstructured metadata

"Information architects ... must think about the structures and patterns that govern these dynamic information spaces."

What all three factors have in common is that they force information architects to think about underlying structures. Rather than developing concrete navigation categories or prioritizing certain content over other content, an information architect must think more abstractly. The domain of today's information architect includes not only organizing information into categories, but principles of organization as well. Gone are the days when information architects could do a card sort alone to establish an information structure for a Web site.

The complexity of modern Web services demands the same level of rigor in their information architectures while, at the same time, requiring that we design information spaces on a more abstract level. With users continually contributing both content and metadata, information architects have much less raw data to work with up front. Instead, they must think about the structures and patterns that govern these dynamic information spaces without losing sight of their primary responsibility: ensuring people can find the information they need.

Dan Brown Information Architecture 2.0 - October 29, 2005

Successful Web Teams

  1. User Research
  2. Site Strategy
  3. Technology Strategy
  4. Content Strategy
  5. Abstract Design
  6. Technology Implementation
  7. Content Production
  8. Concrete Design
  9. Project Management

Does this mean that every Web team has to have at least nine people on it? Not necessarily. It's very common to have team members with multiple competencies.

This is especially true for the strategic competencies, which are often paired with complementary tactical competencies. For example, someone with a strong grounding in technology implementation frequently takes on technology strategy as well, and many concrete designers also have an aptitude for abstract design. On the other hand, many organizations find they need several team members to fill out a single competency (especially in the case of the more tactical pillars).

How you end up structuring your team and your process will depend largely on the specific circumstances of your organization. But by building your practices on the Nine Pillars, you can be assured that you aren't missing any competencies that are essential to your site's success.

Jesse James Garrett, The Nine Pillars of Successful Web Teams - July 9, 2003

So what is Usability?

For those who have been around a while, the old school term was ergonomics.

"In its simplest form, usability is absence of frustration," explains Jared Spool, founding principal of User Interface Engineering. "When people claim something is not usable, what they're finding is that they're frustrated because something is harder than it should be."

EContent Magazine, Tony Byrne, Applying Usability Principles to Your CMS - March 17, 2005

Usability Principles

The guiding principle is to "Figure out who your user is, what they do, and what they need."!!!

  1. Motivate
  2. User task flow
  3. Architecture – it's 80% of usability
  4. Affordance means obvious
  5. Replicate
  6. Usability test along the way
  7. Know the technology limitations
  8. Know user tolerances
  9. Multimedia – be discriminating
  10. Use a stats package

User Experience Accountability

Scott Hirsch has hit the nail on the head. Forget about all those airy fairy soft goals, let's return to the sanity of making or saving money!

We take for granted that good user experience design will help a business succeed. However, if there is a dissonance between business goals and project selection - as there often is - the Web team has little control over a project's failure.

Developing Applicable Metrics

If the designers had been at the table, they might have helped to brainstorm some lower-level metrics that contribute to total sales, but are more specific to the actual business strategies that designers control.

Here are just a few examples of user experience metrics that contribute to total sales:

  1. Sales conversion from the search function
  2. Cross-sell conversion that occurs online
  3. Increase in qualified business leads to the sales department
  4. Increase in percentage of applications or transactions completed
  5. Decrease in abandoned shopping carts

The Harvard Business School weighs in Customer Experience!

Eighty percent of companies believe they deliver a superior customer experience, but only 8 percent of their customers agree, says Bain & Company.

  1. They design the right offers and experiences for the right customers.
  2. They deliver these propositions by focusing the entire company on them with an emphasis on cross-functional collaboration.
  3. They develop their capabilities to please customers again and again—by such means as revamping the planning process, training people in how to create new customer propositions, and establishing direct accountability for the customer experience.
James Allen, Frederick F. Reichheld, and Barney Hamilton, The Three "Ds" of Customer Experience - November 7, 2005

To design an easy-to-use interface, pay attention to what users do, not what they say. Self-reported claims are unreliable, as are user speculations about future behavior.

Jakob Nielsen, First Rule of Usability? Don't Listen to Users - August 5, 2001

Market Research and Usability

If market research tells us what consumers want....usability helps us learn how to deliver on that promise and when we have succeeded.

Whitney Interactive Design, The Research Triangle
The Research Triangle

Using the 5Es to Understand Users

  1. Effective: How completely and accurately the work or experience is completed or goals reached
  2. Efficient: How quickly this work can be completed
  3. Engaging: How well the interface draws the user into the interaction and how pleasant and satisfying it is to use
  4. Error Tolerant: How well the product prevents errors and can help the user recover from mistakes that do occur
  5. Easy to Learn: How well the product supports both the initial orientation and continued learning throughout the complete lifetime of use
Whitney Interactive Design, Using the 5Es to Understand Users

How people scan web pages

The usability consultancy UIE conducted an eye-tracking study to find out how people scan a typical three column web page layout.

Some major findings:

  1. The users usually scanned in the centre area first, then the left area and then the right column
  2. The users would only investigate the left and right column when looking for additional information
  3. The users quickly learned to look where they would expect to find relevant content and avoid areas which was unimportant to their current task, such as banner ads
  4. The users would only re-evaluate their scan strategies when they detected changes in the layout of pages
  5. The users where able to determine if surrounding content was relevant before looking directly at it, suggesting that peripheral vision plays a central role in the interaction with the web pages
  6. Ads attracted users only when they related to the current task - even if the content interested users
Henrik Olsen, How people scan web pages - October 21, 2003
The web isn't like newspapers or magazines either. At IBM and at Sun, we studied how people read on the Web. What we discovered is - they don't! They scan. Only 16% of Web users actually read word by word.
Jakob Nielsen via Fast Company, Usability Makes the Web Click - October, 1998

Getting Real, Step 1: No Functional Spec

So absolutely true. How can you create functional spec without knowing what has to be done? And more importantly - how the F it's going to work!!!

Functional specifications documents lead to an illusion of agreement. A bunch of people agreeing on paragraphs of text is not real agreement. Everyone is reading the same thing, but they're often thinking something different. This inevitably comes out in the future when it's too late. "Wait, that's not what I had in mind..." "Huh? That's not how we described it." "Yes it was and we all agreed on it - you even signed off on it." You know the drill.

Functional specs are often appeasement documents. They're about making people feel involved. But, there's very little reality attached to anything you do when the builders aren't building, the designers aren't designing, and the people aren't using. We think reality builds better products than appeasement.

Jason Fried, Signal vs. Noise Getting Real, Step 1: No Functional Spec February 9, 2005

Navigation

Mobile Design

Cameron Moll is creating a Mobile Web Design - The Series.

Funny thing is that once again the W3C has missed the boat. The date of the working DRAFT is October 17th for Mobile Web Best Practices. I guess we'll end up with Mobile 1.0 hacks and jacks like Web 1.0 code.

Usability Humour

Here is a start of my collection of funnies. What better way then kicking things off with a bang!!!

From Szuc & Gaffney:

Q: How many usability people does it take to change a light bulb?

A: None. They're too busy complaining about the door knob.

Szuc & Gaffney, Usability Joke January 31, 2006

Now the humour from Chris McEvoy of Usability Must Die must be seen to be appreciated. Goto Usability Review Of a VCR and bust a gut.

Articles

Article Type Description
What Makes a Design Seem 'Intuitive'? Article In our research, we've discovered that there are two conditions where users will tell you an interface seems 'intuitive' to them. It only takes meeting one of the two conditions to get the user to tell you the design is intuitive. When neither condition is met, the same user will likely complain that the interface feels "unintuitive".
The Importance of User Experience- the Poster! Article Loyalty > Trust > Perceived Credibility > Profitability > Intent to Return > Intent to Purchase > User Satisfaction > Word of Mouth
 

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Rollyo

Make Poverty History
 

 
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