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the questions
the theory
industry
usability
credibility
cognition
perception

the triangle
about the site
help


 
 
 
 
   
 
 
   
 
the questions the theory the triangle about the site help
 

industry - usability - credibility - cognition - perception


 

usability and human factors

The study of the utility of things has been around for quite awhile, and even human-computer interaction studies had been plugging along for many years before the inception of the web - and the effective interactive designer should pay attention to it all.

In Donald A. Norman's book The Design of Everyday Things, the author goes into great detail about the nature of commonplace objects that a human being encounters every day. "Well designed objects are easy to interpret and understand," Norman states. "They contain visible clues to their operation. Poorly designed objects can be difficult and frustrating to use. They contain no clues - or sometimes false clues. They trap the user and thwart the normal process of interpretation and understanding."

Norman was talking primarily about tangible objects like a teapot, phone, or a building, but the same principles apply to interactive design. A site exists to accomplish a purpose with a human being. The site should streamline those purposes. Here are a couple rules of thumb:

  • If you consider yourself a programmer, beware "feature creep." Don't build something into your site just because you can (unless the site exists solely as a demonstration of your varied skills). If you've got a sweet DLL developed that you can talk to with your site that will allow visitors to create dynamic screen savers on the fly, leave it out. That is, unless your site is about dynamic web-based screen saver creation. Which it probably isn't.
  • If you consider yourself a graphic designer, beware "Sistine-Chapel-itis." This is a tendency for an interactive designer to place style over substance, and the aesthetic beauty of a composition over it's utility. This is not to say minimalist design automatically equals utility. Again, serve the purposes of the site, and use the medium wisely. If the purpose of the site is to entertain, or even to confuse, there is a considerable amount of leeway regarding what might be considered "usable."

    Ulitmately, you must serve The Why of your site, regardless of who you are. Anything extra is probably a bad idea.
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    interaction design visual design information design