N341 - Chapter 7 Site Structure and Prototyping
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Modified:
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Overview
Prototyping is one method for constructing and testing a design before
incurring the high cost of programming. Paper prototyped Web sites (as
presented in the DVD video) can be user tested with no programming and can
reveal design flaws early, before a large investment in programming.
The class project will serve as an example for
developing a site structure (how pages are connected) and prototyping pages.
Project Site Structure
- Site structure defines how pages are connected, in practice the
relationship of one page to another would be determined by an analysis method
such as card sorting. The diagram at right reflects a partial site structure
of the project stock trading site.
- Each page is uniquely named with directed arrows indicating page linkage.
For example, the bi-directional arrow between the Welcome, Register, Login
and Logout pages indicate that each page contains links to the
others, including itself, allowing the user to move from any of these pages to
the others; these pages are linked to form site navigation.
- The site structure reflects a decision that most pages have a common site
navigation consisting of Welcome, Register, Login and Logout
pages. In theory, the site structure should include all page links; in
practice, redundant links included on many or all pages would not be displayed
but simply noted in commentary as redundant elements can be included
automatically by the server when the page is generated.
Prototyping
- Prototyping allows an interface to be tested by users before committing
the significant time and effort required to implement a real interface.
Sufficient pages must be prototyped for a user to experience the interface by
moving from one page to another in accomplishing some predefined task. Pages
must be linked; a breadth or single level usually prototypes navigation while
depth linkage generally prototypes accomplishing some task such as buying a
ticket.
- Each darkened page of the site diagram above will be prototyped to allow
testing of site navigation, registration, login and logout.
- Fidelity - Prototyping is low-fidelity but requires sufficient page
fidelity for the user to accomplish the specified task. Low-fidelity often
means hand-drawn prototypes.
- Affordance - A prototype requires an affordance or some means of
completing the task. For example, given the task of reaching the Login
page from the Welcome page, the user would require an interface on the
Welcome page that links to the Login page.
- Usability - There are two measures: preference and
performance.
- Preference is one's opinion; do you prefer one page version over another
due to color, etc.
- Performance is observable and quantifiable; measuring the times a user
correctly completes a task.
Exercise 1
Below are four Welcome pages to the stock trading site.
- Which has the highest fidelity? the lowest?
- What are some of the affordances?
- How would you rate the Welcome pages based on usability?
- preference
- performance (your estimate)
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Exercise 2
- Print five copies of a blank browser
page.
- Write your name and sketch a Welcome page prototype following
the site design diagram at right.
- On the prototype, rate the following on a scale of 1-10
(1=lowest, 10=highest):
- Fidelity
- Affordance
- Usability
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Account access - Traders must have access to their account before they
can perform trading.
Exercise 3
- On a blank page, sketch an Account Access page prototype.
Use the diagram to determine page links. Include links to Welcome, Register,
Login and Logout.
- You should now have two pages: a Welcome and Account Access
page.
- Test on a user that the task of accessing the Account Access page from
the Welcome page can be completed using the prototype. Take turns
with the user playing the roles of computer and user.
- What issues were discovered?
- Did the user offer any suggestions?
- From the test, what can be done to improve the interface?
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Register - Four pieces of information must be obtained from the trader
before they can perform trading:
- Credit card number.
- Amount of money to transfer from the credit card into the trading account.
- Trader account identification
- Account password
Exercise 4
- On a blank page, sketch a Register page prototype to collect
the information. Use the diagram to determine page links. Include links to Welcome, Register,
Login and Logout.
- You should now have three pages: a Welcome, Register and
Account Access page.
- Test on a user that the task of providing the registration information can be completed
starting from the Welcome page.
- Test on a user that the task of accessing the Account Access page from
the Welcome page can be completed using the prototype.
- What issues were discovered?
- Did the user offer any suggestions?
- From the test, what can be done to improve the interface?
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Login - Two pieces of information must be obtained from the trader
before they can be allowed to access their account:
- Trader account identification
- Account password
Exercise 5
- On a blank page, sketch a Login page prototype to collect
the information. Use the diagram to determine page links. Include links to Welcome, Register,
Login and Logout.
- You should now have four pages: a Welcome, Register, Login and
Account Access page.
- Test on a user that the task of providing the login information can be completed
starting from the Welcome page.
- Test on a user that the task of accessing the Account Access page from
the Welcome page can be completed using the prototype.
- What issues were discovered?
- Did the user offer any suggestions?
- From the test, what can be done to improve the interface?
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