05 October 2005

Points to ponder

Excerpt from ... Avoid Bad Web Design




Words, words, words

On a Web page, less is more. Usability studies show that, on average, people can read about 25 percent as much text on a monitor as they can read on a printed page. Choose your words carefully. Make your most important point first. If you have lots to say on a topic, give your visitor a synopsis, then link to your full article on a separate page. Break up big blocks of text with white space.

Long pages

Usability studies demonstrate greater comprehension and memory in readers presented with one or two screens of material on a page. Organize your longer articles into screen-sized blocks, then use "next" and "previous" links to guide your visitor through the pages. Sometimes, though, you may have a collection of relatively small chunks of information that are loosely related, like a glossary or a FAQ. It does make sense to put these all in one page, regardless of the length, if you provide some basic navigation elements. At the top of the page, list each topic in your glossary with a hyperlink to the full item. At the end of each item, provide a "back to top" link. This will enable your visitors to find what they are looking for easily.


Usability redux


According to usability guru, Jakob Neilsen, founder of http://www.useit.com, “User testing is different from focus groups, which are a poor way of evaluating design usability. Focus groups have a place in market research, but to evaluate interaction designs you must closely observe individual users as they perform tasks with the user interface. Listening to what people say is misleading: you have to watch what they actually do.”

Usability is a quality attribute that assesses how easy user interfaces are to use. The word "usability" also refers to methods for improving ease-of-use during the design process. Usability has five quality components:

  • Learnability : How easy is it for users to accomplish basic tasks the first time they encounter the design?

  • Efficiency: Once users have learned the design, how quickly can they perform tasks?

  • Memorability : When users return to the design after a period of not using it, how easily can they reestablish proficiency?

  • Errors: How many errors do users make, how severe are these errors, and how easily can they recover from the errors?

  • Satisfaction : How pleasant is it to use the design?

For more information, go to www.useit.com .