|

The development of a commercial size web site is a complex undertaking that usually
starts with vague goals, disorganized materials, and a variety of mis-conceptions
on all sides. This is an interesting and challenging problem that requires a
formal methodology to drive the design towards a succesful conclusion. The methodology
provides a structure for the project workflow, keeps the team focused on the
right things, and establishes the context and necessary limitations for generating
great designs.
There are many approaches to interactive development, none of which
is perfect. The important thing is that the team adopt an approach they
understand, believe in, and can organize around.
HILLMAN CURTIS focuses on the essential process
of design ideation in his inciteful book MTIV (making the
invisible visible):
- Listen - As designers, make it your responsiblity
to listen to the client, translating their literal and thematic messages
into visual [and I would add interactive] communication. The client
is not your enemy. They are your partner.
- Unite - Involve the client and everyone on the team
in the creative process throughout. Open communication and the resulting
cooperation enables everyone to band together to achieve far more that
separate individuals could ever do.
- Target The Theme - Every product, company and brand
has a theme. Discover this theme for your project as quickly as possible.
Use it to focus your design so you tell a great story based on that
theme.
- Concept - Develop a concept that communicates the
theme. Sketch, observe and look for great examples of concept, keep
the client in the loop, think, invent, revise, keep it simple.
- Eat The Audience - Create composites of the audience,
identifying the subtleties that distinguish them from everyone else:
age, education, interests, environment, the computers they use. Then
internalize the audience and consider them in every step of the design
process.
- Filter - Focus your creativity. Let the limitations
of the medium, the needs of the client, the audience, and the theme
all filter your ideas and concentrate your design. Design for the medium
and the project, not yourself.
- Justify - Throughout the project, continually question
your design decisions. Let other members of the team do the same, and
make sure the design is streamlined. Not every single element has to
be rationally explained, but pay attention.
The textbook for this class, WEB ReDESIGN, concentrates
on project workflow and the practical process of getting
the project completed.
MY focus bridges these two, with special emphasis on information
design, interaction design, client management,
and production process.
|
What is it?
Outcome: Site map and site wireframe
|
|
->
| |
|
How should it work?
- What is the experience going to be like?
- What is the navigation system?
- How does the user interact with the navigation?
- How does the user interact with the content?
Outcome: Storyboards and navigation comps
|
|
->
| |
|
How should it look and sound?
- Theme & concept
- Style, layout, and integration
- Visual design
- Design for audio, animation, etc.
Outcome: Prototype
|
|
|
|
|
Create a clear definition of what the project is, describing the goals,
audience, and project requirements. This definition process helps focus
and constrain, clarifying assumptions and getting at the essential characteristics
of the project. An integral part of the project definition is educating
the designer and client in each other's areas, ensuring cross-fertilization
and high quality collaboration.
It is important to note that goals, audience, scenarios,
and requirements are all tightly integrated, and will evolve as
each is clarified and the education process develops in the project definition
phase. As the designer, it is critical that you point out, diplomatically,
the relationship between each of these so the client understands the
tradeoffs between each part of the project plan (especially budget and
schedule vs. features). This evolution of the project may dramatically
affect the site design. It may get bigger, it may get smaller, it may
stay the same size but completely change.
The important thing is to avoid getting locked into one way of looking
at the project during this phase. Try many different approaches.
|
|
What are the project goals?
- What are the priorities for the different goals?
- Do the goals conflict? Can the conflicts be worked out?
- Do the goals make sense and are they achievable?
- Basic approach of site
- Budget/schedule
- Capabilities of Internet
- Capabilities of the production team
- Can some goals can be put off until version 2?
|
|
Who are the different audiences?
- What are their demographics (age, gender, income, geographic location,
culture, etc.)?
- What is their level of sophistication in regard to the content
as well as use of the Internet?
- What are their attitudes about:
- The organization represented on the site?
- The content of the site?
- What are the audience goals on the site?
- How do the audience goals differ from the client goals?
- What are the circumstances they'll be doing it under (place, state
of mind, experience, business, personal, etc.)? E.g. on the couch
distracted by TV, in the office under a deadline, during a break
at work, etc.
- What is their equipment (computer speed, connection speed, screen
size, OS, etc.)
- Perform research (interviews, focus groups, literature search)
with the client and some typical audience members to define who the
audience is
|
|
What are some typical scenarios for the audience experiencing
the site?
- How will people use the site?
- What are they trying to accomplish?
- For each scenario, describe a path through the site
|
|
What are the essential project requirements, limits, and scope?
- Time and budget
- Amount of content
- Level of quality
- Marketing/branding coordination
- Specific business needs
- People and resource limits
- X factors
|
|
- Education the Designer
- Client business & market
- Company or product theme
- Audience
- Brand
- Marketing approach
- Make it your job to think of issues that the client has not.
Unspoken goals, requirements and business opportunities. Dig
deep.
- Do research beyond meeting with the client. Look at other web
sites and industry publications, talk to the audience directly,
look at competitors.
- Education the Client
- What works and doesn't in web sites.
- Show the client existing sites: educate the client about these
sites, and find out client preferences.
- Cost of development
- Requirement for their in-house staff
- Editorial development
- Site maintenance
- Technical
|
|
|
In this phase, a plan is assembled with a project scope, budget, and
schedule that fits the project definition. This project planning is an
iterative process, where proposed scopes, budgets, and schedules are
balanced against each other until a workable model is achieved, and each
aspect of the project fits with the others. Frequently, the project planning
process feeds back into the project definition, causing changes in goals
and requirements--for example, putting off some goals until the next
version because the schedule doesn't allow for those goals to be achieved
|
|
- What are the existing assets and when will they become available?
- What are the capabilities of your team (expertise, equipment, availability,
etc.)?
- What are the rough cost and schedule implications of the proposed
content?
- What is the approval process going to be like? Who makes the real
decision, how long will it take?
- What is the proposed budget and schedule? How much flexibility is
there?
|
|
Develop a complete inventory list of the proposed project by section
or grouping (e.g. product overviews, company information, press releases,
etc.). This is essential for getting a feel for the real scope of the
project.
- Define each item in the list by:
- The web site section where the asset is proposed to be used
- Description
- Associated production tasks (e.g. purchase rights to photo,
write html, create graphic, write copy)
- Method of acquisition (e.g. client provides, purchase, produce
in-house, service company, conversion, etc.)
- The time it will take to complete all asset production tasks
- The person on the team the asset is assigned to
- It's status in regard to possession of the asset and completion
of related production tasks
- Example inventory items
- Photos
- Graphics
- Editorial copy
- Video
- Audio
- Animation
- Databases
- Scripts
- Logos
- HTML pages
- Backend software
- Find where assets can be shared across site to reduce production
time
- Inventory a comparable existing site for a reality check...What
have you forgotten?
|
|
- What are the technical requirements?
- Will the pages be dynamic?
- Is a database back-end needed?
- Is there streaming content?
- Are there motion graphics or animations?
- Is the site highly interactive? (e.g. games, sophisticated
interfaces, etc.)
- What technologies will be needed?
- Client-side: HTML, Flash, JavaScript, QuickTime, Real Player,
etc.
- Server-interpreted: PHP, JSP, ASP, etc.
- Server-side: databases, streaming servers, web cams, etc.
|
|
- Develop a rough first pass project plan & schedule - design,
schedule, personnel, equipment
- pre-production -
project scoping, design, scheduling, budgeting, prototype, user
testing, client sign-off
- production -
build first sections, more user testing, client feedback and
sign-off, revise design per user testing and production realities,
build the rest of it, alpha delivery, testing, client feedback & sign-off,
beta delivery
- post-production -
test, debug, fix, deliver final version, deliver archive materials,
deliver site documentation, promote site
- Develop a budget based on the project plan and compare that to proposed
project budget. Adjust project scope, budget and plans as necessary.
- Develop a second project plan that is more realistic
|
|
| Feb 1 |
Contract signing - 1/3 payment |
| March 1 |
Design document |
| March 15 |
Client approves design |
| March 30 |
Prototype |
| April 7 |
Client approves prototype |
| April 10 |
Client delivers assets |
| April 25 |
Freeze design |
| May 15 |
Alpha delivery - 1/3 payment |
| May 25 |
Client tests, reports bugs, approves
alpha |
| June 1 |
Beta delivery |
| June 15 |
Client tests, reports bugs, approves
beta |
| July 1 |
Final Delivery - 1/3 payment |
| July 15 |
Deliver Archive & Site Documentation |
|
|
|
With the project defined and planned (and the content correspondingly
constrained), it is now possible to develop an organization of the content
that most effectively meets the recently refined project goals and audience.
Designing the information is more than simply categorizing and organizing.
Your goal should be to create an experience that helps the audience achieve
knowledge (rather than facts) that corresponds with the project goals.
This often means throwing out initial conceptions of the site content
and casting the information in a whole new light.
|
|
Develop an organization that follows the goals and messages
of the site
- Build a narrative - Create an organization that
builds a kind of narrative through the content, telling the story
of the site that drives home the site message and achieves it's goals.
- Distill the content down to the essentials -Too
much content is worse than too little because the quantity overwhelms
the goals and message of the site.
- Identify the most important chunks of information -
Make sure the organization features these priorities and enables
the user to get to them quickly.
- Group information around a particular goal or message
|
|
Develop an organization that makes sense to the audience and
their goals
- Create a sensible logic to the organization -
But don't be a slave to it.
- Filter the number of categories down - Make easily
comprehensible chunks that imply their content
- Collapse information - Combine content onto pages
rather than dividing it up into too many chunks. Too many small bites
of information frustrates the users. People appreciate a high density
of information. On the other hand, don't go too far and have too
much information on each page. You don't want to overwhelm or distract
from your primary messages.
- Divide the content to address different audiences
|
|
Come up with different ways for people to access the the content
- Sequential vs. directed - Think of users as if
they are finding their way within the content. This way-finding sometimes
involves users who want to be lead through the information, and this
involves a sequential organization (e.g. start here, go here next).
Other times, the user will be looking for specific content, and they
need a logical and categorical system that enables them to find what
they need. The site organization needs to satisfy both. To achieve
this, sometimes you will need multiple forms of organization that
map onto the same content.
- Search vs. grazing - Sometimes people will be
searching for specific information, other times they will graze and
meander on the site until the find something interesting. Your organization
should accommodate both techniques, and again, sometimes more than
one organization is needed.
- Summarize and duplicate - Content may need to
be summarized or duplicated to provide the best access. Information
does not have to follow a strict rule that it can only be in one
place.
- Draw people into the content - Use different techniques:
pull quotes, side bars, contextual links, short summaries or outlines.
|
|
Consider the organization process from many different views
Throw out your pre-conceptions -
It's important that you start with a blank slate when
creating an organization. There is often a pre-existing organization
that comes from the client, or from competative sites. It is too easy
to start with these. You should be willing to come up with completely
different organizations from what has been handed to you--even if those
original ideas turn out to be right, you will understand much better
why if you try out other systems. And often, by trying out alternative
organizations
you will find better ways of looking at the content and how users will
relate to it.
One common mistake is to base the information design on the how the
actual company is organized. In most cases, this approach is not effective
because the audience is doesn't see the information in terms of how
the company is organized.
Build several different approaches - Don't be satisfied
with the first organization developed. Set it aside and try something
else. Then see which approach is best, or what can be synthesized from
the different approaches.
Bottom up - Make a list of all the possible content
elements, and experiment with different ways of grouping them to see
what high level groupings emerge.
Top down - Start with a list of top level groupings,
and see how the content fits into those groupings
See how the content items relate in each proposed grouping
- Audience addressed
- Similarity of content types
- Method of presentation
See how the proposed groupings relate to each other
- Same level of generality?
- Even distribution of information
- Importance of content
- Audience addressed
- Duplication of content (could be good or bad)
- Are there natural "meta-groupings" the group the groups?
These could be used to separate groups of links on the page
Build the sub-groupings
- Be careful of excessive hierarchy (most information should be within
2 clicks)
- Keep the most important content near the top (even if it means
creating a new grouping)
- Consider the 7 +- 2 rule
- Identify important cross-references - Provide links or duplicate?
Devise ways of representing the groupings
- Pay attention to goals and audience
- Names
- Icons
- Subheads/rollovers
- Don't be obscure! (unless that's your goal)
|
|
| |
Try the organization out with your team and the target audience -
Don't assume you have the right perspective. Bring in fresh people and
see how they react to the proposed organization.
It is helpful to build a "wireframe" of the
project at this point to help in the evaluation of the proposed content
organization. The wireframe is set of web pages that outline the basics
of what will be on each page. The pages have no design, but contain a
description of the page contents, allowing the team and test audience
to navigate around the content of the site
|
|