A Pattern Language for Web Usability by Ian Graham

By Ian Graham

How one can layout nice web content utilizing software program styles as a advisor! *The first publication on utilizing layout styles to accomplish net usability. *Ian Graham describes his targeted development language for sites often called "wu "(web usability). inside of "wu "he deals seventy nine person internet usability styles. *The ebook will collect parts of 2 desktop booklet classics: "Design styles "(Gamma) and "Designing internet Usability "(Nielson). *This booklet may help the thousands of internet designers who have to layout potent and uasble websites. *Beautiful complete color design.User point: Intermediate viewers: useful advisor for internet designers and executives of site improvement tasks. The e-book also will attract the styles and HCI groups. know-how: styles are typical options to recuring layout difficulties. A trend language allows those ideas to be associated into sequences to handle specific purposes. writer Biography: Ian Graham is an advisor with over twenty years adventure: a practitioner in IT for over 25. he's across the world well-known as an expert on company modelling, object-oriented software program and software program improvement processes.He is the writer of thirteen books together with the bestelling "Object orientated equipment 3ed "from Addison Wesley.

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Extra resources for A Pattern Language for Web Usability

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General HCI principles are rare, although some have been suggested. IBM’s (1992) CUA (Common User Access) gave a set of remarkably clear and complete guidelines that are compatible with an object-oriented approach. It incorporated task analysis, user surveys, site visits and usability testing within the approach and constructs three models representing user, designer and 8559 Chapter 2 p23-46 9/11/02 1:45 PM Page 35 2 Designing user interfaces 35 programmer views on the interface and underlying system.

They should be natural in behavior and conform to users’ expectations. There should be no unpleasant surprises except where these are introduced deliberately as alarms. Use of the artefact should give feedback on progress of the task being undertaken. They should fit the mental and manual abilities of users. A very common example of bad interface design outside the context of computers concerns door handles. Some time ago, the present author was walking through an office building with a colleague and, meeting a closed door, he grasped its handle and pushed.

Further, someone pays them for the work: more stupid yet! We know of at least two systems that include the helpful advice: Press Enter to Exit . And, as we have to explain patiently to Mac users, to close down Windows you click on Start ; obviously! As long as users continue to buy them, designers will continue to deliver such daft interfaces. 8559 Chapter 2 p23-46 9/11/02 1:45 PM Page 28 28 A pattern language for web usability Similar examples of inane design abound. Our feeling is that a good design is one that supports a conversational style of interaction.

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