Teoria Hypermedia Application 1o Comp.
An application design model should be…
Easy to learn for designers and other
stakeholders
Easy to teach
Usable
Lightweight in documentation
Offering few concepts to master the
complexity
Effective for brainstorming ideas
Directly related to the requirements of the application
IDM Idea
A user‘s web experience is a human/application is a dialogue
Designing a web application means designing the human/application dialogue
Traditional Design Dimensions and the IDM approach
Design Dimensions
Dialogue metaphors IDM submodels
Content Design
Designing what can be said (what is the dialogue about) C-IDM (content or conceptual IDM)
Navigation/
Interaction Design
Designing the actual flow of dialogue (how to move from one topic to another one)
L-IDM (Logical IDM)
Presentation Design
Designing the “form” of the dialogue structures P-IDM (Presentation of Page IDM)
Cardinality
Cardinality = size of a set (mathematical definition) Our definition:
cardinality = expected (minimum and max) number of instances
Why Cardinality?
To plan the overal size of the application
To estimate the editorial effort
Plan the content production resources
To guide the definition of (multiple) groups of topics
To guide the definition of navigation patterns in L-IDM
To set contraints and requirements on lay-out
Dialogue Act
DIALOGUE ACT (from linguistics) = “A dialogue act is a unit in the communicative behaviour in dialogue”
“Dialogue is a flow of dialogue acts between actors – senders and receivers”
In web applications:
DIALOGUE ACT = a unit (i.e., atomic element) of content offered by the application to the user during the dialogue
Dialogue = navigation
Navigation flow = flow of system’s generated dialogue acts Three categories
Content Dialogue Act: dialogue unit about a topic (of a given kind)
Transition Act: A dialogue unit about a switch of subject, i.e, a relevant association
Introductory act: A dialogue unit about a group of Topics (within multiple group of topics) Some fragmentation criteria of dialogue act
Content size (large amount of content should be split to be more readable, more usable….)
Content nature
User profile
Multiple media
Pages
Page: atomic presentation unit. Visual container of CONTENT (text, images, animation, video, audio) AND LINKS
Categories of pages
Topic Pages: The place where users consume contents about a given single topic or topic of a given kind (derived from at least one or more content dialogue acts)
Transition Page: The place where users understand what is related to what, and decide to go on (Derived from a transition act)
Introductory page: The place where users understand what are a group is about, and what are its members, and decide to go on (Derived from introductory act(s))
Topic Page: Structure
Title: what the page is about (from a user point of view) as defined in logical design
Content : as defined in logical design
Structural Links : links to other dialogue acts of the same topic
Transition Links: a link for each “outgoing” relation
Landmarks: as defined from the Home Page or the section the page belongs to
Orientation Info (often dynamic): where are we?
Group Links: to move within the current group
“GO ON” (dynamic): How can I continue what I am doing?
Transition Page: Structure
Title: “courses taught by Franca Garzotto”
List of Links: a link to each target of the relation
e.g. (for each course taught by Garzotto) “name, subtitle, starting date “
NOTE: the “order” of the courses should be decided by the designer and made clear to the user
Landmarks: as defined from the Home Page
Orientation Info (often dynamic): where am I?
Introductory Page: Structure
Title: e.g. “OUR BEST COURSES”
Introductory content (OPTIONAL): something to explain what are we talking about, to attract the user attention, to promote going “in depth”…
List of items: Each item
o Some descriptive info (e.g. to the identify/characterize the course) o A group link
NOTE: designer should be very conscious into choosing the proper decsriptive info and properly ordering the items
+ Landmarks, Orientation Info, (“GO ON” link)
Navigation Patterns
Compact specifications of some general “typical” navigation strategies
General Topologies of nodes (pages) and arcs (links) that have been proved effective and usable for navigation in large hypermedia structures
Guided Tour (GT) (Assume that there is no reason to choose one of item)
Index (I) (The user can choose and select one item)
All 2 All (A2A)
Stakeholders
Anyone who has an interest in the application to be designed (Client, Project leader, Users, Financing partners, Content providers, Opinion makers, Experts,…)
Client: Who is officially “signing the contract” (deciding to start off the project)
Project Leader: Whoever is managing the project on behalf of the client
Users: The persons „in dialogue“ with the system. Primary target for the design
Financing Partners: Those who provide financial resources (may or may not coincide with the client) Sponsors, Agencies, Foundations, Institutions, …Somehow need visibility in the design
Conent Providers: Crucial for content-intensive systems
Opinion Makers: Those who can in anyway influence the public or local opinion about your system
Goals
What each stakeholder expects from the system
Not what stakeholder “think” that the application should be but their actual needs and goals they actually expect the application should satisfy
Constraint
Those elements that can’t be changed and must be considered
Financial resources
Human resources
Time
Politics
Competition
Technology (availability, devices, …)
Delivery issues (availability, costs, …)
Special needs
Requirements
“ What“ the application must offer to meet the goals.
A requirement is a statement that identifies a capability, characteristic, or quality factor of a system in order for it to have value and utility to a stakeholder
Scenarios
A scenario is „a story about use“
An example of how a “typical” user (persona) is going to use the application. Not a list of possibilities but the description of one usage. Story of an interaction with a system, salient and realistic.
Part of a scenario:
Setting - situation, context
Persona - characters who use the system (user profile)
Goals - intentions/motivations
Actions – detailed tasks, observable behaviour
(optional) Events - external events of actions of system(s)
(optional) Outcome – the final result(s) for the user