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Site Design.
This chapter deals with setting out the design of Student.Manchester.
As in what will go into it and how that will be presented to the world.
How the design is implemented is dealt with in the next chapter.
1 Content.
For a web site to attract visitors it needs something to draw them to
it: Content. If there is nothing of interest at the site then few people
will visit and no one will return. Drawing from the results of the survey
(Chapter 3), a list of subjects to cover was devised.
Information to be displayed for most subjects will be in the form of;
the Address, Phone/Fax number, opening times and a description, with the
location displayed on a map, unless otherwise stated.
The list of subjects is as follows;
- Bars: Details about the bars, pubs and café bars in Manchester.
A bar has been defined as a place that serves alcohol for the best part
of the day, whether or not it is open late.
- Clubs: Defined as places that open about 9pm, stay open till 2am
or longer and play music.
- Eats: The various restaurants and snack bars scattered around the
centre of Manchester where affordable food is available.
- Shops: A selection of the interesting shops in the city centre.
- Accommodation: A guide to the areas in which a student is
most likely to choose to live. With a clickable map of the main areas
linked to descriptions from the Student Housing Guide (Anonymous(h3)
1998) and a noticeboard for students to place accommodation ads.
- Cinemas: The main cinema's with links to their web sites (where
available) and details of what's showing (via www.scoot.co.uk).
- Travel: Help with getting into, out of and around Manchester. With
interactive maps of the centre and down to Fallowfield, links to sites
such as Railtrack (train timetables), road route planning sites and
airlines.
- Around Town: A guide to the interesting places around Manchester,
such as the Lake District, the Peak District, North Wales and the Yorkshire
Dales.
- Search the Web: To be used as a jumping off point to the rest
of the web. Contains links to news, weather and Yellow pages for Manchester
(via Yahoo) and links to the Excite and Yahoo search engines.
From the user’s standpoint the hierarchy of the site will look something
like this:

NB Due to time constraints not all sections could be finished and
some not even started, but the basic framework is there so that Student.Manchester
can be fully populated at a later date.
2 Conceptual Design.
“The heart of design is communication: defining a problem and creating
a solution that balances pure information with an aesthetic that gives
the message voice” (Veen 1998).
Almost immediately after the first graphical browsers were released,
a division appeared between what has been called the ‘structuralists,’
who advocated structure over design and the ‘presentationalists,’ who
advocated design over structure. HTML was designed specifically as a
semantic markup language, with few layout capabilities. The underlying
philosophy was that content could be marked with descriptions; this is
a headline, this is a quoted passage, etc. Then any machine in the world
could interpret those tags in an appropriate way, leading to the universality
of the web as a way to distribute content.
But then the web got really popular…
One way to formulate a design philosophy is to think of web sites as
lining up on a continuum between a library and gallery. A library's sole
intent is to take inquisitive people to the information they are seeking
with as little effort as possible. A gallery offers similar amounts of
information, but through a much more experiential path (Vreen 1998).
For example: imagine if the Yahoo web site were structured like the game
Myst, in which the thousands of site listings were hidden behind layers
of mystery, requiring exploration to find them. This might be interesting
as an exercise in alternative information display, but rather annoying
when the user needs to find a site such as ‘slap a spice girl’ quickly.
Good design is much more than decoration, just as well-written code will
take a confusing hierarchy of data and guide an audience through layers
of information to the nuggets it needs, so will a good design. The co-ordination
of the two is invisible to the user when done well and painfully obvious
when not. The latest cutting-edge browser features may give pages a highly
specified look, but at what cost? Does it matter that only seventy percent
(or less) of the audience will see the version intended? How does the
designer know who can see what? All these factors have to be designed
for.
The best place to begin is by matching features with information: design
must always match content. For browsers that can’t cope alternatives
must be used, such as JavaScript to divert browsers to pages specifically
designed for them, the use of ALT tags for those that surf with images
off etc.
To make the user interface as intuitive to use as possible will help
with the users progress through a computer system, to this end Nielson
(1994) developed a set of ten Usability Heuristics, which were updated
by Instone (1997) for use in web design. A selection of the most important
criteria is presented below:
Visibility of system status: The system should always keep users informed
about what is going on, through appropriate feedback within reasonable
time.
Make sure each page is branded and indicates which section it belongs
to. Links to other pages should be clearly marked.
Match between system and the real world: The system should speak the
users' language, with words, phrases and concepts familiar to the user,
rather than system-oriented terms. Follow real-world conventions, making
information appear in a natural and logical order.
On the web, it is important to be aware that users will probably be coming
from diverse backgrounds.
User control and freedom: Users often choose system functions by mistake
and will need a clearly marked "emergency exit" to leave the
unwanted state without having to go through an extended dialogue.
Many of the "emergency exits" are provided by the browser,
but there is still plenty of room to support user control and freedom.
A "home" button on every page is a simple way to let users feel
in control.
Consistency and standards: Users should not have to wonder whether different
words, situations or actions mean the same thing. Follow platform conventions.
Within the site, use wording in the content and buttons consistently.
A site should fit in with the rest of the Web to some degree. Underlining
words (using the <U> tag) will cause confusion: as an underlined
word or phrase is commonly associated with a link.
Recognition rather than recall: Make objects, actions, and options visible.
The user should not have to remember information from one part of the
dialogue to another. Instructions for use of the system should be visible
or easily retrievable whenever appropriate.
For the web, this heuristic is closely related to system status. If
users can recognise where they are by looking at the current page, without
having to recall their path from the home page, they are less likely to
get lost. Good labels and descriptive links are also crucial for recognition.
Aesthetic and minimalist design: Dialogues should not contain information,
which is irrelevant or rarely needed. Every extra unit of information
in a dialogue competes with the relevant units of information and diminishes
their relative visibility.
Extraneous information on a page is a distraction and a slow-down. Rarely
needed information should be accessible via a link so that the details
are there when needed but do not interfere much with the more relevant
content. Make sure content is written for the web and not just a repackaged
brochure.
Help and documentation: Even though it is better if the system can be
used without documentation, it may be necessary to provide help and documentation.
Any such information should be easy to search, focused on the user's task,
list concrete steps to be carried out, and not be too large.
Some of the more basic sites will not need much documentation, if any.
But as soon as anything complicated is added some form of help will be
needed. Users should feel like assistance is never too far away.
“Metaphor can be a powerful tool for communicating complex ideas and
generating enthusiasm. By suggesting relationships or by mapping the
familiar onto the new, metaphor can be used to explain, excite and persuade.
In 1992 vice-presidential candidate Al Gore popularised the term Information
Superhighway. This mapped the familiar and respected metaphor of
the highway structure of the USA onto the new and unfamiliar concept of
the national (sic) information infrastructure” (Rosenfeld and Morville
1998).
For the web, three types of metaphor can be applied:
- Organisational Metaphors: Deals in familiarity with an organisation’s
physical structure. This has more to do with established organisations
that already have structures (departments) familiar to the average user.
Such as the Business, Science Fiction and Travel departments in a bookstore.
- Functional Metaphors: Makes a connection between the tasks that are
performed in traditional environments and those in new environments.
For example browse the shelves, search the catalogue or ask the librarian
for help in a library.
- Visual Metaphors: Leverage familiar graphic elements such as images,
icons and colours to create a connection to the new. For example the
use of an envelope to indicate an email address.
By providing familiar structures these will help the user to navigate
in a more meaningful way.
Armed with this information
an initial design was sketched out to act as a blueprint (Fig. 2-1).
From this sketch the site blueprint and the design of the main interface
were developed.
3 Navigation Systems.
Getting lost is often a bad thing. It is associated with confusion,
frustration, anger, and fear. In response to this danger, navigation
tools have been developed to prevent people from getting lost. From breadcrumbs
to compass, maps, street signs, and global positioning systems, people
have demonstrated great ingenuity in the design and use of navigation
tools. They are used to chart courses, determine positions and to find
the way back. They provide a sense of context and comfort, as new places
are explored (Rosenfeld and Morville 1998).
On the web, navigation is rarely a life or death issue. However, getting
lost in a large web site can be confusing and frustrating. While a well-designed
hierarchical organisation scheme will reduce the likelihood that users
will become lost, a complementary navigation system is often needed to
provide context and to allow for greater flexibility of movement within
the site. Navigation systems can be designed to support associative learning
by featuring resources that are related to the content currently being
displayed. For example, a page that describes a product may include links
to related products and services.
The constant challenge of navigation system design is to balance flexibility
of movement with the danger of overwhelming the user with too many options.
Navigation systems can be composed of a variety of elements:
- Standard Hypertext Links: The most common and familiar navigation
structure on the web is the Hypertext link. The standard format is
for it to be in a different colour (use the same colour for links throughout
the site to maintain consistency) than the main text and underlined.
As the cursor moves over the link it changes from an arrow to a hand
with a finger pointing. There is very little room for customisation
with text links.
- Rollovers: Here the link is represented by a graphical element that
changes to another graphic as the mouse moves over and back again as
the mouse moves away: in the more advanced browsers another graphic
can be used when the mouse is clicked on the element. This allows the
designer to provide additional contextual information;
For users familiar with standard applications such as Microsoft
Word, the convention is for the use of buttons that change state (appear
depressed) when clicked on.
To reinforce an iconic metaphor or provide more information. For
example a link to a help section may take the form of the commonly
accepted question mark symbol, but to provide positive feedback as
to its meaning it could change to a graphic with the word ‘help.’
Another one may be used to indicate that a section is not yet available
or provide more information about the link’s destination (Fig.3-1).
To hide away additional links that would otherwise clutter the screen.
- Drop down menus. Serves to ‘tuck away’ additional links and so reduce
screen clutter. As this does not make use of graphical images it reduces
download time of page (Fig. 3-2).
- Imagemap: A graphic, such as a map, that when clicked in certain places
opens documents related to the position clicked on.
- Tables of contents: A simple list of the sites content: either listed
alphabetically or by subject area. Some sort of overview of the site
should always be provided, either by this or a Site Map.
- Site Map: A graphical representation of the web site, usually in the
form of an imagemap but may be composed of a set of graphical links
(Fig.3-3).
4 The Use Interface.
4.1 Typography.
The typefaces commonly seen in print have been designed to be typeset digitally
and printed on paper, but as more people read more type on computer screens,
it becomes painfully obvious that they're reading a type designed in another
era for another medium. That's why type on screen can look unpleasant and
is often painful to read (Will-Harris(2) 1996). In the past, every time
a new typesetting or printing medium appeared, designers created typefaces
to take advantage of it:
The Serif typeface has small finishing strokes at the ends of the main
character stems (Fig.’s 4.1-1 & 4.1-2). It was originally used
to tidy up the rough appearance of letters chiselled into stone and has
also played a functional role in handset type by bracing the thin strokes
on lead characters to keep them from breaking under the tremendous force
of the old-style printing presses (Rabb 1990).
The Sans-Serif (Fig. 4.1-3) typeface is composed of letters without
extra terminating strokes, is usually designed with little or no contrast
between vertical and horizontal stroke widths and somewhat bolder or heavier
than serif typefaces.
On the printed page, serif fonts are traditionally used for body text because
the serifs are said to help guide the reader’s eye along the line of text.
Sans serif, on the other hand, are used for headlines and bold statements.
The computer world of standard 72-dpi (dots per inch) monitor resolution
is not the same as the print world (Vaughan 1989).
Designing for a computer screen has its own set of problems. Add to these
the elastic nature of a web page, which has to work across different computer
platforms and screen sizes, and the problems multiply. The only relatively
widespread typefaces specifically designed for the web are Verdana and
Georgia, both designed by Microsoft, freely available, but not as widespread
on the Unix or Macintosh platforms.
HTML allows the designer to specify fonts or at least a preferred font
to be rendered by a

browser using the tag <FONT FACE>.
This is beset by two major problems:
1. The user could have their own preferred font set up to override those
set out in the tag.
2. The chosen fonts may not be available (installed) on the user’s computer.
Due to these limitations many people use graphics for headlines. These
can be created in Photoshop, Fireworks or any other graphics package,
saved as GIF files, will generally look better than the indigenous type
and give a lot more scope for individuality. Though they take longer
to download, there is the possibility that the user has switched off,
or can't display, graphics. So it is especially important to make use
of the <ALT> tag for graphics that contain text so that the headline
message is not lost altogether.
Two Sans Serif fonts, Bajoran and Nasalisation, were used two construct
the main headings (Fig. 4.1-5) in Student.Manchester. These were chosen
mainly for aesthetic reasons, in that they seemed to fit in, they were
modern typefaces, familiar but not easily identifiable. They were both
obtained from one of the many font archives on the web (Crankstore Freefont
Archive 1998). Bajoran is more familiar as the typeface used in the Star
Trek films and Nasalisation, as the name implies is more commonly associated
with NASA (National Aeronautics and Space Administration).
Even though fonts can be defined in HTML using the <FONT> tag,
the two fonts mentioned are not installed as standard and would therefore
not necessarily be rendered correctly on any other computer.
The following headings have been constructed in Fireworks, which allows
the use of a number of effects to make the headings more striking (Fig.
4.1-5). The <ALT> tag has been used as an alternative for when
graphics have been turned off.
As, obviously, this can’t be done for every bit of text (it would slow
download times considerably) so the <FONT FACE> tag has been used
to define a set of preferred fonts (Fig. 4.1-4) for the main body text,
these are Arial, Helvetica and Sans Serif (in that order).
Due to the fact that different browsers will display font size differently
a graphical representation of the main navigation bar has been created
for the site. It is made up of a number of images of the same height
and width, held together in table (Fig. 4.1-6).
Textual feedback is provided by the use of rollovers.
4.2 Iconography.
Pictures were the first form of written communication when human beings
wrote their experiences on cave walls thousands of years ago. Some of
the earliest languages used pictographs (hieroglyphs) to represent words
(Ancient Egyptian) as do some languages in use in the modern world still
do, such as Mandarin Chinese. From these beginnings the graphical image
has stayed as an important method of communicating information. Thus
when designing an interface the use of graphics can be a useful aid in
navigation. Remember the phrase;
“A picture is worth a thousand words.”
Though it may be cliché, it is also true. People who can’t read understand
the meaning of these images (Fig. 4.2-1):
Images as icons (or pictograms) can be used to represent information
in much the same way as text. Icons represent something more abstract
than what they actually show. Even if they show only a concrete object
(e.g. a horse crossing a road) this serves as a representative for an
abstract group of objects (not only this horse, but all horses cross here).
The meaning is either very obvious to everybody or has to be learned (Strothotte
and Strothotte 1997).
Meaning should be well defined, but context-sensitive so that it can
be replaced by words. Only if a whole group of people associate the same
pre-defined meaning with a picture can it be classified as an icon. Over
the years a small number of icons have become familiar to web users (Fig.
4.2-2).
To understand an icon, it must first of all be recognisable. Recognition
comes from matching the visual symbol with a memory, or experience stored
in the brain. If the symbol is poorly represented because of inept draughtsmanship
or if its significance is beyond the viewer's experience, then recognition
fails. It can also fail even if the representation is good and the viewer
knows what it is, if it is presented out of its usual context (Gillespie
1998).
Thus icons are useful if:
- They contribute to a consistent, attractive graphical identity.
- They are familiar and easy for the user to find on a page (if drawn
from concepts conventionally understood and are used consistently).
For the web icons are fine for representing key concepts, but should
not be overdone. It is also advisable for some form of textual label
to accompany them (Rosenfeld and Morville 1998).
The icons designed for Student.Manchester (Fig. 4.2-3) combine the
familiarity of the established icons with the underlying theme of the
site.
Each icon used is combined with a text version to explain its meaning,
by means of JavaScript code that enables images to be swapped when the
mouse passes over them. This aids contextual meaning.
4.3 Presentation Systems.
To enable the design to be effectively presented to the user it needs
to be easy to use, achieve visual balance and be pleasing to the eye.
It was decided that the main criteria for the design would be:
- The site’s title should always be visible.
- The search option should always be visible.
- The main navigation should always be visible.
- The help and home options should always be available.
To enable this a number of presentational options were considered;
1. The use of tables to construct a rigid display, to keep onscreen text
to a minimum to try to prevent scrolling. This method is used in Virtual
Manchester (see Chapter 2).
2.Split the interface into separate frames.
3.Use a ‘floating window’ to control content in the main window.
Option 1 usually requires scrolling at some point and all the elements would
scroll off the page. In order to best fulfil the criteria this leaves options
2 and 3. Option 3 is the most striking, but may be hampered by unfamiliarity
to the majority of web users. It is also worth noting that this style is
conspicuous by its absence, though it remains a useful idea and may be incorporated
at a later date.
This leaves option 2, frames, which fulfils all the stated criteria.
Generally frames are much maligned on the web, this is mainly due to bad
design. Though there are a number of valid points (after Nielsen 1996):
- Individual documents cannot be bookmarked: This is mostly down to
browser deficiency. Why was the facility not brought in with the first
browser able to display frames? The aim of the design will be that,
at most, a document will be 3 clicks away from the main screen.
- Framesets forever to load: This is mainly due to the number of requests
to the server that the browser must make. For example a frameset containing
four frames involves the initial call plus four more, making five calls
in total. So, yes, they do take a bit longer, but this can be minimised
with good design and once the main frames are in place the only one
that changes will be the main one, which will be constantly surrounded
by a familiar border.
Frames' navigation bars take up too much screen space: This isn’t really
the case, as any type of navigation bar will take up area however they
are implemented.
A rough design was sketched out on paper (Fig. 4.3-4) and from this
the frame layouts were developed (Fig.’s 4.3-5 & 4.3-6).>
Once the first (main or home) screen is loaded, the contents of MENU
and TITLE will not change, only the contents of MAIN. All but a few external
links will cause new windows to be spawned, as will activating Help,
Site Info, Copyright or Search. The new window concept
allows additional information to be opened without interfering the ‘flow’
of the main document. This allows new windows to be positioned to the
side of the main (on larger monitor sizes) and enables accessory information
to be viewed with the main source (Fig. 4.3-7).
The design of the site will take
into account monitor resolutions 800x600 and display correctly on this
size greater. Even though there are lower specifications (e.g.
640x480), they generally not being used to view web (they inadequate
for job). also has be a point when designer stops calculating very
lowest specification as it hamper design. An alternative
version with fewer features constructed less capable
browsers computers.
5 Information Architecture.
How is the web site made up? What pages are linked together? What are
the components of each page? The site as the user would perceive it is
described in section 1 with a visual representation, the site map (Fig.
5-1a & 5-1b). How the site is broken down into its individual
components is described here.
During the transition from conceptual design to production, the focus
shifts from external to internal. Rather than designing high-level architectural
concepts of the outward appearance of the site, it is now to time to communicate
detailed organisation, labelling and navigation concepts. This shift
is similar to that in the traditional world of architecture and construction.
The architect may work closely with the client to make big picture decisions
about the layout of rooms and location of windows. However, decisions
regarding the size of nails or routing of the plumbing typically do not
involve the client. Often neither sufficient time nor interest justifies
close client involvement in these minutiae.
Detailed architecture blueprints serve a very practical purpose. They
must map out the entire site so that others can build upon the work started.
The blueprints must present the complete information hierarchy from the
main page to the destination pages. They must also detail the labelling
and navigation systems to be implemented in each area of the site.
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