Web Site Design Small Screen Design Responsive Design R.I.T. S. Ludi/R. Kuehl p. 1 R I T. Software Engineering

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Transcription:

Web Site Design Small Screen Design Responsive Design S. Ludi/R. Kuehl p. 1

Design Principles and Guidelines User Populations (Shared human ability and behavior) (Problem domains) Computing Paradigms (Platform guidelines and conventions) Foundation Design Principles (Empirical) S. Ludi/R. Kuehl p. 2

Designing for the Web Current landscape HTML5 + CSS3 to build a wide array of sophisticated rich Internet applications Reusable GitHub based open source UI components; e.g., Bootstrap, jquery Modern browsers efficiently process HTML and JavaScript The web experience is more than graphic design and content information architecture Good design principles still apply S. Ludi/R. Kuehl p. 3

How Do We Really Use the Web? Do users carefully read or scan and click? Facts of life: We don t read pages, we scan them We don t make optimal choices, we choose the first reasonable option Little downside for wrong guesses We muddle through without always understanding how things work S. Ludi/R. Kuehl p. 4

Site Evolution Informational sites: Balance display density of useful information with learnability for infrequent users Full screen content with good page navigation Transactional sites Properties of informational sites plus functional behaviors Efficient structured navigation based on an information architecture page content organization Web application sites: Desktop-like more complex applications Views more than pages not a document metaphor Asynchronous server communications S. Ludi/R. Kuehl p. 5

Some Web Design Guidelines Home Page Page Layout Navigation Information Presentation Sites value and purpose Positive first impression Limit to one screen Keep it simple Access to site s major features Consistent grid visual hierarchy, element alignment Header and footer boundaries Page navigation supports associative information architecture Primary(global) sections at top, secondary(local) on left, utilities at bottom A way to search Page and link names match Navigation markers (e.g., breadcrumbs) No dead end pages List of contents for long scrollable pages Good link affordances Simple background images for readability Distinguish important images from aesthetics Have clear and useful reasons for using multimedia S. Ludi/R. Kuehl p. 6

Typical Page Layout Local Navigation Site ID Search Page Name Sections S. Ludi/R. Kuehl p. 7

Browsing Versus the real world no sense of scale, direction, or location Searching - users are really not that good at forming effective queries So help the user find the desired page Auto complete Auto suggest to disambiguate Suggest keywords Browse or Search? S. Ludi/R. Kuehl p. 8

Usability and Small Screens SE444 S. Ludi/R. Kuehl p. 9

iphone Android Windows Phone 8 S. Ludi/R. Kuehl p. 10

The phrase mobile usability is pretty much an oxymoron. It's neither easy nor pleasant to use the Web on mobile devices. designing for mobile is hard It s not enough that a site will display, can the user get things done? Jacob Nielsen, useit web site S. Ludi/R. Kuehl p. 11

Small Screens We will focus on consumer mobile devices such as smartphones and tablets However, there is another large category of embedded devices to be considered as well Design guidelines apply equally to those devices with more constraints such as safety GPS Digital Camera Airplane Control S. Ludi/R. Kuehl p. 12

Mobile Usability Problems (Opportunities) Small screens (inherent) Awkward input ( fat finger syndrome ) Network performance and reliability, especially for downloads (but getting better) Mis-designed web sites designed for the desktop just makes it worse (but getting better) S. Ludi/R. Kuehl p. 13

Small Screen Design Guidelines Screen Layout Navigation Information Presentation To preserve screen real estate Use transparency; e.g., widgets Vertical or horizontal screen navigation Use images sparingly Minimize use of footers, breadcrumbs, progress indicators, menu bars Most frequently used controls at bottom Consider the physical feel ergonomics, The use of the (one) hand fingers Finger tip target size guides (e.g., iphone 44 pixels) Limit navigational hierarchy, especially global to contextual transition Apply Fitt s Law: large objects for navigation (touch) versus hypertext Apply screen layout design patterns; E.g. Carousels Stacks Lists. Rapid serial presentation of text, important information first (progressive disclosure); Minimize extended scrolling or paging Optimize 14pt fonts Organize text with headings Minimize search to avoid complex data entry (voice okay) S. Ludi/R. Kuehl p. 14

Responsive Design for Web Applications S. Ludi/R. Kuehl p. 15

What is the Problem? Mobile web access is ubiquitous One interface design does not fit all screens for optimal user interaction Mobile users may have different needs from desktop users So why not make designs flexible to dynamically match the screen environment? S. Ludi/R. Kuehl p. 16

Web App vs. Native App? Web App Develop once, lower support costs Cross device platform support Dependent on a network connection May be functional limitations Native app More expensive to develop and support Not portable Better performance and security Use local hardware Better UX? App store distribution Hybrid app? Native app accesses website data S. Ludi/R. Kuehl p. 17

Responsive Web Design Create a single website that works effectively on the desktop as well as mobile devices Responsive web sites reorganize themselves automatically according to the device displaying them Desktops/laptops get the full experience video, images, animation Smartphones get a simplified experience that works quickly app-like Tablets something in between S. Ludi/R. Kuehl p. 18

Responsive Web Design More than altering the layout based on viewport* size Invert the process of web design Design for the smallest viewport first Progressively enhance the design and content for larger viewports * Viewport is display area versus physical screen size S. Ludi/R. Kuehl p. 19

Responsive Design Example iphone ipad http://www.andthewinnerisnt.com/ Desktop browser Check out the CSS File look for @media S. Ludi/R. Kuehl p. 20

Responsive Design Guidelines Group similar devices by screen size/media type to establish target size breakpoints for design For each media type, identify unique properties and shared properties that will vary by value (e.g. font size) Design adaptive layouts e.g., large menu bar on the desktop, dropdown menu on smartphone Use fluid grids - proportional layouts scaled by screen dimensions (scale factor) Tailor the amount and type of content by screen size Use CSS3 (@media query) and HTML5 encoding S. Ludi/R. Kuehl p. 21

Cascading Style Sheet (CSS) Media Queries CSS3 @media query query screen as media type with screen properties such as size and resolution All following style sheet rules apply to that media type Substitute different layout commands or a tailored CSS file Scale to match device screen resolution and size Transform screen layout e.g., number of columns of content Adjust object size such as for links (Fitt s Law) Adjust typography e.g., font size, line width and length @media print { body { font-size: 10pt } } @media screen { body { font-size: 13px } } @media screen, print { body { line-height: 1.2 } S. Ludi/R. Kuehl p. 22 https://www.w3schools.com/css/css3_mediaqueries.asp

CSS Media Query Example @Media rule. What happens? S. Ludi/R. Kuehl p. 23

CSS Media Queries for Popular Form Factors Smartphones Portrait and Landscape @media only screen and (min-device-width : 320px) and (max-device-width : 480px) {... } Landscape @media only screen and (min-width : 321px) {... } Portrait @media only screen and (max-width : 320px) {... } Tablets, Surfaces, ipads Portrait and landscape @media only screen and (min-device-width : 768px) and (max-device-width : 1024px) {... } Landscape @media only screen and (min-device-width : 768px) and (max-device-width : 1024px) and (orientation : landscape) {... } Portrait @media only screen and (min-device-width : 768px) and (max-device-width : 1024px) and (orientation : portrait) {... }} Desktops, laptops, larger screens @media only screen and (min-width : 1224px) {... } Large screen @media only screen and (min-width : 1824px) {... } S. Ludi/R. Kuehl p. 24

Gotcha Cross Browser Compatibility and/or Obsolescence Graceful degradation design for modern browsers but assure a useful experience on older browsers Progressive enhancement start with standard markup for all browsers and enhance the experience for more capable browsers recommended Modernizr open source JavaScript library that feature tests a browser s capabilities Polyfill downloadable code that provides capabilities missing from the native browser (e.g., HTML5 features) S. Ludi/R. Kuehl p. 25

Web App References Research-Based Web Design & Usability Guidelines, U.S. Department of Health and Human Services; www.usability.gov Don t Make Me Think, Steve Krug Designing for Conversion; Evaluating decision making through HFI s PET Design TM, Mona Patel About Face, Cooper, Reimann S. Ludi/R. Kuehl p. 26

Mobil App References Lari Kärkkäinen and Jari Laarni, Designing for Small Display Screens, NordiCHI, October 19-23, 2002 uxmatters.com: Usability for Mobile Devices Josh Clark, Tapworthy Designing Great iphone Apps, O Reilly Media, 2010 Alan Cooper, Robert Reimann, et al, About Face, Wiley, 2014 S. Ludi/R. Kuehl p. 27

Responsive Design References Marcotte, Ethan (May 25, 2010). "Responsive web design". A List Apart Foster, Aidan. http://responsivedesign.ca/blog/responsive-webdesign-what-is-it-and-why-should-i-care Frain, Ben, Responsive Web Design with HTML5 and CSS3 (ebook) S. Ludi/R. Kuehl p. 28