IA – structuring info.
q) What is the diff between knowledge, information or data?
1) data = raw
2) information = processed data
3) knowledge = applied information, structured information.
Art has more subjective.
Science has more discipline approach.
To support usability and findability especially with big databases.
IA can also look at data modeling and the analysis, their relationships and associations.
Practice – articulates the objectives of the information and understand the intended audience. Can package the information as per intended audience. What do you want to do with the information?
Develop taxonomies, how you want users to navigate, group topics and categories.
Purpose: reusability (for the same purpose)
q) Why reuse?
To save cost and efficiency in time but got challenges. Can be outdated information or over generalization. Misunderstand the objective. Infringing on copyrights (Digital Rights Management).
Focus on user. Know who they are and how to meet their needs.
Taxonomy – subset of IA.
—————————————————————————————————-
Information and Interaction Patterns
Easily understood
Designs
Info Design:
(Rob Waller) Address all the diff prospective of presenting information with intention to communicate complex information.
Organisation, structure, look and feel.
(Richard Saul Wurman) Concept of maps and wanted people to locate information, categorizing into genres.
Idea: Visual display of data/information. Most times overlooked.
Library Information Science:
Human Computer Interaction:
Idea: to make it more usable by people. To support people so they can carry out their tasks efficiently, effectively and enjoyable.
ISO 9241: Usability must meet these 3 components – effectiveness, efficiency and satisfaction.
effectiveness – accuracy and completeness
efficiency – in relation to resources, accuracy and completeness in time
satisfaction – subjective view of the user. Comfort and acceptability
Patterns
Purpose of reusing and doing things fast.
Popular by Software Engineers.
Describing and defining a feature whereby other people can use.
eg word templates, log in panels
Serve as an aid to help people in design.
Design pattern is not a finished design – it is a template for how to solve a problem.
HCI users interacting with the system
General repeatable solution to a commonly occurring usability or accessibility.
Diff between software pattern vs HCI patterns.
Software – backend
HCI – user interface level
http://designinginterfaces.com
Patterns are structural. Something that is familiar to the users. Features that improve the habitability of something. People that can identify it, people will be more acceptable of it.
(eg blue underline text is a link – pattern)
affordance (technical term) – once you see it you would know how to use it
Whole idea of familiarity is important – identification and experience.
Habit – something that is a repeated behavior (eg waking up at a certain time, reading from left to right).
Memory – cognitive short and long term (eg remember up, down arrows).
q) why patterns?
avoid repeated errors
intro existing interactions
For interactive design pattern, should have set of structured elements (problem, context, principle – more established guideline, solution, why – how and the why, example)
Guideline vs Pattern
Guidelines are more general and open to interpretation (and abuse). Can make changes.
A pattern sets the tone. Less room for ambiguity and interpretation and less likely one make changes. Stringent.
There is a lot of guidelines where it is difficult to find the “right” one. There is a lack of description of the context where the guideline applies. Can be vaguely interpreted.
Patterns – limits the creativities and innovation.
Guidelines gives you room of creativity but opens up to wrong interpretation.
In deciding to use which one, have to ask “Do I have the time to explore and the resources?”.
Objective and audience determines the design of the website.
IA – structuring info.
q) What is the diff between knowledge, information or data?
1) data = raw
2) information = processed data
3) knowledge = applied information, structured information.
Art has more subjective.
Science has more discipline approach.
To support usability and findability especially with big databases.
IA can also look at data modeling and the analysis, their relationships and associations.
Practice – articulates the objectives of the information and understand the intended audience. Can package the information as per intended audience. What do you want to do with the information?
Develop taxonomies, how you want users to navigate, group topics and categories.
Purpose: reusability (for the same purpose)
q) Why reuse?
To save cost and efficiency in time but got challenges. Can be outdated information or over generalization. Misunderstand the objective. Infringing on copyrights (Digital Rights Management).
Focus on user. Know who they are and how to meet their needs.
Taxonomy – subset of IA.
—————————————————————————————————-
Information and Interaction Patterns
Easily understood
Designs
Info Design:
(Rob Waller) Address all the diff prospective of presenting information with intention to communicate complex information.
Organisation, structure, look and feel.
(Richard Saul Wurman) Concept of maps and wanted people to locate information, categorizing into genres.
Idea: Visual display of data/information. Most times overlooked.
Library Information Science:
Human Computer Interaction:
Idea: to make it more usable by people. To support people so they can carry out their tasks efficiently, effectively and enjoyable.
ISO 9241: Usability must meet these 3 components – effectiveness, efficiency and satisfaction.
effectiveness – accuracy and completeness
efficiency – in relation to resources, accuracy and completeness in time
satisfaction – subjective view of the user. Comfort and acceptability
Patterns
Purpose of reusing and doing things fast.
Popular by Software Engineers.
Describing and defining a feature whereby other people can use.
eg word templates, log in panels
Serve as an aid to help people in design.
Design pattern is not a finished design – it is a template for how to solve a problem.
HCI users interacting with the system
General repeatable solution to a commonly occurring usability or accessibility.
Diff between software pattern vs HCI patterns.
Software – backend
HCI – user interface level
http://designinginterfaces.com
Patterns are structural. Something that is familiar to the users. Features that improve the habitability of something. People that can identify it, people will be more acceptable of it.
(eg blue underline text is a link – pattern)
affordance (technical term) – once you see it you would know how to use it
Whole idea of familiarity is important – identification and experience.
Habit – something that is a repeated behavior (eg waking up at a certain time, reading from left to right).
Memory – cognitive short and long term (eg remember up, down arrows).
q) why patterns?
avoid repeated errors
intro existing interactions
For interactive design pattern, should have set of structured elements (problem, context, principle – more established guideline, solution, why – how and the why, example)
Guideline vs Pattern
Guidelines are more general and open to interpretation (and abuse). Can make changes.
A pattern sets the tone. Less room for ambiguity and interpretation and less likely one make changes. Stringent.
There is a lot of guidelines where it is difficult to find the “right” one. There is a lack of description of the context where the guideline applies. Can be vaguely interpreted.
Patterns – limits the creativities and innovation.
Guidelines gives you room of creativity but opens up to wrong interpretation.
In deciding to use which one, have to ask “Do I have the time to explore and the resources?”
Objective and audience determines the design of the website.