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Web Page Design: A Different Multimedia, 1/e
Mary Morris, Mountain View, California
Randy J. Hinrichs, The Woodlands, Texas
Published June, 1996 by Prentice Hall PTR (ECS Professional)
Copyright 1996, 336 pp.
Paper
ISBN 0-13-239880-X
$24.95
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You Already Know HTML . . . Now What?
Anyone can design a web page. But it takes more than basic HTML skill to build a world-class web site.
The World Wide Web is a new form of multimedia with significant design capabilities . . . and restrictions. To communicate effectively on the Web, you need to integrate design techniques from a wide range of traditional media including audience analysis, cognitive design, layout, navigational design and, of course, graphics design.
In their book, Mary Morris and Randy Hinrichs go beyond the standard advice offered in other Web books and show readers how to tackle the crucial problems of:
- Designing of Agent technology with Meta-Information
- Finding your web page problems before the users do
- Evolving your design
Best of all, you'll learn how to design effectively with new technologies like Java, VRML and stylesheets.
A year ago, it was enough to have a web page. Now you need an exceptional web page. This book will show you how to design one.
MARY E. S. MORRIS is a noted Internet and Web speaker at conferences including Web World, Networld+Interop, and Internet World International as well as author of the SunSoft Press/Prentice Hall PTR bestseller HTML For Fun And Profit. She has also contributed to the web infrastructure of Fortune 1000 companies.
RANDY J. HINRICHS is an instructional technologist who has been working on delivering education over many different platforms for 15 years. His work on the World Wide Web includes several design sites at Sun Microsystems in World Wide Web education and global field training.
Figures.
Acknowledgments.
About This Book.
Who Should Use This Book.
How This Book Is Organized.
Design Philosophies.
Mary's Philosophy.
Randy's Design Philosophy.
Typographic Conventions.
1. Web - A Different Multimedia.
New Rules. Design Implications. Web Design Issues. New Skills.
The Design Process. Staffing Considerations. User Considerations. Top
Design Spots. Mind Maps. Meeting the Interactive Challenge. Make it
Interactive. Identify with the User. Provide Interactive Tools.
Contrasting. Media. Print. CD-ROM-based Multimedia. Web Is More Than Just
HTML. Design Problems. Information Overload. Limits to the User's
Attention. Lost in Cyberspace. Key Points.
I. DESIGN PRINCIPLES.
2. Content Design.
Redesign Content for the Medium. What is Content? Five Kinds of
Sites. Internet Commerce (outside the fire wall). Intranet Sites (inside
the firewall). What Content Goes On-line? Five Content Types. Representing
Content Types on the Web. Meet the Audience's Goals. Writing for the Web
Culture. Redesigning Text for the Web. Emphasize the Important. Focus on
the Links. Shorten Text. Text Formatting. Remove Transitional Rhetoric.
Rewrite References. Avoid Overstimulus. Change the Tone for the Internet
Audience. Copyedit Text. Web Cliches. To Understand the Web, Use the Web.
An International Note. Revise Graphics for Medium. Illustrations. Charts.
Tables. Whitespace. Plan Common Look and Feel. Plan Color Scheme. A Word
About Commercial On-line Services. Word of Warning. Publish Current
Material Regularly. Update Stale Content. The More Info Syndrome. Summary.
Key Points.
3. Cognitive Design.
The Human Brain: A Working Definition. User Needs. Delight the
User. Receiving Information. Working Definitions. Designing in the
Foreground. Middleground. Background. Memory and Recall. Analyzing
Information. Cognitive Overload. Naming. Acting Upon Information. Encourage
Users to Give Back. Manage Information. A Last Word-Other Cognitive Needs.
Real World Experiences. Empathy. Art and Science. Language. Learning.
Summary. Key Points.
4. Audience Considerations.
Categorize the Audience. Skill Level. Technology Level. Surfing
Experience. Search Skills. Age and General Computer Experience. Define
Goals and Expectations. Cognitive Expectations. Technical Expectations.
Content Expectations. Functional Expectations. Defining Expectations.
Linguistic Expectations. Jargon. Humor. Feedback. Web Skills. Navigational
Skills. Browser Skills. Relationship Awareness. Are Pages Simple/Complex
Enough? Type of Browser. Mailto: Capability. Table Usage. Netscapisms.
Bandwidth. Consider the International Audience. Key Points.
5. Navigational Design.
Document Set Structures. Linear. Web or Network Structure.
Hierarchical. Grid. Deciding Document Structure. Limiting the Number of
Clicks. Adding Coherence with Frames and JavaScript. Good Hierarchical
Foundations. Pitfalls. Going Beyond Hierarchies. Mixing Hierarchy and
Database. Information Structure. Structured Information. Unstructured
Information. Content Locator Services. Limiting the Elements of a Search.
Site Map. Location Identification. Create Navigational Control. Embedded
Links. Intra-Document Links. Control Panel. Content and Navigation Pages.
Navigation in VRML. Closure. Key Points.
6. Layout.
HTML Philosophy. Publishing History. Layout Primer. Make the Page
Readable. Create Visual Variety. Create Blocks. Define Focal Point(s) of a
Page. Layout Formulas. Layout for Multiple Audiences. Lowest Common
Denominator. Enhanced Audience. Two Sets of Web Pages. Layout in Basic HTML
2.0. Layout with Tables. Layout in Netscape 1.1 HTML. Backgrounds.
Alignment. Image Sizing. Layout in Netscape 2.0 Extensions - Frames. Layout
in Stylesheets. Layout in HTML 3.0. Layout in VRML. Key Points.
7. Designing Graphical Elements.
Element Properties. Pixel Size. Byte Size. Colormap Size. Number
of Polygons. ALT Attribute Usage for Limited Graphics. Create Literal
Replacements. Make Logos Explicit. Make Horizontal Rule ALTs Compensate for
Layout. Imagemaps. Imagemaps Create Ambiguity. Elements in an Imagemap.
Imagemaps with Figure Overlays. Client-Side Imagemaps. Imagemaps Enhanced
with Java. Using Graphics. When To Use Graphics? When Not to Use Graphics?
Determining Graphics Usage. Key Points.
8. Adding Meta-Information.
The Need for Meta-Information. Information About the Document.
Tags. Identifying and Quantifying Content. Identifying Associated Parties.
Identifying Document Properties. Dating and Timeliness Information.
Examples of Usage. Information About Relationships. Standard Navigational
Relationships. Example of Usage. Uses. Enhanced Web Robots à la Yahoo. URCs
(Universal Resource Catalogs). PICS Rating System. Key Points.
9. Interactivity Design.
Forms stuff. Submit Button. Size Text Boxes. Keep Fields Visible.
Consistently Position Labels. Group Fields. Building Custom Pages on-the-
Fly. Limit User Choices. Future Designing. Key Points.
10. Designing for Time.
Expandable Structure. Ownership. Change Notification.
Construction Zones. Single Landmark Changes. Full Page Changes. Location
Changes. Automating Maintenance Procedures. Defining Time Factors.
Anticipate Next Generation Web Technologies. Database Usage. Cataloging and
the <META> Tag. Graphics Changes. Java. VRML. Key Points.
11. Experiential Design.
What is Experiential Design? HTML is Not an Experiential
Language; It is an Intellectual One. Other Web Technologies Meet the
Experiential Needs. Design Issues. Design for Sensory Dominance. Include
the User As the Center of Attention. Design Real Experiences. Include
Language as an Audio Experience. Include Tools. Design for Discovery. Apply
the Principles of Foreground and Middleground. Problem Solving. Motivation.
Design for Play. Design Tools. Virtual Reality. VRML. VRML Design Issues.
VRML Sites. Key Points.
12. Testing the Design.
Before You Go On-line. Copyedit. Jargon Check. Readability and
Usability Check. Validate HTML. Verify Links. Browser and Platform Check.
Speed Check. After the Site Goes On-line. Feedback - Comments from Users.
Logfile Analysis. Test After Upgrade. Final Note. Key Points.
II. CASE STUDIES.
13. Sun and Java, Case Study No. 1.
Background. Reducing Information load. Organization. Conclusion.
14. Point Communications, Case Study No. 2.
Background. Navigation and Location. Home. Top of Review Tree.
Conclusion.
15. GolfWeb, Case Study No. 3.
Background. Design Features. Common Look and Feel. Make the site
Interactive. Appropriate Use of Language. Emphasize the Important First.
Content, Content, Content. Internationalization. Five Content Types. Layout
Supports Content. Conclusion.
Index.
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