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Requirements Definitions Of The Geospatial Web
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Requirements Definitions Of The Geospatial Web

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  • Transcript

    • 1. Requirements Definition Of the Geospatial Web
    • 2. Review
      • Last week we looked at different tools and technology used in the geospatial web
      • This next phase will look at implementing these tools into the design flow of website
    • 3. What makes a website Good?
      • Intuitive
      • Transparent
      • Efficient
      • Well organized
      • Relevant Timely Content
      • A website that is good is usable.
    • 4. Usability
      • Can be defined as “the degree to which people can perform a set of required tasks.” - Usability for the Web Brinck et al. (2002)
      • A good website is a product of good design and careful consideration of every user interaction and the users expectations at every step in their interaction.
    • 5. Design Goals
      • Functionally correct
      • Efficient to Use
      • Easy to learn
      • Easy to remember
      • Error tolerant
      • Subjectively pleasing
    • 6. Why is it important?
      • Competition for users
      • Increased productivity
      • Saving Money
      • High usability is a key factor in achieving maximum return on information technology investment.
    • 7. 5 Planes
      • A Highly usable website is a result of careful consideration on many different levels. When peeled away we see layers of this user experience.
        • The Surface Plane
        • The Skeleton Plane
        • The Structure Plane
        • The Scope Plane
        • The Strategy Plane
    • 8.  
    • 9. Duality of Web Design Application Design Information Distribution and Retrieval Human Computer Interaction Information Architecture Interaction Design ? Knowledge Management
    • 10.  
    • 11. Design Tools
      • At each stage of the design process we utilize different tools to help us find the information we need to know.
    • 12. Strategy Plane
      • We are concerned with Defining the Requirements and therefore focus on
        • The target Audience
        • The Site Goals
        • The User Needs
        • The Business Goals
    • 13. Requirements Definition
      • This helps us ask several key questions:
        • Who are we designing for?
        • What is the purpose of the project?
        • How will it be useful to our user audience?
    • 14. Tools of Requirements Definition
      • Use Cases
      • Personas
      • Competitive Analysis
      • Defining Business Goals
    • 15. Persona Example
    • 16. A persona usually includes:
      • a name and picture
      • Demographics (age, education, ethnicity, family status)
      • Job title and major responsibilities
      • goals and tasks in relation to your site
      • environment (physical, social, technological)
      • a quote that sums up what matters most to the persona with relevance for your site
    • 17. Use cases
      • Describe how a particular user will perform a given task on your website
      • These are usually narrative in format and define through the story the steps a user must take to perform the task
      • Each use case captures
        • The Actor (who is using the Website)
        • The Interaction (what the user does)
        • The Goal (the user’s purpose)
    • 18. The Scope Plane
      • The focus becomes less abstract as we look at the functional specifications
        • Technical Specifications
        • Content Requirements
    • 19. Tools
      • Often Creative briefs are used in this phase
      • This defines the conceptual approach, genres, metaphors, and imagery is to be used.
      • Ie. Comic approach - fun or serious
      • These are often used for strategy to make something memorable to the user audience.
    • 20. Structure Phase
      • Conceptual design begins as designers begin to determine how information is organized and the system behaves
      • Typically this is called Interaction Design and Information Architecture
    • 21. Tools
      • Information architecture is concerned largely with taxonomies
      • Interaction design is concerned with User flows
    • 22.  
    • 23.  
    • 24. The Skeleton Plane
      • Elaborates on the information Architecture and Interaction Design through Wireframing
      • Wireframing concerns itself with the placement of content pieces without concern for the look
      • Can be done in a variety of applications including Photoshop, Visio, Illustrator, OmniGraffle etc
    • 25.  
    • 26.  
    • 27. Resources
      • http://www.usability.gov/
      • http://www.boxesandarrows.com/
      • http://www.useit.com/
      • http://blog.jjg.net/

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