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Web  Usability  

Gilles  Bailly  

gilles.bailly@telecom-­‐paristech.fr  

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Thanks  

•  Wendy  Mackay  

•  Patrick  Baudisch  

•  Jan  Borchers  

•  Michael  Rohs  

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INTRODUCTION  

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•  Gilles  Bailly  

•  Chercheur  CNRS  à  Telecom  ParisTech  

•  Équipe  VIA  (VisualizaLon  &  InteracLon)  

– Groupe  IC2  

•  Departement  INFRES  

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•  Have  you  ever:  

– goVen  lost  in  a  Web  site?  

– le7  a  site  without  finding  the  informaLon  you   wanted  

– waited  too  long  for  a  page  to  download   – gone  to  a  site  you  can’t  view  or  read  

– visited  a  site  with  outdated  informaLon  

•  Do  you  want  people  to  visit  and  return  to   your  site?  

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People  cannot  find  the  informa/on  they   seek  on  Web  sites  about  60%  of  the  3me  

[User  Interface  Engineering]  

=>  Wasted  Lme,  reduced  producLvity,  increased  frustraLon,   loss  of  repeat  visits  and  money  

The  Back  bu7on  accounts  for  somewhere   between  30  and  40%  of  all  Web  clicks  

[Catledge  1995]  

62%  of  online  shoppers  have  given  up   at  least  one  3me  

[Davis  1999]  

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Studies  of  user  behavior  on  the  Web  find  a  low   tolerance  for  difficult  designs  or  slow  sites.  

People  don't  want  to  wait.  And  they  don't   want  to  learn  how  to  use  a  home  page.  

There's  no  manual  for  a  Web  site.  People  have   to  be  able  to  grasp  the  func3oning  of  the  site   immediately  aLer  scanning  the  home  page  

[Jakob  Nielsen]  

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Avant  (1999)    

La  foncLonnalité  la  plus  uClisée  était  …  Recherche.    

“Les  uLlisateurs  n’arrivaient  pas  à    naviguer  sur  le  site.”  

La  seconde  foncLonnalité  la  plus  uClisée  était  …     Le  bouton  ‘HELP’.    

“car  le  moteur  de  recherche  était  inefficace.”  

Après  

L’uLlisaLon  du  bouton  ‘Help’a  baissé  de  40%  

Les  ventes  ont  augmenté  de  400%  

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A  Story  

•  In  1995,  now-­‐famous  web  guru  Jakob  Nielsen  had  less  than   24  hours  to  recommend  if  adding  three  new  buVons  to  Sun’s   home  page  was  a  good  idea  

•  He  found  that  each  new,  but  unused  buVon  costs  visitors   500  000  $  per  year.    

•  2  of  the  3  new    buVons  were  taken  back  out  

•  The  method  he  used  for  his  esLmate:  GOMS.  

  Check  out  his  “Alertbox”  online  column  for  good  (and  olen  fun)  web  design  advice0  

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DEFINITION  

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Usability  assesses  how  easy  your  site  is   to  learn  and  use  by  your  customer    

(Jacob  Nielsen)  

The  usability  of  a  website  is  based  upon   whether  people  can  find  informaCon   they  need  (Jared  Spool)  

The  usability  is  based  on  whether  you   are  meeLng  your  business  and  user  

goals  with  your  product  (Brian  Sullivan)  

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GOALS  

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•  Create  Usable  Web  sites  

•  Create  Usable  Web  applicaLons  

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N’oubliez  pas    

l’uClisateur  

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Design  Process  

implementaLon  

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Today  

•  Create  Usable  Web  sites  and  Web  applicaLons  

•  Lecture  

– Design  Process  

– Guidelines  for  your  web  pages   – Web  2.0  

•  Exercise  

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Design Process

Gilles Bailly

Gilles.bailly@telecom-paristech.fr

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Design  Process  

implementaLon  

30s  Brainstorming  

?  

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The Wrong Way: Waterfall model

2

Mobile and Physical Interaction WS 2010/2011 3

Jörg Müller, Michael Nischt, T-Labs

Analysis  

                         Design  

                                               ImplementaLon  

                                                                                                     Test  

                                                                                                                     Maintenance  

Milestones  (docs,  solware)  

Problems  

–   Phases  idealistic,  reality  requires  backtracking  

–  Specifications often too abstract to  guide  design  

–  Wrong assumptions hard  to  detect  &  fix  early  

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Human activity is too complex and flexible for complete specification

Involve final users as much as you can

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Researchers  &    

Designers   Engineers  &  

Developers   Users  

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Source:  Preece  et  al.:  InteracLon  Design  

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GeneraLve    

Design  

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Who  is  the  user?  

     Discover  

What  is  possible?

   InvenCon  

What  should  it  be?  

Design  

Does  it  work?  

EvaluaCon  

IteraCve    

Process  

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Who  is  the  user?  

     Discover  

What  is  possible?

   InvenCon  

What  should  it  be?  

Design  

Does  it  work?  

EvaluaCon  

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UNDERSTAND WHO IS THE USER

Capture   users  in     context  

Develop   personas   IdenLfy  

key  issues  

Collect  informaLon  

Design  Resources    

Analyze  informaLon    

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Learning About Users

•  Providing useful functions/contents is not enough

•  Functions/contents need to fit seamlessly to user’s tasks

•  Find real people interested in your system (otherwise there’s a problem)

Find and Know the Users

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Finding Users

•  Designer: “My system is useful for everyone”

•  Designer: “I am a typical user myself”

–  Would you really use it daily?

–  Usefulness apparent to designer after long

thought process may not be obvious to the user

Find and Know the Users

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How  to  capture  data?  

Interviews

Questionnaires Observations

Introspection

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Interviews:  Data  Recording  

• Notes,  audio,  video,  photographs  

• Notes  plus  photographs  

• Audio  plus  photographs  

• Video  

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Interviews:  Methods  

Unstructured  

–  Not  directed  by  a  script   –  Rich  but  not  replicable  

• Structured  

–  Tightly  scripted,  olen  like  a  quesLonnaire  

Semi-­‐structured  

–  Guided  by  a  script  but  free  to  explore  interesLng  issues     in  more  depth  

–  Good  balance  between  richness  and  replicability  

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Interviews:  How  to  Ask  QuesCons?  

• QuesLon  order  maVers  !!!  

• Start  specific  then  general  

• Start  with  directed  then  open  

• Start  with  facts  then  opinions  

How  many  messages  did  you  receive  today?  (count  them)  

Within  the  last  week,  did  you  look  for  a  specific  mail  message?  

Did  you  find  it?  Describe  how  you  find  it?  

Describe  how  you  classify  your  messages?  

Specific  &  directed   Specific  &  open  

General  &open  

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How  to  capture  data?  

Interviews

Questionnaires Observations

Introspection

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QuesConnaires  

• Can  be  administered  to  large  populaCons  

– Paper,  email,  social  network  and  the  web  used  for   disseminaLon  

• Provide  clear  instrucCons  on  how  to  complete   the  quesLonnaire  

• Decide  on  whether  phrases  will  all  be  posiLve,   all  negaLve,  or  mixed  

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Likert  Scales  

• Measures  degree  of  agreement  with  a  statement  

• Widely  used  for  measuring  opinions,  artudes,  beliefs  

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Advantages  of  Online  QuesConnaires  

• Responses  are  usually  received  quickly  

• Data  can  be  collected  in  database  for  analysis  

• Time  required  for  data  analysis  is  reduced  

• E.g.  

surveymonkey.com  

• Limesurvey  

• Google  Form  

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Problems  with  Online  QuesConnaires  

• No  control  over  user  context  

– Validity  of  data  cannot  be  guaranteed  

• Difficult  to  get  a  random  sample  that   represents  the  whole  populaLon  

– PrevenLng  individuals  from  responding  more  than   once  

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How  to  capture  data?  

Interviews

Questionnaires Observations

Introspection

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ObservaCons  

•  Observing  ≠  interacLng  with  users  

•  Ethical  quesLons  

– Ask  for  permission  

– Accept  ‘no’  for  an  answer   – Do  not  distribute  data  

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UNDERSTAND WHO IS THE USER

Capture   users  in     context  

Develop   personas   IdenLfy  

key  issues  

Collect  informaLon  

 -­‐introspecLon    -­‐  interviews    -­‐  quesLonnaires    -­‐  observaLons  

 

Design  Resources  

 -­‐  Persona    -­‐  scenario  

  Analyze  informaLon  

 -­‐  idenLfy  the  key  points    -­‐  give  a  code  

 -­‐  group  codes  with  similar  content  

 

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Personas Example

(Cooper, About Face, Chapter 5)

•  Goal: Building a car that pleases everyone

Marge,  mother  of  three  children  

Marge  wants  safety  and  room  for  many   passengers.  A  minivan  meets  her  needs.  

Jim,  construc3on  worker  

Jim  wants  cargo  space  and  the  ability  to  carry   heavy  load.  A  pickup  truck  meets  his  needs.  

Alesandro,  soLware  engineer  

Alesandro  wants  sporty  looks  and  speed.  A   two-­‐door  sports  car  meets  his  needs.  

Building  a  car  based  on  three   personas  (represenLng  larger   groups)  

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Representations of Scenarios

Text

Storyboards

•  Video mock-ups

•  Scripted prototypes

Physical situations

•  Different levels of detail possible

Expanding scenarios if needed Example storyboard

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Scenario Perspective

User’s point of view of:

what happens,

•  how it happens

•  and why it happens

–  User motivations toward the system –  User actions taken

–  User’s reasons why actions were taken –  User’s perception

–  Results in terms of user’s motivations and expectations

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QuesCons  

 

What  is  the  most  important  unLl  now?  

–  Know  and  find  the  user(S)  

How  to  capture  informaLon  about  users?  

–  IntrospecLon   –  QuesLonnaire   –  Interviews  

–  ObservaLons  

•  How  to  create  resources  for  design?  

–  Persona   –  Scenario  

(52)

Who  is  the  user?  

     Discover  

What  is  possible?

   InvenCon  

What  should  it  be?  

Design  

Does  it  work?  

EvaluaCon  

(53)

Collect  informaLon  

 -­‐  Web  search    -­‐  Brainstorming  

 

Design  Resources  

 -­‐  Key  ideas    -­‐  Design  space  

  Analyze  informaLon  

  Create  axes  

Generate   new  ideas  

Design   space  

What  is  possible?

   InvenCon  

(54)

yet  it  fails  if  iniCal  idea  starts  on  a  smaller  hill  

Engineering iteration

(1) create design / generate an idea (2) iterate by hill climbing

à this process finds the top of a hill

height =

utility of design

  Design  Right  

(55)

Design Process

(1) create k new designs;

(2) drop k-1 worst designs

this process finds the tops of multiple hills and works with distracter hills

 Right  Design  

(56)

The  Master’s  Book  

Bill Buxton

58

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Brainstorming

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Brainstorming

•  Collect as many ideas on a given topic as possible

•  Quantity, not quality; include crazy ideas

–  Go for a large number of ideas

–  “To get a good idea, get lots of ideas” (Marc Rettig)

!!!!!No judgments!!!!!

–  Do not criLcize  or  argue  

How: Scribe collects ideas visible for all:

Whiteboard & Post-it.

Limit to 5-10 minutes

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Opposite  Technique  

If  you  get  stuck,  push  exisLng  ideas  in  new   direcLons  

 Opposites:  

•  Simple  vs.  Complex  

•  Short  vs.  Long  

•  Direct  vs.  Indirect  

•  Text  vs.  Graphic  

•  Funny  vs.  Serious  

•  Process  vs.  Object  

•  Start  vs.  End  

•  Single  vs.  Sequence  

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Collect  informaLon  

 -­‐  Web  search    -­‐  Brainstorming  

 

Design  Resources  

 -­‐  Key  ideas    -­‐  Design  space  

  Analyze  informaLon  

  Create  axes  

Generate   new  ideas  

Design   space  

What  is  possible?

   InvenCon  

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Affinity diagrams

Arrange cards into groups (or structure)

Find category names

Capture and discuss the groups

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QuesCons?  

•  How  to  get  the  RIGHT  design?  

– Brainstorming  

•  What  are  the  three  rules?  

– QuanLty  not  quality   – No  judgement  

– Keep  it  short  

 

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Who  is  the  user?  

     Discover  

What  is  possible?

   InvenCon  

What  should  it  be?  

Design  

Does  it  work?  

EvaluaCon  

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What  should  it  be?  

Design  

Collect  informaLon  

 -­‐  sketches  

  Design  Resources  

 -­‐  Low-­‐fidelity  protoype  

 -­‐  Medium-­‐fidelity  prototype    -­‐  High-­‐fidelity  prototype  

 

Analyze  informaLon  

Design  brief   Prototype   opLons   Select  &  

refine     prototypes  

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seattle public library

many of the following slides: courtesy bill buxton & Patrick Baudisch"

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model

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PART I: Design As Dreamcatcher

Figure 34: Details from Taccola’s Notebook (from first half of C15) Several sketches of ships are shown exhibiting different types of protective shields, and one with a “grappler.” These are the first known examples of using sketching as a tool of thought.

Source: McGee (2004); Detail of Munich, Bayerische Staatsbibliothek.

Codex Latinus Monacensis 197 Part 2, fol. 52’

Sketching  is  a  tool  of  thought  

Writing is slow Reading text is slow

Sketching is slow Reading sketching is

fast

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The  Abributes  of  Sketches  

•  Quick  

– To  make  

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The  Abribute  of  Sketches  

•  Quick  

– To  make  

•  Timely  

– Provided  when  needed  

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The  Abribute  of  Sketches  

•  Quick  

– To  make  

•  Timely  

– Provided  when  needed  

•  Disposable  

– Investment  in  the  concept,     not  the  execuLon  

– Inexpensive  

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The  Abribute  of  Sketches  

•  Quick  

–  To  make  

•  Timely  

–  Provided  when  needed  

•  Disposable  

–  Investment  in  the  concept,     not  the  execuLon  

–  Inexpensive  

PlenCful  

–  They  make  sense  in  a     a  collecLon  or  series   of  ideas.  

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Design Process (Right design)

(1) create k new designs, add to set;

(2) drop k worst designs

this process finds the tops of multiple hills and works with distracter hills

(75)

What  should  it  be?  

Design  

Collect  informaLon  

 -­‐  sketches  

  Design  Resources  

 -­‐  Low-­‐fidelity  protoype  

 -­‐  Medium-­‐fidelity  prototype    -­‐  High-­‐fidelity  prototype  

 

Analyze  informaLon  

Design  brief   Prototype   opLons   Select  &  

refine     prototypes  

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Sketch   Prototype   Low  investment    

More  opportuniLes  to  explore   Fail  early…  learn  

Ideas generate more ideas

Ideas selected and refined

Starting point

Focal point

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Forms  of  Prototyping  

• Low-­‐fidelity  prototyping  

• Medium-­‐fidelity  prototyping  

• High-­‐fidelity  prototyping  

Sketch   Prototype  

Low-fidelity Medium-fidelity High-fidelity

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VerLcal  prototype

Scenario  

Horizontal  prototype

Full     interface  

Nielsen, J. (1993) Usability Engineering, pp. 93-101, Academic Press.

LimiCng  Prototypes  

VerLcal  prototypes  

–  Includes  in-­‐depth  funcLonality  for  only  a  few  selected   features  

–  Common  design  ideas  can  be  tested  in  depth  

Horizontal  prototypes  

–  The  enLre  surface  interface  with  no  underlying   funcLonality  

–  A  simulaLon;  no  real  work  can  be  performed  

• Scenario  

–  Scripts  of  parLcular  fixed  uses   of  the  system;    

no  deviaLon  allowed  

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Add post-its etc for interactive widgets

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Arrange them so as to have them ready

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Play it out with paper as if it was real

participant

interviewer

computer

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Ink Chat

assemble sketches into higher functions

Link  diagrams  

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here: blue = links between pages

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Forms  of  Prototyping  

• Low-­‐fidelity  prototyping  

• Medium-­‐fidelity  prototyping  

• High-­‐fidelity  prototyping  

Sketch   Prototype  

Low-fidelity Medium-fidelity High-fidelity

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What  should  it  be?  

Design  

Collect  informaLon  

 -­‐  sketches  

  Design  Resources  

 -­‐  Low-­‐fidelity  protoype  

 -­‐  Medium-­‐fidelity  prototype    -­‐  High-­‐fidelity  prototype  

 

Analyze  informaLon  

Design  brief   Prototype   opLons   Select  &  

refine     prototypes  

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QuesCons?  

•  Why  should  we  use  paper?  

– Sketches  and  prototypes   – Quick  and  cheap  

– Easy  to  communicate   – Support  evaluaLon  

 

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Who  is  the  user?  

     Discover  

What  is  possible?

   InvenCon  

What  should  it  be?  

Design  

Does  it  work?  

EvaluaCon  

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Does  it  work?  

EvaluaCon  

Collect  informaLon  

 -­‐  Empirical  evaluaLon    -­‐  AnalyLcal  evaluaLon  

 

Design  Resources  

 -­‐  list  of  problems  found    -­‐  implicaLons  for  re-­‐design  

Analyze  informaLon  

 -­‐  staLsLc  analysis   Analyze    

data  

Generate  design     suggesLons  

Set  up   studies  

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EvaluaCon  Methods  

98   Mobile and Physical Interaction WS 2010/2011

Jörg Müller, Michael Nischt, T-Labs

Empirical  With  Users   AnalyLc

(Without  Users)  

QualitaLve   QuanLtaLve  

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Between  groups  

100   Mobile and Physical Interaction WS 2010/2011

Jörg Müller, Michael Nischt, T-Labs

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Withingroups  

101   Mobile and Physical Interaction WS 2010/2011

Jörg Müller, Michael Nischt, T-Labs

1  

ObservaLon:  Marking  menus  (1.5s)  vs.  Linear  menus  (2.5s)    

Marking menus faster?

2  

WS 2010/2011

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Withingroups  

102   Mobile and Physical Interaction WS 2010/2011

Jörg Müller, Michael Nischt, T-Labs

1  

ObservaLon:  Marking  menus  (1.5s)  vs.  Linear  menus  (2.5s)    

Marking menus faster?

1  

WS 2010/2011

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[  Source  :  James  Hudson,  PayPal  ]  

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[  Source  :  James  Hudson,  PayPal  ]  

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33 % conversion

66 % conversion

[  Source  :  James  Hudson,  PayPal  ]  

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EvaluaCon  Methods  

110   Mobile and Physical Interaction WS 2010/2011

Jörg Müller, Michael Nischt, T-Labs

Empirical  With  Users   AnalyLc

(Without  Users)  

QualitaLve   QuanLtaLve  

(105)
(106)
(107)
(108)

EvaluaCon  Methods  

114   Mobile and Physical Interaction WS 2010/2011

Jörg Müller, Michael Nischt, T-Labs

Empirical  With  Users   AnalyLc

(Without  Users)  

QualitaLve   QuanLtaLve  

(109)

Top  five  plausible  excuses  for  not   tesCng  web  sites  

•  We  don’t  have  the  Lme  

•  We  don’t  have  the  money  

•  We  don’t  have  the  experLse  

•  We  don’t  have  a  usability  lab  

•  We  wouldn’t  know  how  to  interpret  the   results  

(110)

HeurisCc  EvaluaCon  

1.  recruit  a  small  set  (3-­‐5)  of  evaluators

2.  evaluators  independently  check  for  compliance with usability principles (heuristics)

3.  different  evaluators  will  find  different problems 4.  evaluators  only communicate afterwards

5.  findings  are  then  aggregated

6.à  use  list  of  problems  to  redesign/fix  

applicaLon   116  

Mobile and Physical Interaction WS 2010/2011 Jörg Müller, Michael Nischt, T-Labs

(111)

The heuristics

H2-1: visibility of system status

H2-2: match between system & real world (speak the users’ language)

H2-3: user control and freedom H2-4: consistency and standards

H2-5: error prevention (minimize users’ memory load)

H2-6: recognition rather than recall

H2-7: flexibility and efficiency of use (shortcuts)

H2-8: aesthetic & minimalist design

H2-9: help recognize, diagnose, & recover from errors H2-10:help and documentation

(112)

visibility of

system status

• pay attention to response time

– 0.1 sec: no special indicators

– 1.0 sec: user tends to lose track of data

– 10 sec: max. duration if user to stay focused on action – for longer delays, use percent-done progress bars

(113)

match between

system & real world

• speak the users language

• follow real world conventions

• example of violation:

dragging disk to Mac trash should delete it, not eject it

bad

(114)
(115)

user control & freedom

– offer “exits” for mistaken choices, undo, redo

• wizards: must respond to question before going to next

• good for infrequent tasks (e.g., modem config.) and beginners

• not for common tasks and experts à have 2 versions (WinZip)

good

(116)
(117)

consistency & standards

bad

(118)
(119)

error prevention

next page

good

(120)
(121)
(122)
(123)

recognition,

not recall

(124)
(125)

flexibility and efficiency of use

– accelerators for experts (e.g., gestures, kb shortcuts) – allow users to tailor frequent actions (e.g., macros)

bad

(126)

aesthetic & minimalist design

– avoid irrelevant information in dialogues

bad

(127)
(128)

help recognize, diagnose,

& recover from errors

– error messages in plain language – precisely indicate the problem

– constructively suggest a solution

(129)

help & documentation

(130)
(131)

Who  is  the  user?  

     Discover  

What  is  possible?

   InvenCon  

What  should  it  be?  

Design  

Does  it  work?  

EvaluaCon  

IteraCve    

Process  

(132)

Design  guidelines  

Gilles  Bailly  

gilles.bailly@telecom-­‐paristech.fr  

(133)
(134)

Do  not  make  me  think  !  

SemanLc  

Affordance  

(135)

•  We don’t read pages. We scan them.

•  We don’t make optimal choices. We satisfice.

•  We don’t figure out how things work. We muddle through.

Reasons:  hurry;  no  penalty;  guessing  is  fun;  habits  

ObservaCons  

(136)

Create  a  clear  visual  hierarchy  

(137)

ConvenCons  are  your  friends  

(138)

Make  it  obvious  what’s  clickable  

(139)

Omit  needless  words  

(140)

Speak  the  user  language  

(141)

NavigaCon  

•  Search-­‐dominant  users  

•  Link-­‐dominant  users  

(142)
(143)
(144)
(145)

Home  page  

What  is  this?  

What  do  they   have  here?  

What  can  I  do   here?  

Why  should  I  be   here  -­‐  and  not  

somewhere  else?  

(146)

Usability  guidelines  for  Website  on   mobile  devices  

•  Reduce  the  amount  of  content  

•  Single  column  layouts  work  best  

•  Minimize  text  entry  

•  Take  advantage  of  inbuilt  funcLonality  

(147)

HeurisCcs  for  blogs  

1.  Strategy.  No  clear  Blogging  strategy   2.  Credibility.  Lack  of  Credibility  Cues  

3.  Headlines.  Poorly  WriVen  Headlines  to  Grab  

4.  NavigaLon.  Using  only  One  NavigaLon  Search  schemes   5.  Content.  WriLng  IneffecLve  Content  

6.  Frequency.  Infrequent  or  Irregular  Updates   7.  Burying.  Classic  Hits  are  Buried  

8.  Bad  Forms.  Cumbersome  Forms  to  Use   9.  Search.  Bad  Search  Forces  Users  to  Think  

10. Unresponsive.  Blog  can  only  be  viewed  on  one  device  

(148)

Web  Design  Team  Arguments  

•  Different  opinions  

– Everybody  likes   – The  myth  of  the  

average  user  -­‐>  

persona  

Project   Manager  

Developer  

MarkeLng  

Designer  

(149)
(150)

Web  2.0  

Gilles  Bailly  

gilles.bailly@telecom-­‐paristech.fr  

(151)
(152)
(153)
(154)

End  of  so7ware  cycle  

•  Solware  must  be  maintained  on  a  daily  basis  

•  Real-­‐Cme  cycle  

•  Users  are  treated  as  co-­‐developers  

– Perpetual  beta  

(155)

Lightweight  Programming  Models    

•  Simplicity  in  APIs  

Generates  new  interesLng  applicaLons  of   solware  

•  Barrier  to  entry  is  low  

•  Web  2.0  sites  have  sophisLcated  databases  with   valuable  informaLon  

Open  APIs  for  non  commercial  use  

Google  Maps  API  

hVp://www.google.com/apis/maps/  

(156)

So7ware  above  the  level  of    single  device  

•  Web  offers  a  common  point  for  many   different  devices  

•  PC  as  mediator  between  web  and  mobile   device  

•  Leverage  the  power  of  the  Web  pla}orm  

– Web  become  invisible  

(157)

Rich  User  Experience  

•  Full  scale  applicaLons  

•  Fluid  movements  are  appealing  

•  (Re)implemenaLon  on  the  web  vs.  specialized   desktop  applicaLons  

(158)

Examples  

•  hVp://zoom.it/  

•  www.simile-­‐widgets.org/exhibit/  

•  hVp://slides.html5rocks.com/#landing-­‐slide  

– hVp://slides.html5rocks.com/#web-­‐storage   – hVp://slides.html5rocks.com/#web-­‐workers   – hVp://slides.html5rocks.com/#drag-­‐and-­‐drop   – hVp://slides.html5rocks.com/#slide-­‐orientaLon   – hVp://slides.html5rocks.com/#new-­‐form-­‐types  

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