1. Week 3:
the language of cyberspace
Introduction to Dreamweaver CS
Chris Caines Thumb Candy http://chopyourownwood.com/thumbcandy/
Lecturer: Dr Tatiana Pentes
2. key terms
Cyberspace metaverse: data-sphere:
digital: convergent media: interactivity: interface:
world wide web: hypertext: hypermedia:
experience design: Surface design:
Interface design: Interaction design:
navigation: information architecture:
user: player: participant
Cultural software: technospace
Web design: interace design: navigation: graphics interface:
site hierarchy: bitmap/ vector graphics:
screen resolution
5. Software Takes Command: Language of Cyberspace
• Lev Manovich’s concept of “Cultural Software”
• Intangible global brands/ non-physical goods/services
• Search engines, recommendation systems,
mapping applications, blog tools, auction tools,
instant messaging clients, and, of course,
platforms which allow others to write new
software – Facebook, Windows, Unix, Android
50300 Communicating the Social
Lecturer: Tatiana Pentes
11.
VANNEVAR BUSH
"The first application of hypertext was proposed by Vannevar Bush, US President
Roosevelt's science advisor, who was concerned that post-war scientists made
best use of the vast amount of research that had gone into the war effort. In his
1945 paper, As We May Think, Bush envisaged the Memex, a device which could
create links between related topics in different research papers.
[http://www.acmi.net.au/AIC/BUSH_BERRNIER.html]
03/02/14
BCM100 Communications & Computing
11
14. assessment
Creative Brief
Assessment Item 3 : Individual website
Using Dreamweaver CS, design and mount an individual web site
ich addresses a photograph of your choice. Record and
post a video commentary of no more than 2 minutes to YouTube
& embed the link to the recording in your website.
(4-5 linked pages)
Due date: Week 7
15. assessment
Conceptual Development
1. The goal of the website is to interpret a
photograph and draw out its meaning &
possible perceptions
2. The audience is academic (research) in a
study environment – techno-savvy
3. The platform is PC based web browser
(Safari: Firefox: Internet Explorer
16. assessment
Conceptual Development
4. CONTENT : the project uses pre-exisiting
content (the powerpoint assignment)
5. REPURPOSED content for a new
interactive medium – assess the existing
material and think through how this
might be re-structured
17. Conceptual&Development
STRUCTURE INTERPRETATION
Case Study
Hannah Kilgore : The Power of Photography
http://cts.hss.uts.edu.au/students08/mastermind/index.html
TOPIC:: Khalid Sheik: Mastermind of the 9/11 attacks
1.
2.
3.
4.
How is the information organised ?
What is the level of interactivity ?
Photograph placed in context
Will the audience be able to participate & comment?
20. STRUCTURE & INTERPRETATION
CREATING CONTENT : menu/navigation bar
Create a navigation menu
- Develop a series of icons/ text that the user/player will
associate with the topic
- Consider the placement on the screen surface
where will the navigation bar be located on the page
(top centre: right bottom: left: right) keep this consistent
think about the meaning and utility of these use an apt
metaphor if working with icons (!)
21. STRUCTURE & INTERPRETATION
CREATING CONTENT : screen design
Create a series of designs to communicate your content
- How will the screen be composed/assembled ?
- What font will you use for the text?
- Where will images on the page be placed ?
- Where will moving image/ flash movies be placed ?
25. what is communication?
Definition:
Communication can be defined as the
transfer of Information between
entities resulting in a change of their
cognitive behaviour.
50300 Communicating the Social
Lecturer: Tatiana Pentes
28. new media text
The Language of New Media
The Language of New Media
New media: convergent digital media
New media: convergent digital media
IMAGE: SOUND: TEXT
IMAGE: SOUND: TEXT
arrangements, composition, assemblages
arrangements, composition, assemblages
*interactivity & participation*
*interactivity & participation*
*Case study: LAMOUR mobile campaign*
*Case study: LAMOUR mobile campaign*
50300 Communicating the Social
Lecturer: Tatiana Pentes
29. new media text
HYPERTEXT::
that vast assemblage termed “meta-text” (George Landow)
“COLLAGE. 1 The act of gluing…2. Addition of glue.
Collage of paper, of cloth…3. A man and woman who live
together without being married”
In the application of a new gluestick, paper, & electronic pen
tylus)….. The analysis of structural models – that allow us to
visualise
he interactivity of our content/ material
30. new media text
Interaction & participation
…distinguishing feature of interactivity :
• we have spatial/temporal relationship to the material
• the ‘responsiveness’ of the material triggered by the
user/player/participant (etc. other attributes discussed)
•Non-sequential/ non-linear movement through the
hypertext/ hypermedia
32. ;
Jesse James Garret guru of user centred design for the web
JJG defines the elements
5 planes for of crafting
user experience for web
development
www.jjg.net/elements
33. ;
Jesse James Garret : The Five Planes for user experience
The Surface Plane
The Skeleton Plane
The Structure Plane
The Scope Plane
The Strategy Plane
Each plane is dependent
on the plane below
Alignment necessary so
project doesn’t derail !
34. ;
Jesse James Garret : The Five Planes for user experience
The Surface Plane
The Skeleton Plane
The Structure Plane
The Scope Plane
The Strategy Plane
37. Define your purpose
Define your audience
Review other websites
Establish your theme
Establish your style
Put together a content list
Identify your content sources
Work out your structure
38. Look for design ideas you can borrow or
adapt
Embrace conventions that help users
understand how the website works and that
help them to achieve their goals
(World Wide Web Consortium)
Look to change accepted practices that are
inefficient or irritating through overuse
Notas do Editor
50300 Communicating the Social : Welcome to Week 3 The Language of Cyberspace: Introduction to Dreamweaver CSThis lecture will have two aspects: 1. THEORY: firstly a theoretical mapping of cyberspace; and 2. PRACTICE: in the second part an orientation to the specifics of the Dreamweaver software program to prefigure the workshop activities in the tutorial today.
These are the key terms we will be exploring in this lecture. At the same time we will be revising some of the key concepts navigated in previous sessions.
In last weeks lecture Prof Theo van Leeuwen explored the reading of visual images in an art content, advertising, historical research and in contemporary culture. The composition of elements, the assemblage of objects, lines, perspectives on the page all contribute to ways of seeing and the interpretation of meaning. What if we extend this arrangement to include the the composition of images to include: moving images: sounds (sonic elements, music), and textual fragments in a new electronic page : the computer screen connected to the vast data-sphere of the internet. There is another factor at play in this new media environment : interactivity – the ability to trigger the unfolding of information & data. As creators of these spaces
PART 1: THEORY: a theoretical mapping of cyberspace
PART 1: THEORY: a theoretical mapping of cyberspace
As social communicators and global citizens developing skills with software has become central to the individual and to business.
Lev Manovich argues in the introductory chapter to his new “soft” book : SOFTWARE TAKES COMMAND “Software, or the Engine of Contemporary Societies…In the beginning of the 1990s, the most famous global brands were the companies that were in the business of producing materials goods or processing physical matter. Today, however, the lists of best- recognized global brands are topped with the names such as Google, Yahoo, and Microsoft…the….two companies which are on top: Google and apple?”…They are producing a non- physical intangible “something else”…”This “something else” is software. Search engines, recommendation systems, mapping applications, blog tools, auction tools, instant messaging clients, and, of course, platforms which allow others to write new software – Facebook, Windows, Unix, Android – are in the center of the global economy, culture, social life, and, increasingly, politics. And this “cultural software” – cultural in a sense that it is directly used by hundreds of millions of people and that it carries “atoms” of culture (media and information, as well as human interactions around these media and information) – is only the visible part of a much larger software universe. How can we take up the language of new media, cyberspace, the datasphere, or metaverse to communicate our ideas and how is this language impacting on our social communications (behaviour, interactions, engagements, forms of literacy, mesasges, relationships etc.) ?
PART 1: THEORY: a theoretical mapping of cyberspace
Where does the term CYBERSPACE originate ? It has evolved from the the literary vernacular and can be traced to William Gibson’s bible of cyberpunk NEUROMANCER (1984)which foreshadows CYBERSPACE as“ a consensual hallucination experienced daily by billions” “Cyberspace is the total interconnectedness of human beings through computers and telecommunication without regard to physical geography. William Gibson is sometimes credited with inventing or popularizing the term by using it in his novel of 1984, Neuromancer. hacker, who represent the best kind of cyberpunk
cracker, who attempt to break into computer systems
phreak, who attempt to break into telephone systems
cypher-punks, who attempt to break codes and foil security systemsSources: http://searchwebservices.techtarget.com/sDefinition/0,,sid26_gci211875,00.html “The novel tells the story of a washed-up computer hacker hired by a mysterious employer to work on the ultimate hack. Gibson explores artificial intelligence, virtual reality, genetic engineering, and multinational corporations overpowering the traditional nation-state long before these ideas entered popular culture. The concept of cyberspace makes its first appearance “http://en.wikipedia.org/wiki/Neuromancer “Informed by the amoral urban rage of the punk subculture and depicting the developing human-machine interface created by the widespread use of computers and computer networks, set in the near future in decayed city landscapes like those portrayed in the film Blade Runner it claimed to be the voice of a new generation. (Interestingly, Gibson himself has said he had finished much of what was to be his body of early cyberpunk fiction before ever seeing Blade Runner.)” http://www.wsu.edu/~brians/science_fiction/neuromancer.html “Cyber" is a prefix used to describe a person, thing, or idea as part of the computer and information age. Taken from kybernetes, Greek for "steersman" or "governor," it was first used in cybernetics, a word coined by Norbert Wiener and his colleagues. Common usages include cyberculture, cyberpunk, and cyberspace.“Cybernetics is a word coined by group of scientists led by Norbert Wiener and made popular by Wiener's book of 1948, Cybernetics or Control and Communication in the Animal and the Machine. Based on the Greek "kybernetes," meaning steersman or governor, cybernetics is the science or study of control or regulation mechanisms in human and machine systems, including computers.” http://askville.amazon.com/SimilarQuestions.do?req=word-cyber-older-modern-meaning
PART 1: THEORY: a theoretical mapping of cyberspace
What will cyberspace be in the future ? This is prediction about the future of communiations.
PART 1: THEORY: a theoretical mapping of cyberspace
It is hard to imagine ordinary working life in Australia without the computer that has formed an integral part of communication – in study, work, and intimate relationships. Sending electronic text messages, emails, or even leaving a voice message on a landline answer machine is prefigured in technological innovations that have enabled these new forms of communication. Mass communication once the realm of large media corporations has transformed and we live in a world where it is possible to originate, post-produce, and distribute media forms across the globe. With the liberty and potentials opened up by these new media forms comes challenges and problems (freedom of information, copyright issues etc.) The boundaries between states are blurring and we could speak of a Metaverse, technosphere, that defies national boundaries in the way we are able to communicate messages. A nice way to enter into the analysis of the mass media & communications and computer technologies is via the work of Vannevar Bush (1890 – 1974). His contribution to the techno-landscape is his pioneering work in the conceptualisation of the Hypertext – where associative links connect topics in research papers. In this way his MEMEX (memory extension machine) could be viewed as a precursor to the contemporary World Wide Web. “Bush wrote of a "memex”, … a conceptual machine that could store vast amounts of information, in which a user had the ability to create information "trails": links of related text and illustrations. This trail could then be stored and used for future reference. Bush believed that using this associative method of information gathering was not only practical in its own right, but was closer to the way the mind ordered information…. We can position Bush's contribution in the greater scheme of Mass Media as the direct opposite of the Orwellian vision of humans becoming ensalved by their technology through it's use as a mechanism of control of the population. Bush instead view technology as the a substantial force towards democratization.” [http://www.acmi.net.au/AIC/BUSH_BERRNIER.html]
VANNEVAR BUSH
"The first application of hypertext was proposed by Vannevar Bush, US President Roosevelt's science advisor, who was concerned that post-war scientists made best use of the vast amount of research that had gone into the war effort. In his 1945 paper, As We May Think, Bush envisaged the Memex, a device which could create links between related topics in different research papers. [http://www.acmi.net.au/AIC/BUSH_BERRNIER.html]. “…an] American engineer and science administrator known for his work on analog computing, his political role in the development of the atomic bomb, and the[ idea of the memex, which was seen decades later as a pioneering concept for the World Wide Web. A leading figure in the development of the military-industrial complex and the military funding of science in the United States, Bush was a prominent policymaker and public intellectual ("the patron saint of American science") during World War II and the ensuing Cold War [1], and was in effect the first presidential science advisor. Through his public career, Bush was a proponent of democratic technocracy and of the centrality of technological innovation and entrepreneurship for both economic and geopolitical security. [http://en.wikipedia.org/wiki/Vannevar_Bush]. “The memex (a portmanteau of "memory extender") is the name given by Vannevar Bush to the theoretical proto-hypertext computer system he proposed in his 1945 The Atlantic Monthly article As We May Think. The memex has influenced the development of subsequential hypertext and intellect augmenting computer systems.” [http://en.wikipedia.org/wiki/Memex]
Theorist and media scholar Neil Postman discusses the metaphoric idea of CYBERSPACE as a consciousness….what is this space? As distinguished from face-to-face physical experience….CYBERSPACE….is a shared hallucinatory consciousness. But what are the Psychological and social implications of increasing virtual engagement. How is this having an impact on social skills, socialisation as a citizen as part of a group ? Postman asks the question, how is the personal computer transforming the human – “information junkies”
PART 1: THEORY: a theoretical mapping of cyberspace
The individual website it essentially a transformation of the content that you created for your powerpoint project (which is a linear version) into a series of hyperlinked documents forming a small website of no more than 3-4 pages (maximum). The aim of this lecture is go through the steps involved in addressing the assignment brief, which is in essence project management, that it pulling together the ideas into a coherent plan (the role of the producer) and implementing that plan. This is also a creative role of interpretation….how can you interpret the brief within the constraints of time: space and successfully convey your creative ideas.
WEB DESIGN usually starts as any other project collecting the data – materials
WEB DESIGN usually starts as any other project collecting the data – materials
Let’s take a student powerpoint project and examine the elements as a structuring device:
So there are 4 areas of content that need to be re-purposed into the interactive form. How can wetransform this content (linear) for the web. The first step is to think about STRUCTURE & INTERPRETATION
STRUCTURE & INTERPRETATION
This hierarchical structure is composed of 5 documents. The site hypothetically named MASTERMIND 9/11
The next step is interpreting the SENSORIAL DESIGN: overall visual elements and styles/ auditory elements/ text
& written elements/ animation style/ video material
INFORMATION ARCHITECTURE
Once the sites goals are understood the planning of the content can begin. In the case of your individual web site
You will be creating 4-6 web pages (html documents). Once you have your site plan and storyboard you can commence
Creating html documents that will be placeholders for the content. Be careful to name these documents in lower case.
PAGE ARCHITECTURE AND INTERFACE DESIGN
Once the branching diagrams are complete you can resolve the content that needs to be
Communicated on each page of the site and think about the SURFACE DESIGN visual lay-out, design, graphics interface, typographical elements
(colour, style) (LOOK AND FEEL) and resolve how each page will relate to one another (NAVIGATION).A web page combines (i) page design, (ii) typography, (iii) photography, (iv) writing, (v) illustration, (vi) html scripting. Once you have the site hierarchy (i) planthe connection between the pages (navigation bar) and page design (how the content will be realised in the interface
PAGE ARCHITECTURE AND INTERFACE DESIGN
Once the branching diagrams are complete you can resolve the content that needs to be
Communicated on each page of the site and think about the SURFACE DESIGN visual lay-out, design, graphics interface, typographical elements
(colour, style) (LOOK AND FEEL) and resolve how each page will relate to one another (NAVIGATION).A web page combines (i) page design, (ii) typography, (iii) photography, (iv) writing, (v) illustration, (vi) html scripting. Once you have the site hierarchy (i) planthe connection between the pages (navigation bar) and page design (how the content will be realised in the interface
In BLACK BOX I created a series of five icons that connoted the five areas of program content. You can source images free images from
The internet
We are saturated by convergent media in the technologised world. The all pervading eye of the screen/ interface is permeating the techno-landscapes of our urban spaces. As we know the meaning of cultural products/phenomenon is shaped by the form of communication – a radio broadcast (audio); a television commercial; a short art film; a popular song. The exchange of information can occur between people interpersonal (verbal, oral, textual, written, signs, symbols, gestures, non-verbal). In many cases the message that is sent is not the one conveyed (mis-communication). We live in a complex matrix of signs, symbols and systems of meaning that are increasingly occurring in a digital media, electronic, convergent media context. The Internet and mobile devices, instant messaging, email, online social sites are pervading our global networked society. The ability to create messages (text, audio, moving image) and send these across the globe has become instant and relatively inexpensive. Computer technologies & devices have moved from the margin to the centre of mass communications. The penetration of of online social networking sites (Facebook, Flickr, MySpace) and virtual spaces (Weblogs, Wordpress, iTunes, YouTube) for the digital broadcast of media has enabled individuals to distribute independent expressions and points of view. So too, this new technological landscape has enabled creative media producers access to powerful software programs in the production artworks, the release of musical works and the exhibition of films. But in the words of Postman tehnology giveth and technology taketh away.
PART 1: THEORY: a theoretical mapping of cyberspace
Data. 1. Representation of facts, concepts, or instructions in a manner suitable for communication, interpretation, or processing by human, manual, semiautomatic, or fully automatic means. The characters used as data may assume any form or pattern to which meaning may be assigned in order to represent information. Data may be transmitted or transported from place to place, such as from city to city; from position to position, such as coordinate position to coordiate position in the display space on the display surface of a display device as display elements, display groups, or display images; or from location to location such as in a computer or buffer storage as characters or words. Data may be holes in tapes or cards; magnetized spots on disks, drums, tapes, cards, or chips; electrical current or voltage pulses in a wire; or modulated electromagnetic waves in free space or in optical fibres. Data may be presented on a screen…….
Interface. 1 A shared boundary between two identifiable entities. For example, the boundary or a point that is common to two or more similar or dissimilar systems, subsystems, devices, or other entities, across which information or control flow may take place; or a shared boundary between two pieces of equipment, such as the interconnection between two electronic devices, two layers of a layered communication system.
Martin H. Weik, DSc (1989), Communications Standard Dictionary, Van Nostrand Reinhold, USA.
http://en.wikipedia.org/wiki/Cognition“The term cognition is used in different ways by different disciplines. In psychology, it refers to an information processing view of an individual's psychological functions. Other interpretations of the meaning of cognition link it to the development of concepts; individual minds, groups, organizations, and even larger coalitions of entities, can be modelled as societies which cooperate to form concepts. The autonomous elements of each 'society' would have the opportunity to demonstrate emergent behavior in the face of some crisis or opportunity. Cognition can also be interpreted as "understanding and trying to make sense of the world"
What if the entities involved in the communication were not only organic but also inorganic ?
The language of cyberspace/ the new media text has evolved from a matrix of historical sources and comes together in the media form that is responsive to user interaction. The term “text” has come to incorporate in the postmodern sense any cultural or social phenomenon that can be analysed (body gestures, media artefacts, musical compositions, visual, moving image, sonic & textual (font on page/screen) configurations and assemblages.
A new language has emerged – the ability to write with images sounds and texts in an interactive online environment. New forms of communication are developing as we move from page to electronic screen. This is impacting on the way we have relationships (interpersonal, intergroup, inter-corporate) – the way we see ourselves, the interactions we are having and the way groups are operating. Think about the new electronic contexts we are immersed I in the technologized world – mass (traditional) media has been significantly transformed by the language of new media- public billboards have been replaced by plasma screens, hardcopy newsprint is being replaced by navigable electronic online environments with hypertext, digital films and audio components, individuals carry convergent media devices, mobile phones, PDAs, QR code, computer games, wireless laptops and internet connection to the world wide web - a global system of interconnected computer networks that interchange data. As communicators in this new and emergent environment, how can we design spaces to convey information (data) in new forms and harness the language of new media? What is significant is that the individual is becoming more of an active participant in this media world – the intimate, personal perspectives of bloggers, independent producers are being disseminated, broadcast, published alongside the media moghuls. It is possible to record a digital film, edit it on your laptop and broadcast it over the world wide web without having a “publisher”.
Traditional definition of communications. Lines of Communication: media and communication studies, Program one: Contact, Michael Dwyer: “It's hard to live and not communicate. We're surrounded by devices that facilitate personal and mass communication, and we're surrounded by people in our homes, workplaces, at the corner store, and by what we say, where we look, the clothes we wear, we're communicating all the time.” http://www.abc.net.au/comms/lines/programs/prog01.htm
These are the key terms we will be exploring in this lecture. At the same time we will be revising some of the key concepts navigated in previous sessions.
PART 1: THEORY: a theoretical mapping of cyberspace
Jesse James Garrett, The Elements of user Experience: User-centred Design for the Web, New Riders, Peachpit Press, New York, 2003. [www.jjg.net/elements]
“The Surface Plane: On the surface you see a series of Web pages, made up of images, text, moving image, sound (some of them hypertextual/interactive). The interaction with these hyperlinks takes you to another area of the website – such as a shopping cart takes you to the purchasing section of Amazon books.
The Skeleton Plane: Beneath the surface is the skeleton of the site: the placement of button, tabs, photos, and blocks of text. The skeleton is designed to optimise the arrangement of these elements for maximum effect and efficiency – so that you remember the logo and can find the shopping cart button
The Structure Plane: The skeleton is the concrete expression of the more abstract structure of the site. The skeleton might define the placment of the interface elements on our checkout page, the structure would define how users would get to that page and where they could go when they were finished. The skeleton might define the arrangement of navigation items allowing users to browse categories of books, the structure would define what those categories actually were.
The Scope Plane: The structure defines the way in which the various features and functions of the site fit together. Just what those features and functions are constitutes the scope of the site. Some sites that sell books offer a feature that enables users to save previously used addresses so they can be used again. The question of whether that feature or any feature is included on a site is a question of scope.
The Strategy Plane: The scope is fundamentally determined by the strategy of the site. The strategy incorporates not only what the people running the site want to get out of it but what the users want to get out of the site as well: ie users want to buy books and we want to sell them. Other objectives might not be so easy to articulate” Jesse James Garrett, The Elements of user Experience: User-centred Design for the Web, New Riders, Peachpit Press, New York, 3003.
“The Surface Plane: On the surface you see a series of Web pages, made up of images, text, moving image, sound (some of them hypertextual/interactive). The interaction with these hyperlinks takes you to another area of the website – such as a shopping cart takes you to the purchasing section of Amazon books.
The Skeleton Plane: Beneath the surface is the skeleton of the site: the placement of button, tabs, photos, and blocks of text. The skeleton is designed to optimise the arrangement of these elements for maximum effect and efficiency – so that you remember the logo and can find the shopping cart button
The Structure Plane: The skeleton is the concrete expression of the more abstract structure of the site. The skeleton might define the placment of the interface elements on our checkout page, the structure would define how users would get to that page and where they could go when they were finished. The skeleton might define the arrangement of navigation items allowing users to browse categories of books, the structure would define what those categories actually were.
The Scope Plane: The structure defines the way in which the various features and functions of the site fit together. Just what those features and functions are constitutes the scope of the site. Some sites that sell books offer a feature that enables users to save previously used addresses so they can be used again. The question of whether that feature or any feature is included on a site is a question of scope.
The Strategy Plane: The scope is fundamentally determined by the strategy of the site. The strategy incorporates not only what the people running the site want to get out of it but what the users want to get out of the site as well: ie users want to buy books and we want to sell them. Other objectives might not be so easy to articulate” Jesse James Garrett, The Elements of user Experience: User-centred Design for the Web, New Riders, Peachpit Press, New York, 3003.
“The Surface Plane: VISUAL DESIGN :: the look of the finished product : On the surface you see a series of Web pages, made up of images, text, moving image, sound (some of them hypertextual/interactive). The interaction with these hyperlinks takes you to another area of the website – such as a shopping cart takes you to the purchasing section of Amazon books.
The Skeleton Plane: INFORMATION DESIGN: presentation of information: INTERFACE DESIGN arranging interface elements to enable users to interact with the functionality of the system:: NAVIGATION DESIGN: the set of screen elements that allows the user to move through the information architecture Beneath the surface is the skeleton of the site: the placement of button, tabs, photos, and blocks of text. The skeleton is designed to optimise the arrangement of these elements for maximum effect and efficiency – so that you remember the logo and can find the shopping cart button
The Structure Plane: INTERACTION DESIGN: defining how the system behaves in response to the user: INFORMATION ARCHITECTURE: the arrangement of content elements within the information space: The skeleton is the concrete expression of the more abstract structure of the site. The skeleton might define the placment of the interface elements on our checkout page, the structure would define how users would get to that page and where they could go when they were finished. The skeleton might define the arrangement of navigation items allowing users to browse categories of books, the structure would define what those categories actually were.
The Scope Plane: The structure defines the way in which the various features and functions of the site fit together. Just what those features and functions are constitutes the scope of the site. Some sites that sell books offer a feature that enables users to save previously used addresses so they can be used again. The question of whether that feature or any feature is included on a site is a question of scope.
The Strategy Plane: USER NEEDS:: SITE OBJECTIVES: The scope is fundamentally determined by the strategy of the site. The strategy incorporates not only what the people running the site want to get out of it but what the users want to get out of the site as well: ie users want to buy books and we want to sell them. Other objectives might not be so easy to articulate” Jesse James Garrett, The Elements of user Experience: User-centred Design for the Web, New Riders, Peachpit Press, New York, 3003.
“A basic duality: The web was originally conceived as a hypertextual information space; but the development of increasingly sophisticated front-and-back-end technologies has fostered its use as a remote software interface. This dual nature has led to much confusion, as user experience practitioners have attempted to adapt their terminology to cases beyond the scope of its original application.
VISUAL DESIGN
INTERFACE DESIGN::NAVIGATION::INFORMATION DESIGN
INTERACTION DESIGN::INFORMATION ARCHITECTURE
FUNCTIONAL SPECIFICATIONS::CONTENT REQUIREMENTS
USER NEEDS::SITE OBJECTIVES
What are your sites goals ? Developing a creative brief describing the goals of the project and design process is the first crucial step to web development. According to JJG (2003) “Defining the Strategy…What do we want to get out of this site? What do our users want to get out of this site? SITE OBJECTIVES:: USER NEEDS…Goals of the website….” i.e to create a critically reflective site that analyses the elements of a political site for the US Elections 2008 Think about branding…logos…typography…brand identity…concept associations….emotional reactions…with the deconstruction of a political website how have they constructed a brand identity through visual representations:: logos :: motivational imagery::USER NEEDS:: ie. The political website is using the web to broadcast / distribute a public message….the user need in this instance would be information.
Research and exploration of existing websites good & bad content and design will assist you in your own web creation. The conventions that we take for granted in a typical website have evolved as a language – the language of cyberspace. The arrows boxes, window, icons and architecture of that we move through is learned as we are immersed in this virtual space. Think about drop down menus and the movement through levels of the website, the site structure and mapping of the content has been designed. There are many templates that come with Dreamweaver application that you can peruse and perhaps model your own site as best practice. Have a look at the World Wide Web Consortium the global peak body for web standards.