Saturday, March 8, 2014

Week 6 - User Needs and Behaviors in Web Information Architecture

The end-user usually proves to be the most important asset in any Information Systems design process. IA starts with users and the reason they come to a site in the first place: they have information need.  IAs need to understand those needs and behaviors, and their designs should correspond accordingly. There is no goal more important to design IA than to satisfy users’ needs. Users usually have two information-seeking behaviors, searching for what you know and searching for the unknown. Distinguishing between these needs and behaviors and determining which are your users’ highest priorities is an extremely valuable pursuit; it helps you determine where to invest your efforts, resources, time and money as you design your architecture.
Different models exist for what happens when end-users are seeking information. The “too-simple” model is the most common, and unfortunately, the most problematic. In this model, the user asks a question, something happens (searching or browsing), the user receives an answer, finish. i.e. input, output, end of story. There’s a major problem here because it rarely happens this way. There are exceptions, e.g. when users know what they’re looking for and end up having the wrong the information. This model is also widely disliked because it essentially ignores any context and narrowly focuses on what happens while the user is interacting with the IA. This model is dangerous because it’s built upon a misconception that finding information is a straightforward problem that can be addressed by a simple, algorithmic approach. The misconception by many user-centered design that the process of finding is simple enough to be easily measured in a quantifiable way, has led to the wasting of millions of dollars on search engine software and other technological remedies that would indeed work if this information were true. The assumption that the data retrieval challenge has been solved with database technologies like SQL which use facts and figures is very dangerously misleading.
Information needs vary amongst various end-users/information consumers. Database searching seems to be the most familiar model of searching. However, websites store more than highly structured data. They store text as the most common data type, and text itself is made up of ambiguous, messy ideas and concepts, e.g. when we’re seeking information on the latest happenings within Arsenal FC football club in London, we’re essentially looking for ideas and concepts that inform us and help us make decisions, which might actually end up not having an answer, or if there’s one, is an ambiguous moving target. Sometimes, however users are actually looking for the right answers, and do actually end up having them, hence the perfect catch. Other times, users are actually looking for more than just a single answer, like in the case of Arsenal FC above. They don’t really know what they’re looking for, and aren’t ready to commit to retrieving anything more than just a few useful items, or suggestions of where to learn more. This is a typical case of setting out a lobster trap – you hope that whatever slowly walks in will be useful, and if it is, that’s good enough. There also comes the time when the user is actually indiscriminately drift netting, like in the case of researching for your medical condition or master’s thesis. Here, you want to catch every sea creature , so you cast you driftnets and drag up everything you can. This might actually lead to useful consumable information that you’d prefer never to lose again, and can actually bookmark.
Searching (enter queries in search systems), browsing (browse from link to link), and asking (through email, chat interfaces, etc….) are all methods for seeking information, and are the building blocks of information-seeking behavior. Two other major aspects to seeking behaviors are integration and iteration. Searching, browsing and asking are often integrated within the same finding session. You might go through several iterations within the same finding session since we don’t usually get things right the first time, or our information needs may change along the way leading to different approaches with each new iteration. Each iteration of searching, browsing, asking, and interacting with content can greatly impact what the end-user is seeking. The various components of the information-seeking behaviors come together in complex models, such as the “berry-picking” model - users start with an information need, formulate an information request (a query), and then move iteratively through an information system  along potentially complex paths, picking bits of information ("berries”) along the way, the “pearl-growing” approach in which users start with one or a few good documents that are exactly what they need, they want to get more of the same. Google and many other search engines allow users to do just that. Corporate portals and intranets of utilize a “two-step” model, in which users first need to know what they need, they find a good candidate or two within links and sub- sites, and then perform the second step – looking for information within those sub- sites.
The IA can actually learn about their users’ information needs and seeking behaviors by using search analytics (reviewing the most common search queries on your site, stored in your search engine’s logfiles as a way to diagnose problems with search performance, metadata, navigation and content),  and contextual inquiry (uses ethnography, allows you to observe how users interact with information on their “natural” settings, and, in that context, ask them why they’re doing what they’re doing). The IA might also consider other research methods like task analysis, surveys, and might be focus groups.
A better understanding of what users actually want from your site will definitely help you, as the IA determine and prioritize which architectural components to build.
Designing web sites for seniors can be very challenging, as well as also very rewarding. Research has shown that users aged 65 and older are 43% slower at using web sites than users aged 21-55. In the U.S today, more young users definitely use the web, but the number of older users is growing very rapidly as a result of an ageing society and an ever-larger percentage of old people who go online. E-commerce purchases, online banking and brokerage are a few of the opportunities that exist in designing for the old. Also, most modern websites ignorantly discriminate against seniors, so by embracing this population in your design, you’re actually opening up new avenues for income generation. Some of the typical design issues the IA might face in incorporating the ageing in their design is Readability and Clickability since reduced visual acuity is probably the best-known ageing problem, hence sites should incorporate functions that let users increase text size as desired, especially if the site’s default is a normal small font size. Hypertext links are essential design components to ensure readability and make hyperlinks more prominent targets for clicking. Senior behavioral issues like hesitation and discouragement actually affect designing the web for the old and ageing. Research has shown that 45% of seniors show behaviors that indicated they were uncomfortable trying new things.
On the other side of the landscape is designing teen-targeted websites. Even though teens tend to be over-confident in their web abilities, but they perform worse than adults. Lower reading levels, impatience, and undeveloped research skills reduce teens’ task success and require simple, relatable sites. Technology is so integrated with teenagers’ lives that creating useful and usable websites for them is more critical than ever. Today, the good news is that teens are becoming more successful at navigating websites and finding what they need. The success rate for teens has improved 16% during the 8 years between the old and new studies, for an improvement rate of 2 percentage points per year. This is slightly better than the improvement rate of 1.7% per year for adults using websites over the past decade. However, the bad news is that although teens might feel confident online, they do make mistakes and often give up quickly. Fast-moving teens are also less cautious than adults and make snap judgments; these lead to lower success. Several tweaks on your website can actually make it more attractive to teens
·         Write well since nothing deters younger audiences more than a cluttered screen full of text. Teens can quickly become bored, distracted, and frustrated.
·         Avoid boring content and entertainment overload since teens usually complain of sites they find boring and dull. Even though they fancy and appreciate aesthetics, teens detest sites that appear cluttered and contain pointless multimedia.
·         Make it Snappy – the website should be fast, slow-loading slides are not for teenagers, period.
·         Avoid condescending statements that talk down to teens on your site
·         Give teens control over the social aspect of the site
·         Design for smaller screens and portable gadgets like tablets, laptops and mobile devices
Designing web information systems for individuals with disabilities might be a major challenge. Individuals might experience varying degrees of auditory, cognitive, neurological, physical, speech, and visual disabilities. For instance, some may have disabilities from birth, an illness, disease, or accident, or they may develop impairments with age. Some may not consider themselves to have disabilities even if they do experience such functional limitations. People with disabilities access and navigate the Web in different ways, depending on their individual needs and preferences. Sometimes people configure standard software and hardware according to their needs, and sometimes people use specialized software or hardware that helps them perform certain tasks.
Text alternatives are equivalents for non-text content. Examples include:
·         Short equivalents for images, including icons, buttons, and graphics
·         Description of data represented on charts, diagrams, and illustrations
·         Brief descriptions of non-text content such as audio and video files
·         Labels for form controls, input, and other user interface components
Text alternatives convey the purpose of an image or function to provide an equivalent user experience.
Captions and other alternatives for multimedia are used by people who cannot hear audio or see video. Examples of alternatives for audio and video include:
·         Text transcripts and captions of audio content, such as recordings of people speaking
·         Audio descriptions, which are narrations to describe important visual details in a video
·         Sign language interpretation of audio content, including relevant auditory experiences
Well-written text transcripts containing the correct sequence of any auditory or visual information provide a basic level of accessibility and facilitate the production of captions and audio descriptions.
Content can be presented in different ways for users with specific disabilities. In order for users to be able to change the presentation of content, it is necessary that:
·         headings, lists, tables, and other structures in the content are marked-up properly
·         Sequences of information or instructions are independent of any presentation
·         Browsers and assistive technologies provide settings to customize the presentation
 
Meeting this requirement allows content to be correctly read aloud, enlarged, or adapted to meet the needs and preferences of the user.
 
 
 

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