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KEY principles of multimedia
design
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Sorin A. Matei
Various classes
PRINCIPLE 1: FORM FOLLOWS
FUNCTION (CONTENT), NOT THE OTHER WAY
AROUND
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Creating multimedia content:
 More than writing code or displaying pictures
Your are trying to convey a specific type of information or
to help the user accomplish a specific mission
 IN THE EASIEST AND MOST INTUITIVE manner
possible
The form of your content should facilitate this process, it
cannot be a goal by itself
 The cool factor is important but only if subordinated to
your main mission
PRINCIPLE 2 DISCOVER AND DEFINE THE
FUNCTION OF YOUR MULTIMEDIA PRODUCT
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What do you want to accomplish with this content?
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Possible types of content:
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For each type of content there should be a specific mission:
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Informational
Entertainment
Task-oriented (perform a service, sell a product, etc)
ON-LINE CONTENT
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NEWSPAPER – to provide in a web environment “all the news that’s fit to print”
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E-comerce/Corporate: to sell products and create identity
GAMES, MOVIES: To transport you to a make-belief world
There is no “pure” information, entertainment or task-oriented content – thus,
multiple missions, but they are usually organized into a hierarchy
Define the content in a user-centric manner
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Function and mission should be defined not in the abstract, but in view of
satisfying an expected viewer/user
Who is going to be my typical user?
PRINCIPLE 3: LESS IS MORE
Offer on the “front-page” gateways for each major
type of user, organized around a common theme
For most real world and corporate content products
missions are multiple and users diverse
 DO NOT confound this with offering a smorgasbord of
information
 Organize the content around a single, clear
information path with possible jump-off points
How do they stack up?
 SONY.com, TOSHIBA.com, TIMEWARNER.com,
DISNEY.com, NASA.gov, www.publius.org
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PRINCIPLE 4: ORGANIZE CONTENT
HIERARCHICALLY
Draft pre-design lists of elements that your
imagined typical user will need on the content
platform
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Organize the lists (information clumping)
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Hierarchically
By class (type)
Alphabetically
Chronologically
PRINCIPLE 5: SUBVERT
HIERARCHY
Do not get bogged down in very intricate
hierarchical/nested pages
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Give access to as many elements on your content
as possible
MOST IMPORTANT: Display or link most
important information right from the beginning
HAVE THE USER IN YOUR MIND ALL THE TIME
PRINCIPLE 6: DEGRADE
GRACEFULLY
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You never have complete control over the
way in which the viewer will see your content
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Stuff gets “ported”, translated, repurposed
Construct content around a simple and sturdy
basic structure, use simple protocols and widely
accepted content formats.
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Familiarity and usability of a format takes precedence
over “cool” factors, unless the technology you are
proposing is truly revolutionary
PRINCIPLE 7: A PICTURE IS WORTH A
THOUSAND WORDS & A MOVING IMAGE
EVEN MORE
PROVIDED
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The picture is good, appropriate for the context
and does not get in the way
The movie is short, well edited and conveys a
message
Images are complemented by text, music, sound,
to make the experience complete
PRINCIPLE 8: USE CONVENTIONS AND
STICK TO THEM
Use conventional colors for different sections
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Use icons and clip-art consistently
Be conservative: use pre-existing metaphors, do not
invent new ones unless they are very, very, very
compelling
 For navigation:
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Links and buttons that go to links should look like navigation
devices
Label everything clearly and in plain English (abstain from cute
nicknames)
Use icons with caution
PRINCIPLE 9: PLACE THE content IN
SPACE AND TIME
Include on interface, especially in informational
contents:
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When was the content created
What geographic or spatial area it is related to
Location and contact modalities for all people,
organizations, etc. mentioned in the content that you
think would benefit from being contacted
PRINCIPLE 10: USE SOUNDBITES
AND KEYWORDS
Stuff the text with the words you would like the
people to remember and nothing more
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Use words in the text people might use in a
search on Google
PRINCIPLE 11
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NEVER MATCH COLORS ON YOUR content THAT
YOU WOULD NOT MATCH IN YOUR CLOTHING
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Avoid clashing colors / use complementary colors
Use a limited color palette for each interface
For interfaces with a lot of text that is meant to be read in
more than a few seconds use black text on white
background
 Link the body of the text off the main screen
Use a colors to mark section and level in the section
Use red like animals do, as a sign of attractiveness or
danger
Use black for stylish, high contrast contents, do not use
for regular, text rich contents
The planning process
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Some of the information you need for defining the
content is obvious, some is not
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Before starting on creating the content you have to
spell out everything you need to know yourself
about the subject the content refers to
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This will help you formulate the mission of the
content, its audience, its functionality and scope
1st Ungraded exercise
Analyze the Sony.com website using the following question list:
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Does form follow function?
Is the function of the website clearly presented?
Does it apply the “less is more” principle effectively
Does it organize content hierarchically?
Does it subvert hierarchy, when necessary?
Can the content be transported to simpler devices
Does it use pictures effectively?
Does it use easily recognizable conventions?
Does it place content in space and time?
Does it use effective wording?
Does the color scheme look good?
Write up your answers in a paragraph format explaining how the site meets these requirements.
The exercise is due next week, on January 20th. Although not graded, the exercise is mandatory. Failing to
turn it in will result in a 50 point deduction from the class score.
Pre-design Interview
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You need to ask your client (or yourself) a number of
clear and direct questions that will determine:
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Why do you want to create the content?
What should it do?
Who should it address?
What is to be done to accomplish that?
By whom and by what due date?
NOTE: Ask many probing questions, try to find out all
that you need to find out from the client.
Strategic planning document
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Distills the information found in the Pre-design interview,
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Deals with two types of issues:
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What are the deliverables?
Actions
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What does the content want to accomplish concretely, in deliverable terms?
Implementation
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What does this type of content want to accomplish in the grand scheme of things?
Who is it going to address?
Objectives (specific, concrete aims)
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General
Specific
Mission statement (general, broad goals):
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This is your contract with the client, in which you specify what is to be done
What is to be done to produce the deliverables?
Monitor and feedback
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How are we going to make sure that the product achieves its goals
Content Map
A simple diagram, depicting the pages (sections) and the relationships
between them
Mental Maps content map
Storyboard
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Rough diagrams of
each main page or
master pages to be
used on the content
Organized in a stack
Leaf through the pages
as if you were
navigating through the
content
USABILITY PRINCIPLES
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DON’T MAKE ME THINK
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When you look at an interface everything should be selfevident
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People should be able to navigate a webpage or GUI
(graphic user interface) without being conscious of their
decisions
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The process should be “natural”
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“Thinking” is the process of figuring out the meaning of
various page elements
 It’s a bad thing and you should stay away from it
Why “thinking” is bad
If people start “thinking:”
They lose track of what they came to the page
for OR
They get bored OR
Confused AND
WILL MOVE ON
Remember:
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everything is to be understood in one glance
“On the web competition is just a click away”
How do people use multimedia
content?
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When confronted by an interface, people act
on impulse
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People are impatient: they are not willing to
spend more time at an interface than they
need to
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How much time are they willing to spend?
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Very little!
Interfaces and the art of
scanning
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People go to a webpage with a very specific goal
(need) in mind and they expect to satisfy that need
(goal) right away—instant gratification
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They get easily frustrated if the page does not serve
them that ONE thing they are looking for
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This thing should be available at a glance, with
minimum reading and reasoning
The navigation process
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SCAN
SATISFICE
MUDDLE THROUGH
Fact of life 1: We don’t read
computer screens. We scan them.
Reasons: It’s a habit
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We never read everything, that’s how we deal with most
printed materials other than textbooks (or especially with
those!)
Reading stuff off screens is hard
We advance through visual hops anchored by “hot
spots” (graphics)
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People go to a webpage looking for something that
resembles (no matter how remotely) what you are looking
for and IS CLICKABLE Page 21, 2nd figure
Fact of life 2: People do not make
optimal choices, they satisfice
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People do not reason about “the best choice”
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They choose the first reasonable option
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Reasons: hurry, no penalty for being wrong, no benefit
from being right, guessing is more fun
Fact of life 3: People don’t figure
out how things work. They muddle
through
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People use a lot (and wrongheaded)
guesswork
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They forge ahead and learn how to use a
device or content through trial and error
What is the web experience
closest to?
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Rank the following experiences according to
their similarity to the web surfing experience:
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Reading a newspaper
Glancing at a billboard by the side of the
highway at 60 mph
Surfing through TV channels
Reading a book
Playing a game
All of them but mostly…
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A billboard
COROLLARY:
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Everything should be made available to us in
a snap and should be brainless
Layout principles
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MAKE A STRONG, ONE GLANCE IMPRESSION
 Just like in a billboard, the viewer should understand with one
look what is going on
FIRST THINGS FIRST
 Rule of newspaper headlines: the more important something is,
the more prominent
 Use bold and distinctive fonts but do not break the unity of the
content
ORGANIZE THINGS HIERARCHICALLY
 Things related logically should be related visually
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Things that are subordinated to other things should be nested visually in
them
Good organization reduces the “thinking” process
Gaming/computing
conventions
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On the web web, just like in other computing
experiences, we use conventions
These should be self-evident and in general use
They include: layout, buttons, search engines,
forms, etc
They are part of user’s repository of learned
behaviors
Chinese language test of convention use (page 35)
– your page should still be usable, even if translated
into Chinese, just by knowing what the content is
about
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E.g. try to use the Chinese interface of yahoo to check
your email
What all well-behaved interfaces
should look like
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All webpages should include:
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Clearly defined areas
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Hyperlinks that are obviously so
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Header (content ID and name), text, navigation areas
(General and local), indicators of location (if
necessary)
They should all be invitingly “clickable”
Search boxes that are simple and prominent (if
necessary)
NOTE: KISS-keep it simple stupid
To make sure that everything is
OK apply the TRUNK TEST
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From Krug, page 87
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Imagine that you’ve been blindfolded and locked in the trunk of a car, then
driven around and dumped on the stoop of a webpage deep in the bowels of the
Internet. If the page is well designed you should be able to answer these
questions without hesitation:
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What kind of content is this? (content ID)
What page I am on? (Page name)
What are the major sections of this content? (Sections)
What are my options at this level? (Local navigation)
Where am I in the scheme of things? (“You are here”
indicators)
How can I search?
Organizing your interface
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Header
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Conveys the main idea of the content; is an “ideogram”
(like a Chinese character)
Establishes content identity (content ID)
Needs a title and a TAGLINE
 the title of the content should be metaphorical and
easy to remember
 the tagline should be descriptive, it explains what the
content is all about
 The tagline can be complemented by a first, clear to
understand paragraph on the page, but it should not
replace it
Page essentials continuedText
Eliminate needless words
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Text should be easy to read and broken down into small paragraphs
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All text should be broken down into columns, no column should be larger than 400 pixels
Use headers and subheaders generously but not frivolously
DO NOT insert hyperlinks in the text – except for blogging, where this has become a
convention in and by itself
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Text should be treated as if it were optional: the user should be able to use the content even if a
mysterious virus erases all the text
Text is a bonus feature on the main pages, it adds (a little bit) of depth to the content
Text is, however, important on informational contents
(it’s like someone is shooting a pistol next to your ear when you are reading the newspaper)
Do not make headers into links UNLESS the header is followed by very little text
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Create small links on the side
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Blend text with pictures (break down monotony)
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Long bodies of texts (articles, etc.) should be available in a print-ready format (preferably
pdf)—make sure text width fits on printed page
First important principle of writing
text for multimedia
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Write your copy BEFORE starting to design
the page
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Content should drive form
Write in short bursts, soundbite-like
Everything (or most everything) should be
memorable
Second important principle of
writing text for multimedia
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Stuff your page with keywords and phrases
likely to appear in search engine searches
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Search engines parse your content for keywords,
which will be matched with your content when
queries are sent to the search engine
Third important principle of writing
text for multimedia
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Happy talk must die
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Space on the screen is precious because a user’s attention is short
Do not waste space with needless happy talk
Get to the point and stick with it
Don’t carry an idea for more than a few sentences
Instructions must die
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If you feel like you need to explain your users what they should do with
the navigation or graphic elements on the interface, this is a sign that
your design sucks
Instructions should be limited to a few words (see page 48)
Technical instructions (downloading, etc) are, however, useful
Navigation bars and tools as
maps
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Embed “where pages are” in their design
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Navigation bars are essential for orienting the visitor in space
When well designed, they tell you where you are
To serve as navigation aides bars should:
 Look like navigation devices (follow conventions)
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Should be located where they are expected to be located (across the top
or on the left side of the page)
Be immediately intuitive – buttons or obvious links
Should run throughout the content—except for entry page and
forms
They should highlight where the user is right now
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An alternative version is that of breadcrumbs (display the path to the
page e.g. Yahoo directory)—Always put them at the top
Navigation bars
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They should be comprehensive and not include too
many hierarchical levels (1 or max 2)
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Combine a main navigation bar with a secondary,
section specific, navigation bar that appears only in
pages specific to a section
Use simple image maps and tabs, most resilient and
easy to recognize
They should always have a “home” button (better,
yet, link the header to the homepage throughout the
content)
Navigation
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Let’s analyze some contents:
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Krug example: Productopia page 126
Read the text, look at the screenshots and
summarize the conclusion of the analysis in a few
bullet points
Productopia today
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Go to the productopia content today
What do you notice?
What happened to the content?
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