1.Current (April 2004) discussions
of Web usability usually involve some degree of user-centered
design from the extremes of Control
to Consensus (perhaps better
termed "indivualization"). Somewhere between those extremes exist
groups of users in face to face (F2F)
communities. These communities often use Web
tools and online interfaces for communication,
and those exchanges become public content based upon (or private archives
keeping record of) their interactions. These F2F
communities have observable cultural features (rituals, traditions, taboos,
expectations, etc.) that may inform the process of designing Web sites and
tools that facilitate communities' needs rather than interrupt
the exchange of information. These cultural features may suggest a better
solution than Control or Consensus: a
Compromise, dictating certain features or
interfaces when necessary but soliciting feedback on other aspects of the
site.
2.In To Engineer is Human,
Henry
Petroski relates the story of making a slingshot for his son Stephen.
Though their first attempts broke from strain, and the middle attempts offered
weak firepower and difficult operation, they finally developed a model that
outperformed the store-bought slingshots of Stephen's friends. The process
offered the younger Petroski the opportunity to learn to make things
that work by steadily improving upon things that did not work. He learned
from mistakes
(34). Can we not skip ahead? Learn from our own and others'
mistakes? Anticipate? Jakob
Nielsen's and Donald Norman's
design recommendations reflect this type of learning from mistakes. Usability
testing offers controlled ways to make mistakes and learn from them. In
current models, though, these tests and recommendations focus on test users
as representative but individual users.
3.Nielsen's and Norman's recommendations tend toward a "least common denominator" approach to design, placing the onus of usability upon the designer, but expecting very little from the user or community. This seems over-corrective. Robert R. Johnson's user-centered model, though, is likewise over-corrective and again places the onus of usability on the designer. This time the imperative is easily extrapolated into making either a "one size fits all" site that flexes to any possible users' need or wish, or a "one stop shop" that has every feature ever requested by any user.
4.We must focus on the specificity
of our user base rather than specific users, or even representative users.
My intent is to position Compromise as another
range of alternatives, in which designer and community of users negotiate
to achieve a middle ground, and renegotiate as needs change. Sometimes designers
(and sysops) need to dictate a design
or an interface for efficiency. Hopefully, the designer has sufficient facility
in rhetoric and usability to adequately Control this feature.
At other times, the needs and desires of the community require reaching
some sort of Consensus, in which the designer in not only
a provider of resources for the community, but also a contributing member
of that community.
5.The design process must be iterative. The interface must evolve as we communicate with the real users, not a test group. Users and designers should both expect some degree of change--an almost organic ebb and flow. But there should be limits. To some degree, every Web site should be unique. But every designer need not reinvent the wheel, as it were. Testing a custom-built site is a different process from testing a build of a proprietary or packaged software tool. Petroski describes much of the Web, particularly portal systems for community Web sites, when he says that
there is a difference in the design and development of things that are produced by the millions and those that are unique, and it is generally the case that the mass-produced mechanical or electronic object undergoes some of its debugging and evolution after it is offered to the consumer. (26)Deploying ready-made, proprietary software without first doing a user test or demo guarantees a repetition of what Petroski describes. Deploying portal packages and packaged forum builds is a
6.The goal of this site is to suggest new ways of thinking about audience in order to help designers find strategies for building the best site for their context. That context may include aspects of time, place, audience, and purpose; therefore, the designer must be flexible and recognize the need for that flexibility. Access to certain portions of a site should be easier or faster at certain times (e.g. positioning course list links on the first page of a site during registration times, or including on main entry pages links to special events in the weeks leading to those events), but it is not possible to make that ease and speed universal and consistent. We should reverse engineer websites based on criticism and research about users and their needs within the context of communities. We must keep in mind that there is no one "representative user" for any site, but there may exist a representative culture. That culture should be the basis for developing Web sites for F2F communities, and, if possible, should inform designs for other many to many community Web sites.
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