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Hypermedia system design 1

HYPERMEDIA DESIGN
Gustavo Patow
IMA - UdG

Hypermedia system design 2

Definitions
Multimedia
Hypertext
Hypermedia (Ted Nelson, 1965)

Hypercard, 1987

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Applicability (I)
Multimedia is not the solution for an easy
access to information:
Fun
Didactic
Depends on the user for its navigation
If we want something to be viewed, is the
designer duty (not the interface)

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Applicability (II)

MM Video + computers
New possibilities:
Hyperlinks
Automatic searches
The ability to connect the pieces of information in a
knowledge network
Hard for novel programmers

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Storyboards (I)

Use easy to recognize images (even if you


have to add some clarifying text)
Many videos and images: draw separately to
locate easier
Structured knowledge organization

Screen
Piece of Info Info
info

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Storyboards (II)
Should be started in an early
development stage
It is a plan of what is going to be in the
document
You cannot waste time with details

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Components: Modules (I)


It is the basic construction unit of a
document
It is an information block (text, graphics,
video, sound or a mixture)
It is self-contained with respect to the
integrity of its information
It is a part of the whole

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Components: Modules (II)

TEXT modules:
We should start with a sentence that clarifies the
main point of the paragraph
Should be followed by support sentences
Rule of thumb:
Should have 3 sentences as a minimum
If there are less, it may not be a module
If there are more, perhaps it may be two or more
modules

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Components: Modules (III)


In general (video, audio):
Does it contain enough support information?
Does it introduce too many facts?
Does it do it too long (+ than 30 sec.)?
Does it fit in the storyboard?
Provides enough support to the main topic to be
a separate module?
Timing!

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Components: Links (I)

They are ways of redirecting the user from one


module to another one
Context: the concepts of next / previous do
not exist
Connections = importance then the information
itself

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Components: Links (II)


For each link, we need 2 marks:
A place in the document to redirect the
reader (origin) Hot Spot
A place where we want the reader to keep
reading (destiny)
Two kinds:
Closed: user visits the destiny and comes
back(pop ups)
Open: The user is free to continue

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Componentes: Links (III)


The author must define::
Which part of the module needs a link?
Where does it go?
How does the user know there is a link?
Why put a link in place of the real
information?
There is no human capable of seeing
everything grouped

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Navigation (I)
Navigate the network of modules and links.
There are many ways:
Main form
Links in the information
Menus
Next, previous, first:
The most basic form Secondary
It is a default navigation that should always exist
Forms
It is part of the background

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Navigation (II)
If there are too many connections:
Search system
Assumes the user knows what to look for!
Show list, menu or diagram of the available
modules at this level of the document
Index
Table of contents
Map
Bookmarks, History

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Restrictions (I)
Human Factors:
In general, we can retain 5 2 pieces of
information together in short term memory
Short term memory only retains them from 15 to
30 seconds
Short term memory works better with visual or
textual info

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Restrictions (II)
Be consistent with names across pages
Be consistent with the verbs
Use the same word for the same action
Do not worry so much about repetitions
Keep physical proximity between text, graphics
and links (hot spots)
Static images: in the same screen
Video: it should be possible to replay

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Structure (I)
Subsistems User Needs

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Structure (II)

These are probably good


candidates to be at the
menu

but navigation cannot be


based on menus: they only
provide high-level links.

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Advices
Do not leave isolated nodes:
Is it possible they do not belong to the
hypermedia?
If they do, they should be worthwhile
Basically, one should be able to continue
navigating from everywhere
This is valid even for photo/video galleries
Design order:
Hypermedia goes first
Then menus

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WebML methodology
The Web Modelling Language

http://webml.org/

It is a visual notation for specifying the


content, composition, and navigation
features of hypertext applications, building
on E/R and UML

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UWE methodology
UWE . UML-based Web Engineering

http://uwe.pst.ifi.lmu.de/

A software engineering approach for the


Web domain aiming to cover the whole life-
cycle of Web application development.
Key aspect: reliance on standards

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HYPERMEDIA DESIGN
Thanks!

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