From: Jessica Hammer <hammer@fas.harvard.edu>
To: "Janet H. Murray" <jhmurray@MIT.EDU>
I chose one example of (I
think) excellent design and one example of bad design to discuss.
Doorboards, I thought, was one of the best-designed of the projects.
Navigation within the story was clear and obvious. Though the reader was
able to move both through time and space in hearing the story, the
navigation bar at the top helped keep chronology very clear; 'time' did
not advance until you had visited as many of the geographical locations as
you chose. Additionally, the format of having actual pictures turned into
imagemaps worked very well for the story. It engendered curiousity about
the real world that the photographs portrayed and encouraged the user to
explore that visual space. I also liked the fact that not every location
changed at each time period -- it really got me thinking about what was
likely to change, based on the story so far, so that I didn't end up just
clicking at random. My only complaint was that I think I didn't get a lot
of the plot because I don't know enough about MIT. =) On the other hand,
it was nice that the author expected the reader to be able to make plenty
of inferences from context.
Here is one specific URL that illustrates the above:
http://web.mit.edu/21w765j/Spring98/p2/final2/philip/3/lounge.html
As for an example of (what I thought was) bad design, I chose A Tale of
Two Frums. Mostly, the overall navigation of the site was poor. While the
implication of the text seemed to be that the user was moving within a
physical space, the method of navigation did not reflect that paradigm at
all. The cryptic row of buttons on the bottom does not reflect the
assumptions that the author is encouraging the reader to make about how to
think about navigating the site. However, I also felt that the lexia were
too short to tell much of a story -- as a reading experience, I found the
story too short to be satisfying, as were the individual lexia.
Here is one specific URL that illustrates the above:
If I were redesigning the site, I would make one simple design change that
would make the story much easier to navigate. Since there only appear to
be three rooms, I would include a small graphical map on the bottom of
each page. By clicking on a room, you could stay in or go to that room --
they would be labeled, and you would have a label for where you were as
well. Also, I would color the three rooms according to the backgrounds
that the author chose for the frums, Mel A. Garg, and empty, so that the
user could see where they were at a glance, and would have a sense of how
that physical aspect of the story changed over time.