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Improving Web Site Usability and Appeal


Guidelines compiled by MSN Usability Research

Kevin Keeker

July 24, 1997

Contents
Introduction
Content Quality
  Relevance
  Attractive Use of Media
  Appropriate Depth and Breadth
  Timely/Current Information
Ease of Use
  Goals
  Structure
  Feedback
Promoting Content
Made-for-the-Medium Content
  Community
  Personalization
  Infinite Refinement and Addition of Content
Emotional Response
  Challenge
  Plot
  Character Strength
  Pace
Additional Resources and Notes
  Evolutionary Theory
  Child Attention Research

Note   The information contained in this document represents the current view of Microsoft Corporation on the issues discussed as of the date of publication. Because Microsoft must respond to changing market conditions, it should not be interpreted to be a commitment on the part of Microsoft, and Microsoft cannot guarantee the accuracy of any information presented after the date of publication.

This document is for informational purposes only. Microsoft makes no warranties, express or implied, in this document.

Introduction

This document describes research findings that can provide designers and producers with ideas to increase the usability and appeal of Web sites.

Although most of the tips will not surprise experienced designers or producers, this document should be helpful as a reference, checklist, reminder, or brainstorming tool. Each section gives a broad overview of an appeal concept, a site review checklist, and a list of concrete design tips. Some ideas may work as described, but designers will usually need to creatively adapt an idea to their particular site.

For the purposes of this paper, appeal refers to whether people enjoy and become engaged in an experience. Appeal should translate directly into repeat Web-site visits. We theorize that there are five main attributes of appeal that increase site use. You can:

1. Provide relevant, high-quality content.

2. Make it easy to use.

3. Promote effectively, both on the site and in other media.

4. Make the experience unique to the medium.

5. Evoke emotion.

This document is primarily based on more than a year's worth of usability and marketing research on the Microsoft Network (MSN) Shows. Ideas have also come from MSN producers, the MSN LinkFinder's best-of-the-Web criteria, Microsoft cross-product usability research, advanced technology research, and publications of the broader software-research community.

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Content Quality

Relevance

To be useful to an Internet audience, each site must deliver entertainment or knowledge, or improve the way its audience accomplishes some important task (such as purchase tickets or get fit). Designers sometimes take it for granted that their content is relevant. They also sometimes take it for granted that audiences will see or discover the relevance of their site.

Overall checklist

As you design and produce content for your site, use the following questions as a site review checklist:

Will the topic matter be interesting to the core audience?

Will people have an opportunity to learn?

How to improve relevance

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Attractive Use of Media

Great animation, sound, and graphics can make content come alive by evoking mood or emotion. It's hard to imagine one's favorite game or dramatic film without the music. Perhaps because it's harder to avoid (without plugging your ears), bad music is more aversive to people than poor graphics. Computer users often turn their audio off to avoid annoying music, and may not remember to turn it back on for your site. Take special care to coordinate audio and video. Disjunctive or competing stimuli can cause your audience to leave your site.

Overall checklist

Will the graphics be appealing to the core audience?

Will the audio be pleasing to the core audience?

Does the music evoke the appropriate mood or emotion?

Will the experience be enjoyable if a person views the site without audio?

How to improve the use of media

When to use audio

Many of the following recommendations on audio, animation, and video were adapted from a convenient list by Jakob Nielsen, available at Jakob Nielsen's Alertbox, http://www.useit.com/alertbox/9512.html Non-MS link.

Audio's main benefit is that it provides a channel separate from that of the display.

When to use animation

When to use video

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Appropriate Depth and Breadth

Your audience will judge the utility of a site partly on whether it has the right amount of information to suit their needs. Your site should have enough breadth to be relevant to more than a niche audience. However, if the subject matter is too broad, the goal of the site may be unclear. Links, archives, or search engines can provide a balance between providing valuable content depth/breadth and providing so much information that your site is hard to use or understand.

Overall checklist

Will the site have the right amount of variety for the subject matter?

Will the articles be the right lengths?

Can people go into greater depth about topics if they desire?

How to improve content depth and breadth

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Timely/Current Information

Obviously, timely information is more reliable and more interesting than stale information. Most sites do a poor job of communicating that their content is fresh and that they have a release schedule with specific exciting events.

Overall checklist

Will the site feature the latest information available on the topic?

Does your site clearly tell people when and how often content is updated?

How to improve site timeliness

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Ease of Use

For most Web sites, ease of use comes down to letting people know what they should do and how to do it. Right away people should know the point or theme of your site. They also need to know how and where to get started with the site's primary features. As they move around your site, they should know where they are, where they need to go, and how to return to a "safe" home base. Your audience will move on if your content is not easy to locate or use.

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Goals

When you started thinking about your site, you probably had a few killer ideas about what would hook people and make them want to return to your site. These high-priority features have to grab the viewer's attention as soon as they reach the site. By using design and written languages smartly, you can give your audience a set of goals that will lead them directly to your best content or help them experience your site in the way you'd like it to be experienced.

Overall checklist

Will the goal, subject matter, or point of the site be immediately clear?

Is the value proposition (what's the relevance for me?) clearly conveyed?

Will the basic steps to achieve the goal be clear from the start?

Especially for games, will there be clear indications of progress toward the main goal?

Is there any danger that the use of metaphors, language, graphics, or sounds set an inappropriate expectation for the site?

How to help people achieve their information goals

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Structure

A simple, clear structure and prominent in-site location feedback will enable your audience to easily navigate, greatly increasing your site's appeal. Icons, labels, metaphors, and other information may not be evident to the average person. Clarity on all levels is crucial.

Overall checklist

Will the design clearly communicate the site's core activities?

Will the terms (especially the site's title and sections) adequately communicate the consequences of selection or action?

Will the core activities require few actions to locate?

When appropriate, can each audience member control the pace of sequences (for example, skip or replay sequences)?

How to improve structure

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Feedback

Going down any path involves uncertainty. It's important to have road signs along the way to let people know when they're on the right track and when they need to change paths. Uncertainty causes people to make bad decisions. Feedback through page headings, page-load or download delay warnings, and reminders about system status (for example, "there are 5 people in Chat A" or "Audio off"), will help keep people on track and feeling oriented.

Overall checklist

Do page headings help people understand where they are located?

Will people be confused or frustrated by uncertainties regarding page-loading, audio loading, or download time?

How to improve feedback

Navigation feedback

Wait-time feedback

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Promoting Content

Site designers seem to believe that their content will automatically draw the appropriate audience (the "Field of Dreams Fallacy" -- if you build it, they will come). To be effective, promotional materials should communicate where the site is located, how often it is updated, and why it's relevant to the promotion viewer. Promotional material must also communicate the primary features, goals, or themes of the site. It has to convey an appealing attitude to its target audience.

Most sites have not done a good job of using their promotional spots to let people know that they have time-sensitive events and constantly fresh content.

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Overall checklist

Will people know the name of the site when the promo is over?

Will the promo highlight tangible, valuable site content?

If the promo is dynamic, will people receive appropriate prompts to click the promo before it disappears?

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How to Improve Promotion

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Made-for-the-Medium Content

Community

Community is feeling connected with other people. Communities provide a place to make new friends, stay in touch, learn about the world, show off skills, appreciate each other, and just have fun. Creating a community involves more than simply adding a chat or bulletin board to a site.

People have different social goals when online, and different spaces create different types of communities. Given all of these differences, it is unlikely that the generic solution of adding a BBS or chat room will foster a successful community. Tailor your site to support the type of community you want to foster.

"Nontraditional" community interfaces could include a high score list, a poll, or getting musical recommendations from others based on a clustering algorithm. At its most basic, community is about believing that there are people nearby.

Overall checklist

Will the site offer people the opportunity to feel like part of a community?

Does the interface support the social goals people will have while experiencing the site?

Will people be able to represent themselves to others in their preferred way?

Will people be able to express themselves freely (that is, safely and appropriately)?

Will people be able to find out about others easily?

Will the site give people something to talk about (for example, MSNBC has a daily chat about a specific news topic).

Will the site promote a sense of group identification?

How to improve community

If you want to create a safe environment where people are encouraged to participate, you may want to:

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Personalization

Rifff (available on MSN) enables a viewer to personalize the music that they hear as it's being played. Similarly, MSNBC Non-MSDN Online link provides people with the news that interests them on their own personalized home page. The Internet is a medium that enables us to tailor our presentation to individuals, and we should take advantage of the opportunity.

Overall checklist

Will the site respond to each person as an individual?

Will people be able to create and interact in a manner that is uniquely their own?

Will people be able to tailor the look and feel of the site to their own tastes?

How to improve personalization

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Infinite Refinement and Addition of Content

With certain exceptions (for example, George Lucas) directors rarely get to refine and re-release their movies. Likewise, it's difficult for all other entertainment media to refine and add to their presentation as time passes. Web sites are uniquely well suited to being organic knowledge repositories, communities, or works of art that can maintain great ideas and change over time.

Overall checklist

Will the structure enable the addition of new information?

Will people know exactly when new information is available?

Will the site provide new content on a schedule that is appropriate to the subject matter?

How to refine and add content

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Emotional Response

Challenge

Challenge is exciting and attention-getting. Everyone realizes that challenge is a common element of all games. It's harder to effectively apply challenge to an online magazine or an interactive music-maker. Magazines may use provocative, complex, or counter-intuitive writing to push their readers and keep them involved.

To be continually challenging but not threatening, sites can present new ideas and content in a relatively safe manner. The familiar setting of a bar, for example, is a safe environment for people to experience the different plot lines of Cheers. We know everyone will greet Norm with "Norm!" but we don't know what he'll say in return.

It's particularly difficult to provide an appropriate level of challenge for all of your audience members. Like chess, a good site should be easy enough to learn, but complex enough to keep people coming back.

Overall checklist

Will the level of challenge found in the site's content be appropriate for the core audience?

Will people find new challenges as they gain experience?

Are there qualities in the site that are familiar to the viewer?

Are there qualities that are unique to this site?

How to improve challenge

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Plot

Plot is more than a pattern of events: it is the ordering of emotions. The author selects and organizes scenes to ascend toward a climax that maximizes the characters' and the audience's emotional reactions. Although humor is a great way to evoke emotion, research indicates that compelling stories, rather than jokes, bring people back to sitcoms.

Most shows have a three-act structure in which a conflict is set up and resolved. Clear turning points distinguish the setup and resolution from the second-act movement. Turning points typically change the direction of the story, provide clear opportunities for action and increase the complexity.

Overall checklist

Is the primary conflict set up immediately?

Can the viewer relate to the situation or conflict, either directly or indirectly?

Will the viewer suspend disbelief and accept the reality of the show?

Does the show propel the viewer forward through frequent "cliff-hangers?"

Is the show set in a place to which the viewer will want to return?

How to improve plot

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Character Strength

Content becomes more tangible, relevant, meaningful, and engaging when it's communicated as part of the context of another person's life. Building and manipulating characters is one of the most common and effective ways to evoke emotion.

Overall checklist

Will people relate to the characters?

Are the lead and secondary characters both recognizable and distinguishable?

Are there strong relationships between the characters in the show?

How to improve character strength

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Pace

Pace refers to the timing with which ideas unfold in the audience member's mind through written, audio, or animated scenes. Stories that unfold too slowly are boring. For example, the one-liners in Mystery Science Theater 3000 don't interfere with the forward progression of the movie.

Overall checklist

Will the show move at a pace appropriate to the material and the target audience?

How to improve pace

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Additional Resources and Notes

Additional research or theories that may be useful for designing appealing content.

Evolutionary Theory

The following annotation is based on notes and ideas from the presentation, "How to Design Seductive Interfaces" by Tim Skelly, Microsoft Research; and from Pausch, R., Gold, R., Skelly, T. and Thiel, D. "What HCI Designers Can Learn from Video Game Designers" 1994. Proceedings of Computer Human Interaction, Boston, MA, April 24-28, 1994, 177-178.

Evolutionary theory suggests that people are hardwired to respond to a variety of stimuli. Designers can take advantage of these propensities to develop entertainment that is naturally engaging.

People are hardwired to pay attention to rapid motions, changes in visual field, and novel objects. Thus designers can use quick cutting and novel images or ideas to get attention. People quickly habituate to motion, so quick cutting may not hold attention.

People reflexively try to resolve unidentified or partial patterns into wholes. They will expend mental energy to name or identify something that is not complete. Small mysteries can be used to keep attention for the short term. People will try to match unidentified objects or events with things that they've previously experienced. Thus metaphor can be used to ease understanding. Likewise, people often misinterpret ambiguous stimuli in familiar but incorrect terms.

After identifying an object, people try to evaluate its relevance to their goals. This determines how much effort the person should spend interacting with an object and when they should spend the effort. The goal value will determine whether an object maintains a person's attention. Intrinsic rewards (fun) motivate us for a longer time than extrinsic rewards (a gold star).

Because there are so many things to attend to in the world, brains actively avoid attending to stimuli in the environment. People often interpret ambiguous stimuli as either dangerous or irrelevant. In response to this perception, people try to escape or ignore (respectively) the stimuli.

Objects that are ambiguous but might be important (indicated by other cues) may be actively attacked. In order to alienate themselves from ambiguous stimuli, people destroy things, mark things, control things, talk to things, create things, and buy things.

Flow

The following annotation is based on research by Social Psychologist Mihaly Csikszentmihalyi.

Csikszentmihalyi, M. Flow: The Psychology of Optimal Experience. New York: Harper & Row, 1990.

Flow is a state of pure engagement. Example of flow experiences include becoming so absorbed in a movie that you forget you are in the audience or becoming so involved in a sports game that you feel like you can't miss.

Three things are necessary for a flow experience:

  1. Clear goals (for example, find the yellow star)
  2. Fast accurate feedback (for example, game scores, character health)
  3. Level of challenge matched to skill level. (For example, let people select a skill level or adapt to the person's skill level over time. "Indiana Jones and the Fate of Atlantis" does this with a simple startup task that indicates a person's skill level and affects difficulty of game-play)

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Child Attention Research



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