SQL Statements / Clauses:

SELECT  / FROM

UPDATE /  WHERE

INSERT..INTO / AND OR

DELETE / ORDER BY (asc/desc)

SELECT * FROM [table_name];

“*” the asterisk mean “all” – SELECT (all) FROM [table_name];

SELECT phobia_definition, phobia_description FROM phobia_table;

SELECT * FROM phobia_table WHERE alpha_id=1 AND phobia_id<5 order=”" by=”" desc=”" p=”">

UPDATE phobia_table SET

phobia_id, phobia_description =

 

 

 

May 14, 2012 PHP

NAVIGATION PATTERNS:

Entry Points

Wayfinding 

Sign Posts

 

1. Clear Entry Points

2. Global Navigation (or persistent navigation)

3. Hub & Spoke

4. Breadcrumbs

 

Purposes of Navigation

  • go somewhere
  • control
  • security blanket
  • know where you are
  • get me out of here
  • reassurance
  • streamlines repetition
  • organize content
  • point users in a direction
  • find direction
ASSIGNMENT // WEEK 5

MM2201 Assignment for week 5: Project 2

Introduction

This will be a group project. You can select your own group partners, but make sure no one is left out.

The class will split into groups of three or four students each and design a Web interface for a commerce site that is selling a certain product. In class this week, your group should brainstorm and decide on an industry and a product. It is not a branding class, but you will also need to come up with a logo, since that doubles as Site ID and a part of the navigation.

The site will need at least five major Sections, and the user will have to browse at least four levels deep to get to the product page in question (Home, Section, Subsection, Product). Keep these parameters in mind as you begin to work on these – the size of the site (including all the products you’re not actually building pages for) will determine the structure of the site, and the navigation. In week 7 we will be setting up a usability lab and testing their designs on unsuspecting non-majors grabbed from the hallways.

Please brainstorm ideas for industry, product and logo. Include everyone in the group in this process; for homework you will all be working on concepting thumbnails for logos and the Home page design.

Teams

Get together with your group and divide your labor among these tasks:

Research

Determine your research methods, paying particular attention to analysis of similar/competing existing sites. Define your target audience and user needs. Write three user profiles of members within your target audience. Include this and your research methods and sources into a Word or PDF document. Be as thorough as possible. Strategy. 1-2 team members.

Site scope

Define the scope of your site (number of pages, number of categories/products at each level) and build a flow chart showing the user’s pathway through this structure. You may use Illustrator or Visio, and make it clear how many Sections and Subsections there will be at those levels. Make this a visually professional document. Scope and structure. 1 team member.

Wireframe

Design a wireframe comp for each  page of the clickthrough. Consider for inclusion the elements discussed in class: the Site ID, tag line, global nav, Welcome blurb, search field, etc. Also any other elements you deem necessary, such as links to networking sites and so on. Structure and skeleton. 1-2 team members.

Design

Bring in some thumbnail sketches of your company’s logo. Design. All team members.

February 2, 2012 Interface Design

interfaceHeader

REVIEWofLASTWEEK:

User Behavior Patterns:

  • Safe Exploration
  • Satisficing
  • Instant Gratification
  • Other People’s Advice

 


 User Patterns:

  • Occasional Users
  • Expert/Intermediate Users
  • Middle of the Road

 


 Interface Patterns:

  1. One-Window Drilldown (drilldown = user goes down through levels)
    defines a one window interface that gets completely replaced as the user goes through the levels of the interface.
    requires some sort of “Escape Hatch” to provide the user an instant escape from the interface.
  2. Two-Panel Selector
    divides the interface into two panels, one for navigation, the other for content to display inside of.
    very old interface, most people get the hang of this interface rather quickly.
    Almost all email clients, iTunes, Finder, Windows Explorer all use the two-panel interface design.
  3. Canvas + Palette
    just think of the standard Adobe application interface. One holds tools (do somethings) while the other in where the magic happens.
  4. Wizard
    takes a task that would be complex to the user and breaks it up into smaller navigable pieces. Requires the ability to allow the user to go back and forth.
    Think of installation wizards.
    Generally has set in “Good/Likely Defaults” to allow greater choosing ease for the user.
    TurboTax, Expedia – examples 
  5. Extras On Command
    example: website (give most important content first, with the abilities to show the user more content with a click of a button. Needs affordances to let the user know when something’s a dropdown menu. 
  6. Intriguing Branches
    inline or embedded links for “related content” or “you may also be interested”. Tooltips, etc.    

January 26, 2012 Interface Design