ETech 06 - Monday Notes - Next Gen Web Apps
Yes, I know it’s Wednesday but I didn’t have my laptop with me on Monday and then left the notebook that I recorded interesting stuff in on Monday in the hotel yesterday. So here we go, a day late. I’ll do this as a series as I get them in.
Designing the Next Generation of Web Apps
(Jesse James Garrett and Jeffery Veen)
Jesse and Jeff spent this session dissecting Jesse’s Elements graph from the bottom up and then from the top down again.
Here’s the bullet points that I picked up:
- There are two ways of approaching the web:
- Web as information - the web as a giant newspaper, or as a collection of hyperlinks
- Web as application - the web as a giant database with input/output mechanisms
These approaches are both valid, and should be considered during all steps in designing applications for the web. Becoming too rooted in one mindset or the other can cause problems in the design.
- There is a developing change in perspective for web designers. It used to be that designing a site was all about complete control of the user’s experience, to the level of pixel positioning. Now successful designs treat “Users as Peers”. Users need to have control over their experience within boundaries set by the scope of what the application is intended to do. Users should feel as if they have creative control in organizing how information is presented to them, at some level in themeing, colors and fonts, but also even in site organization. Designers are creating a container for the user to have an experience in.
- Trust: it takes just 1/20th of a second for a site to have made an impression on us, either positive or negative. From that point, we are biased and all experience with the site is colored by that impression. So aesthetics are important. Even the most well designed informationally architected site may not be successful if it is not appealing visually.
Jeff refered to this as “Emotional Design”. If a site is displeasing, then people will not be willing to invest the effort to learn how to use it, but in studies, they’ve noticed that people will keep trying at sites they find visually engaging even if they are not getting the results they want.
Jeff said that there have been studies that show that we tend to anthropomorphize web sites (or anthing that we’re exposed to that has interactivity). It’s a different psychology from designing products or art. Just as you don’t want to spend time with a person that treats you badly, you don’t want to stay in an abusive relationship with a website.
- Jesse gave his modified version of what AJAX is. He said that his original article (where he coined the term) was not intended for a techinical audience that would take it so literally.

Really, there are only two things that AJAX is, regardless of what language or protocol is used:- An asynchronous interaction model
- Using browser-native technologies
- Web 2.0: What’s changed is not that we have new technologies (AJAX, RSS, etc) to work with, but that we are now enabled by those technologies to re-explore interactional design.
- Jesse: “What our job is, fundamentally, is getting into the heads of strangers.”
- Usability is about training users to use your design as quickly as possible because you don’t have their attention for long (1/20th of a second). This means that you have to be conscious of reusing standards, which is difficult as stadards for Web 2.0 are still being defined. When is the cost of innovation (training users to a new paradigm) worth breaking with convention? This is subjective, but the best answer is “when it makes sense!”
- Usability testing should be used for “checking our thinking” verses as a tool for discovering where innovations need to be made.
- Recoverability is extremely important for todays web designs. Users should not be penalized for exploring. People are cautious of clicking a link because the cost of clicking a wrong link (especially on a mobile device) is often very high, resulting in loss of time or data or both. Making users comfortable that they can’t make an unrecoverable error is crucial. Users need to be allowed to “play” without consequences.
Here are the slides, but it’s a big file so be forwarned!










