Information Design

Author(s):  
John DiMarco

This chapter provides explanation and steps on transforming ideas into information architecture. The main emphasis is on developing a framework of content that focuses on priority, simplicity, and organization. Priority and simplicity are terms that become synonymous with good information design. By priority, I refer to prioritizing the information into a structure that will enable the user to gain access, interaction, entertainment, value, and connection with your Web portfolio. Prioritizing information relies on information design. You have already taken steps to begin the process of information design and organization has occurred. By creating a content outline, you organized the proposed content that will be presented in your Web portfolio. Refinement of the organized content relies upon navigation and usability to be thoughtful to the audience requirements. Simplicity refers to keeping navigation and usability simple and organized so that no mistakes can be made when traveling throughout the Web portfolio. Confusion in the Web portfolio cannot be tolerated by the user. He or she will not stand for not getting what they want, which is content. If the need for content discovery is not met, the connection and the communication have failed. The scary part is that we may never know if the user has had a bad experience. Later on in this book, we talk more deeply about usability from the viewpoint of Jakob Nielsen, the usability guru of the Web. We will also examine usability testing for our own Web portfolios to see how the user might feel when they hit our URL. One thing that we want to keep in the forefront of our navigation and usability design is that users need to get to where they’re going through navigation as simply as possible. This is nonnegotiable. Therefore, creating an easy to navigate, usable site is more difficult and then dumping loads of unorganized materials on the user. Let us examine the components that help insure usability and good design in the Web portfolio. The guidelines in the next sections can help you develop an organized structure that will help you in the rest of the Web portfolio development steps. Remember, the development of the Web portfolio is an individual, subjective experience that provides a structured narrative in Web form.

Author(s):  
Arthur Tatnall

In general terms, a portal can be seen as “a door, gate or entrance” (Macquarie Library, 1981), and in its simplest form the word just means a gateway; however, it is often a gateway to somewhere other than just to the next room or street. The Oxford Reference Dictionary defines a portal as “a doorway or gate etc, especially a large and elaborate one” (Pearsall & Trumble, 1996). In the context of this article, a Web portal is considered to be a special Internet (or intranet) site designed to act as a gateway to give access to other specific sites. A Web portal can be said to aggregate information from multiple sources and make this information available to various users (Tatnall, 2005c). It consists of a Web site that can be used to find and gain access to other sites, but also to provide the services of a guide that can help to protect the user from the chaos of the Internet and direct him or her toward a specific goal. More generally, however, a portal should be seen as providing a gateway not just to sites on the Web, but to all network-accessible resources, whether involving intranets, extranets, or the Internet. In other words, a portal offers centralised access to all relevant content and applications.


Author(s):  
Filipe Roseiro Côgo ◽  
Roberto Pereira

Through the concept of Cognitive Authority, information relevance and quality have been related to the expertise/skill of those who publish and share information on the Web. This chapter discusses how the concept of cognitive authority can be used in order to improve the information retrieval on folksonomy-based systems. The hypothesis is that a ranking scheme that takes into account the cognitive authority of the information sources provides results of higher relevance and quality to users. To verify this hypothesis, the Folkauthority approach is adopted; a ranking scheme called AuthorityRank is proposed; and an information retrieval system, named AuthoritySearch, is built. A real social network is used to simulate the authority relationship among users, and the AuthorityRank scheme is compared with the tf-idf scheme using the NDCG metric. The results indicate a statistically significant improvement in the quality and relevance of the information obtained through the use of the AuthorityRank scheme.


Arts ◽  
2018 ◽  
Vol 7 (4) ◽  
pp. 72
Author(s):  
Annemarie Quispel ◽  
Alfons Maes ◽  
Joost Schilperoord

Designers are increasingly involved in creating ‘popular’ data visualizations in mass media. Scientists in the field of information visualization propose collaborations between designers and scientists in popular data visualization. They assume that designers put more emphasis on aesthetics than on clarity in their representation of data, and that they aim to convey subjective, rather than objective, information. We investigated designers’ criteria for good design for a broad audience by interviewing professional designers and by reviewing information design handbooks. Additionally, we investigated what might make a visualization aesthetically pleasing (attractive) in the view of the designers. Results show that, according to the information designers, clarity and aesthetics are the main criteria, with clarity being the most important. They aim to objectively inform the public, rather than conveying personal opinions. Furthermore, although aesthetics is considered important, design literature hardly addresses the characteristics of aesthetics, and designers find it hard to define what makes a visualization attractive. The few statements found point at interesting directions for future research.


Author(s):  
Toshinobu Harada ◽  
◽  
Ryousuke Tanaka

Recent Web sites have created the impression of representing companies or universities. Little research has been done to verify the relations between the composition elements of Web sites and the sense of values using nonlinear methods such as rough sets. We made a Web site for a university in the design and information design field into a case study, and aimed at clarifying the relation between the composition elements and users’ sense of values regarding the Web site. First, a questionnaire for sample Web sites was conducted using six terms to evaluate the sense of values. We then analyzed the results with multiple regression analysis, and clarified what evaluation terms affected their degree of aesthetic appeal. As a result, the subjects were classified by their sense of values into five clusters. Furthermore, combinations of composition elements for the Web site affecting the degree of aesthetic appeal in each cluster were extracted using rough sets. As a result of assessing the new Web site on the basis of the above results, we found that impressions and aesthetic appeal are controllable.


Author(s):  
Johannes Moskaliuk ◽  
Joachim Kimmerle ◽  
Ulrike Cress

In this chapter, we will point out the impact of user-generated online virtual realities on individual learning and knowledge building. For this purpose, we will first explain some of the central categories of virtual realities (VRs) such as presence and immersion. We will also introduce the term virtual reality 2.0 (VR 2.0), which refers to those new types of VRs that are characterized by typical features of the Web 2.0, such as the opportunity that exists for users to create content and objects themselves. We will explain why we think the term VR 2.0–as a combination of Web 2.0 and VR–is a good label for currently existing user-generated online VRs. This chapter will also explain the concept of knowledge building, both in general terms and in the Web 2.0 context. The main emphasis of the chapter is on the significance of knowledge building for online VRs. In this context, we will describe the visualization of educational content, learner-object interaction, as well as personal, social, and environmental presence as its main features. We will also describe online VRs as a toolbox for user-generated content, and explain why the integration of different tools and seeing “living and learning” in context are relevant for applying user-generated online VRs in educational contexts. In conclusion, we will look at future trends for VR 2.0 environments.


2020 ◽  
pp. 38-78
Author(s):  
André Brock

Taking a step backward from overt digital practices, this chapter looks at a digital artifact so widely used that it has become communicative infrastructure: the web browser. Its framing of our entire online information content and practice shapes digital identity through interactions with online services, while its customizability encourages perceptions of individual, rather than social, technocultural identity. This chapter looks at the Blackbird browser, specifically targeted to Black users, to unpack how browsers can shape Black identity from a technocultural framework. While digital interfaces are so mutable that they encourage beliefs of universalism and individualization, this chapter argues that racial digital practices can and do shape information design and behaviors.


2016 ◽  
pp. 556-568
Author(s):  
John DiMarco

This chapter offers suggestions and discussion on e-portfolio teaching approaches and how andragogy and Bloom's Digital Taxonomy can be weaved into teaching and learning to create active learning through e-portfolio development. The chapter connects andragogy (Knowles, 1980) and integrates the educational objectives in the cognitive domain put forth by Bloom in 1956 and then updated by Anderson and Krathwohl (2001) and eventually aligned to the digital realm by Churches (2009) to use as a model for teaching Web portfolio development in undergraduate courses. The Web portfolio has value for the student as a real-world tool for use in career advancement. It can be integrated into curriculum by faculty as a platform for assessment of higher-level cognitive objectives. This chapter includes a framework for a portfolio seminar course and how it implements Web portfolio (e-portfolio) components, which may provide a model for faculty developing future e-portfolio courses.


2019 ◽  
Vol 16 (3) ◽  
pp. 388-399
Author(s):  
Laís Alpi Landim ◽  
Maria José Vicentini Jorente

O objetivo deste trabalho é investigar aspectos cognitivos de Design da Informação que devem ser considerados no projeto e concepção de ambientes digitais e-Saúde, levando em consideração os graus de literacia em saúde das comunidades a quem se destinam. Assim, as características da e-Saúde, as relações entre saúde e tecnologia e os estudos em Design da Informação voltados à temática são relacionados, em convergência com a Ciência da Informação. O fornecimento de informação em saúde, tanto em meios analógicos quanto digitais, não significa necessariamente uma mudança nos hábitos de autocuidado e prevenção, devido aos diferentes graus de literacia em saúde das pessoas que as acessam. Há aspectos e características específicas na disponibilização de informações em saúde na Web que devem ser levados em consideração no Design de ambientes e-Saúde. Esse tipo de informação deve ser apresentado e representado de acordo com critérios e diretrizes especificamente voltados a esses ambientes, que são provenientes de estudos que consideram a carga cognitiva e o grau de literacia em saúde necessários para o processamento de determinados formatos de informação no processo comunicacional nesse contexto. Determinados fatores, como a ausência de jargões e formato do texto, emprego de recursos gráficos na apresentação e representação da informação e modalidades audiovisuais exigem menor esforço cognitivo no processamento da informação, sendo, assim, mais adequados a pessoas com diferentes níveis de literacia em saúde. Assim, apresenta-se como resultado um mapa conceitual com recomendações voltadas aos conteúdos textuais e gráficos para o Design de Informação de ambientes e-Saúde.*****The purpose of this paper is to investigate cognitive aspects of Information Design that should be considered in the design of eHealth environments, taking into account the degrees of health literacy of the communities to which they are intended. The characteristics of eHealth, the relationships between health and technology and the studies in Information Design related to the thematic area related, in convergence with Information Science. The provision of health information in both analogue and digital media does not necessarily mean a change in self-care and prevention habits due to the different degrees of health literacy of the people who access it. There are specific aspects in the provision of health information on the Web that should be taken into account in the Design of eHealth environments. This type of information must be presented and represented according to criteria and guidelines specifically geared to these environments, which are derived from studies that consider the cognitive load and degree of health literacy required for the processing of certain information formats in the communicational process in this context. Certain factors, such as the lack of jargon and the format of the text, the use of graphic resources in the presentation and representation of information and audio-visual modalities require less cognitive effort in information processing and are therefore more appropriate for people with different levels of health literacy. We present as a result of a conceptual map with recommendations focused on the textual and graphic contents for the Information Design of eHealth environments.


Email, e mail, or e mail, is considered probably the most normally employed solution on the net. Throughout the years, email has developed dramatically, appearing in view that essential process of interaction. Nevertheless as soon as maltreat, the interaction predicated on electronic mail might lift some downsides and in addition detrimental for your organizational security, privateness and know-how confidentiality. There is surely not enough a scheme by which person would in all probability get authenticate, in view that now no manipulate is had with the aid of us on the communications arriving at our mailbox. Due to the fact that these severe challenges, the value of securing age that's soft expertise is apparent and primary. There is undoubtedly a process to preserve our expertise safeguarded a nd locked from any person nevertheless the e-mail that is initial is by means of general public key of the receiver. When have the key that is basic public Sender encrypts the e mail accessory and promises the message to your receiver. The receiver h at the same time the private key related to most of the people- confidential key set which can also be detailed for decrypting the message. The receiver decrypts the components and decodes the message put up aided with the aid of the attachment consequently getting the attachments which can be fashioned. Consequently in this precise procedure protection is offered to mail content.MSA Encrypti utilizing the technique called as mail content encryption. Within our assignment the approach will likely be utilized by means of us uneven key cryptography for the encryption of electronic mail articles. Passwords directed on the records are quite often stored at host phase simply but there would be means that is 1/3 o shop our account password on our platform where we utilize electronic mail individual on &Decrypti on of procedure frequently. Today android becomes a very means which are widespread utilze the web hence we're capable to make use of password kept on our our bodies or cellular to gain access to o ur electronic mail account.


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