Design Critique: Ticketmaster & Telecharge Seating Charts.

W.T. Dennis LIS 644: Usability, Theory and Practice   (Radio City Music Hall: Zoom-in for more detailed ticket listings for larger venues)    I. Ticketmaster.com Ticketmaster.com is a convenient and expedient resource used for buying tickets for a concert or event. This resource allows its user the gratification of choosing precisely which seat they want from […]

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child in origami star box

Educational and Inspirational

Origamispirit.com delivers a successful user experience, clearly identifying it as a passion-pursuit website by Leyla Torres aimed at teaching and sharing the joys of origami. There’s room for improvement, but even as is, orgamispirit.com provides an enjoyable experience that makes users want to return. Origamispirit.com clearly understands its users, which, according to Jesse James Garrett*

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Web Accessibility Research on Museum Websites

I interned at Guggenheim Museum interactive department in 2017 summer. During the internship period, one of my research topic was alt text and hyperlink best practices on museum websites. According to Wikipedia, web accessibility refers to “the inclusive practice of removing barriers that prevent interaction with, or access to websites, by people with disabilities.” When

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Design Story: Materials for the Arts

Scope Initial interviews with Materials for the Arts (MFTA) revealed the organization’s key goals in a website redesign. The organization would like its users to be informed of the different opportunities it provides beyond donations and scheduled appointments. In order to insure that prospective users are efficiently and effectively exploring the interface a series of

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Redesigning the CUNY Graduate Center Library’s Website: A Design Story

Scope The CUNY Graduate Center (GC) Library is in the process of revamping its digital presence. In order to do this in a way that centers the user’s experience, a careful examination of user behaviors, desires, knowledge, and expectations is required. My design team, Team Buttons, set out to research the library’s target users in

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Quantitive Usability

In the field of user experience, there is a wide range of research available, researchers mapped 20 methods across 3 dimensions: “Qualitative vs. Quantitative”, “Attitudinal vs Behavioral” and “Context of Use”. This article will focus on introducing the “Quantitative research” method, and in order to make it more clear, it will also compare it with

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