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First, find a place where you can verify the number of tiles in the planning 'footprint'. The short side defines how long a stretch of beach you will need. The long side, even though it has the arrow for road-side-placement, will not actually connect to a road; two to three tiles of this long side need to be on dry land, with one tile on the land-water-transition and the rest out in the water. While you might be able to get ferry ports to work on a lake or pond (water surrounded by land), Seaports require either river or ocean water (water that actually allows SHIPS to sail off the side of the city).
The vanilla (unmodified) seaports are not 'transit enabled' - that is you will not see any transit actually crossing the lot border (the way you do with car ferry terminals). Although, when in use, the transit query tool will show freight trips ending at a seaport (the same way that freight trips end at a rail:freight-station).
When placed on a 'river' you need to allow enough room for ships to sail around the seaport (i.e. between the water end of a seaport and the opposite bank/shore). And while you are learning about seaports, I would recommend at least a fifteen (15) meter drop at the transition (bank? shoreline?) between nearly flat dry land and the water you are placing a seaport on; once you are confident that you actually CAN place a seaport, then you can experiment with how deep the water needs to be. (You might also want to avoid 'Cliff' or 'Bluff' top placements - keeping the dry land to near water level, until later.)