Graphic Design The “look & feel”. Graphic Design It shares aspects of engineering, but with aesthetic, communicative aspects and consumer appeal.

Slides:



Advertisements
Similar presentations
Visual Rhetoric/Visual Literacy
Advertisements

Choose the Proper Screen-Based Controls
Jeopardy 1.02 Part Part Part Part Part 5 Q $100 Q $200 Q $300 Q $400 Q $500 Q $100 Q $200 Q $300 Q $400 Q $500 Final Jeopardy.
1 Human-Computer Interaction Screen Layout and Colour.
® Copyright 2008 Adobe Systems Incorporated. All rights reserved. ® ® 1 INTRODUCTION TO TYPOGRAPHY DESIGN.
Graphic Design The “look & feel” The system of imagery.
2006 Adobe Systems Incorporated. All Rights Reserved. 1 INTRODUCTION TO TYPOGRAPHY DESIGN.
Typography (The study of font).
Principles of design caroline burdett. repetition balance proximity simplicity contrast.
Graphic Design 1 The “look & feel”. Fall 2002CS/PSY Agenda Principles Examples SHW discuss.
Visual design The “look” of your interface. Your Screen?
Graphic Design 2 More on the “look & feel”. Fall 2002CS/PSY Agenda Typography Color Icon.
CMPUT 301: Lecture 25 Graphic Design Lecturer: Martin Jagersand Department of Computing Science University of Alberta Notes based on previous courses by.
Multimedia Design Adam Huntington ETE 261 1/30/09.
Visual design The “look” of your interface. Agenda Poster information Errors review Visual design.
Cognitive and physiological design drivers Judy Kay CHAI: Computer human adapted interaction research group School of Information Technologies.
Principles of Graphics Design
© De Montfort University, Principles of Graphics Design Howell Istance School of Computing Technology De Montfort University.
Visual design The “look” of your interface. Who Needs Substance?
Level > Next Level > …. > Crumb Trail (Hansel & Grettel) Bread Crumb Trail.
Composition (The elements). What is Composition Composition is the arrangement of shapes (forms) in an image – their position, relationship to one another.
® Copyright 2008 Adobe Systems Incorporated. All rights reserved. ® ® 1 INTRODUCTION TO TYPOGRAPHY DESIGN Vocabulary and Guidelines.
Multimedia Design. Table of Content 1.Navigational structures 2.Storyboard 3.Multimedia interface components 4.Tips for interface design.
Section 7.1 Identify presentation design principles Use a custom template Add pages to a navigation structure Section 7.2 Identify color scheme guidelines.
Process of __________, arranging, & ______________ visual elements of art to accomplish or address a particular purpose  Elements of Visual Design 
Introduction To Graphic Design. What is graphic design? Graphic design is the process and art of combining text and graphics and communicating an effective.
C.R.A.P.   Color balance : The colors of the entire illustration- grey, black, white and the contrast orange, seem like they were chosen without much.
The Principles of Design
Color Theory in Web Design Web Design – Sec 2-2. Objectives  The student will: –Have a better understanding of effective use of color on the web. –Be.
Elements of Visual Interface Design. Overview Layout Grid Systems Visual Flow Typography Typefaces Typographic Guidelines Colour Basics Materials & shape.
William H. Bowers – Designing Look and Feel Cooper 19.
CS3205: HCI in SW Development More on Detailed Design: Guidance and Color.
Design. Hard design - increase control. - Displays are more virtual / artificial. Marketplace pressure: - Adding operations cheaper. Adding controls expensive.
Elements of a Good Presentation Consistency Common backgrounds Common graphics (icons etc.)
Design Principles. Design Process 1. Define the problem 2. Research the project 3. Create thumbnails and roughs ◦ Thumbnail – small, fast sketches that.
BASIC PRINCIPLES OF DESIGN DESIGN, MULTIMEDIA, AND WEB TECHNOLOGIES (DMWT)
Graphics Design Robert Pastel Figures of this lectures are from McCracken and Wolfe, “User-Centered Website Development”
2006 Adobe Systems Incorporated. All Rights Reserved. 1 INTRODUCTION TO GRAPHIC DESIGN MOVEMENT, BALANCE, UNITY, CONTRAST, EMPHASIS, LINE, AND COLOR.
Graphic Design The “look & feel” portion of an interface What someone initially encounters Conveys an impression, mood.
Web Page Design Principles
Prototyping Sketches, storyboards, and other prototypes.
Principles of Good Screen Design
Understand the Principles of Good Screen Design. Introduction A well-designed screen: Reflects the capabilities, needs, and tasks of its users. Is developed.
the rhetorical situation  audience  purpose  context design principles  arrangement  emphasis  contrast  repetition  alignment  proximity (some)
Design The light bulb goes on.
Visual Organization Layout. Importance Users form their 1 st impression of your website in SECONDS When users know what they want, they want to find it.
Ch 9 Colors Yonglei Tao School of Computing & Info Systems GVSU.
VERITAS Confidential Graphic Design Shashank Deshpande VERITAS Software July, 2003.
Visual design The “look” of your interface. Project: What to do now Start brainstorming!! – Lots of ideas, then narrow down to 3 or 4 Explore design space.
Interface Design.
Corritore, MCIT Working Connections, June Introduction to Visual Design Dr. Cindy Corritore Creighton University ITM 734 Fall 2005.
Design Elements of Graphical Representation, (Factors supporting appearance and functionality of solutions). P0CCUAA.
Visual design The “look” of your interface. Role of Graphic Design What someone initially encounters – Sets a framework for understanding content.
Design Fundamentals. What is Design?  Design- Developing a plan for a project.  Some things to consider when creating a design are: What will sell a.
Color Theory in Web Design Web Design – Sec 2-2. Objectives  The student will: –Have a better understanding of effective use of color on the web. –Be.
Don’t have to be a designer to know when something just ain’t right…
0707 IAT 102 Graphic Design Design Basics Design Tools.
Guilford County SciVis V104.01
© ExplorNet’s Centers for Quality Teaching and Learning 1 Objective % Understand concepts used to create digital graphics.
Guilford County SciVis V104.01
Color Theory. Primary Colors Colors that cannot be created by mixing others.
Composition & Elements of Art and Principles of Design A artists toolbox.
Line, colour, texture & value ( Principles of Graphic Design- the Basics )
How To Design A Flyer Tips & Tricks.
How To Design A Flyer Tips & Tricks.
Who Needs Substance? Fall 2002 CS/PSY 6750.
How To Design A Flyer Tips & Tricks.
Cooper Part II Making Well-Behaved Products Visual Design
Interface Design Interface Design
Graphic Design Oleh : Lily Wulandari.
Presentation transcript:

Graphic Design The “look & feel”

Graphic Design It shares aspects of engineering, but with aesthetic, communicative aspects and consumer appeal.

Graphic Design As a practice, it has been around for thousands of years.

Graphic Design With the industrial revolution, art and design began to diverge.

Graphic Design In the US, it grew into a profession after WWII.

Graphic Design It relies on a BALANCE and integration of: & feel

Graphic Design Objective: relies on quantitative studies, like usability and legibility measures. Does the “look and feel” work?

Graphic Design Subjective: “look and feel” relies on subjective judgement by experts, depends on contextual factors.

Graphic Design Subjective: “look and feel” Culture is learned, cultural meanings change, meanings can be multiple. Uniqueness is valued (not programmable).

Graphic Design You cannot empirically measure its subjective aspects, but it is rigorous in its own epistemological realm (knowledge base).

Graphic Design It is rigorous in its own epistemological realm. 1. Graphic Design experts. vs. 2. Deploying graphic design principles (anybody).

Graphic Design So what? Deploying graphic design principles will: - enhance your ability to communicate w/designers & feel

Graphic Design Deploying graphic design principles will: - enable you to create more user-friendly interfaces

Graphic Design Deploying graphic design principles will: - enhance the knowledge base of HCI, which is increasingly necessary with millions of users

Sep 3, Fall 2004CS Agenda: The Role of Graphic Design Principles of Graphic Design Animation/Rollovers Typography Color Icons

Sep 3, Fall 2004CS Role of Graphic Design The “look and feel” portion of an interface: What someone initially encounters

Sep 3, Fall 2004CS Role of Graphic Design The “look and feel” portion of an interface: What someone initially encounters Sets a framework for understanding content Conveys an impression, mood

Sep 3, Fall 2004CS Role of Graphic Design The “look and feel” portion of an interface: What someone initially encounters Sets a framework for understanding content

Sep 3, Fall 2004CS Role of Graphic Design The “look and feel” portion of an interface: What someone initially encounters Sets a framework for understanding content

Sep 3, Fall 2004CS Role of Graphic Design The “look and feel” portion of an interface: What someone initially encounters Sets a framework for understanding content

Sep 3, Fall 2004CS Role of Graphic Design The “look and feel” portion of an interface: What someone initially encounters Sets a framework for understanding content

Sep 3, Fall 2004CS Role of Graphic Design The “look and feel” portion of an interface: What someone initially encounters Sets a framework for understanding content

Sep 3, Fall 2004CS Role of Graphic Design The “look and feel” portion of an interface: What someone initially encounters Sets a framework for understanding content

Sep 3, Fall 2004CS Agenda: The Role of Graphic Design Principles of Graphic Design Animation/Rollovers Typography Color Icons

Sep 3, Fall 2004CS Principles of Graphic Design Concept/Metaphor Hierarchy Clarity Consistency Alignment Proximity Contrast

Sep 3, Fall 2004CS Principles: Concept/Metaphor Concept: what is the overarching idea that every visual aspect of the interface relates to? (It MUST be relevant) Metaphor: (Means of “explaining” concept) If you’re building an interface for a grocery application, maybe mimic a person walking through a store with a cart.

Sep 3, Fall 2004CS Principles: Concept/Metaphor Concept: what is the overarching idea that every visual aspect of the interface relates to? (It MUST be relevant) Apple: accessible, fun, familiar; “for the rest of us” Metaphor: (Means of “explaining” concept) If you’re building an interface for a grocery application, maybe mimic a person walking through a store with a cart. desktop metaphor

Sep 3, Fall 2004CS Principles: Hierarchy What are the relative “levels” of importance? What should the user see first? Second?

Sep 3, Fall 2004CS Principles: Hierarchy What are the relative “levels” of importance?

Sep 3, Fall 2004CS Principles: Hierarchy.

Sep 3, Fall 2004CS Principles: Clarity Every element in an interface should have a reason for being there Make that reason clear! Less is more

Sep 3, Fall 2004CS Principles: Clarity White space Leads the eye Provides symmetry and balance through its use Strengthens impact of message Allows eye to rest between elements of activity (increases legibility) Used to promote simplicity, elegance, refinement

Sep 3, Fall 2004CS Principles: Clarity White space

Sep 3, Fall 2004CS Principles: Clarity White space

Sep 3, Fall 2004CS Principles: Consistency Be consistent in every aspect: In layout, color, images, icons, typography, text Within screen, across screens Stay within metaphor everywhere Platform may have a style guide -- follow it!

Sep 3, Fall 2004CS Principles: Alignment Western world Start from top left Allows eye to parse display more easily

Sep 3, Fall 2004CS Principles: Alignment Grids (Hidden) horizontal and vertical lines to help locate window components Align related things Group items logically Minimize number of controls, reduce clutter

Sep 3, Fall 2004CS Principles: Alignment Grids - use them

Sep 3, Fall 2004CS Principles: Alignment Grids (Hidden) horizontal and vertical lines to help locate window components Align related things Group items logically Minimize number of controls, reduce clutter

Sep 3, Fall 2004CS Principles: Alignment Left, center, or right Ragged right or justified Choose one, use it everywhere Novices often center things Hard to read! No definition, calm, very formal Use only in small quantities Here is some new text

Sep 3, Fall 2004CS Principles: Proximity Items close together appear to have a relationship Large distance implies -- no relationship Time

Sep 3, Fall 2004CS Principles: Proximity Items close together appear to have a relationship Large distance implies -- no relationship Time

Sep 3, Fall 2004CS Principles: Contrast Pulls you in Guides your eyes around the interface Supports skimming Take advantage of contrast to guide user through hierarchy of information; add focus; or to energize an interface with “texture” Can be used to distinguish active control

Sep 3, Fall 2004CS Principles: Contrast Can be used to set off most important item Allow it to dominate Ask yourself what is the most important item in the interface, highlight it Use geometry to help sequencing

Sep 3, Fall 2004CS Agenda: The Role of Graphic Design Principles of Graphic Design Animation/Rollovers Typography Color Icons

Sep 3, Fall 2004CS Animation/Rollovers Blinking Good for grabbing attention, but easily becomes obnoxious; use very sparingly Reverse video, bold Good for making something stand out

Sep 3, Fall 2004CS Agenda: The Role of Graphic Design Principles of Graphic Design Animation/Rollovers Typography Color Icons

Sep 3, Fall 2004CS Typography: White space White space Leads the eye Provides symmetry and balance through its use Strengthens impact of message Allows eye to rest between elements of activity (increases legibility) Used to promote simplicity, elegance, refinement

Sep 3, Fall 2004CS Typography: Hierarchy How do you lead the user through visual information (by visual means)? Some traditional navigation devices (conventions): Size Color Composition (where it is on the rectangle) Page numbers Type and Image emphases

Sep 3, Fall 2004CS Typography Characters and symbols should be easily noticeable and distinguishable AVOID HEAVY USE OF ALL UPPERCASE Studies have found that: mixed case promotes fastest reading and that 55 characters per line is optimal

Sep 3, Fall 2004CS Agenda: The Role of Graphic Design Principles of Graphic Design Animation/Rollovers Typography Color Icons

Sep 3, Fall 2004CS Color Attributes Hue native color, pigment Saturation relative purity, brightness, or intensity of a color Value lightness or darkness of a color

Sep 3, Fall 2004CS Color Use it for a purpose, not to just add some color in

Sep 3, Fall 2004CS Color Guidelines Display color images on black background Avoid brown and green as background colors Be sure foreground colors contrast (in both brightness and hue) with background colors

Sep 3, Fall 2004CS Color Guidelines Use color sparingly--Design in b/w then add color where appropriate Use color to draw attention, communicate organization, to indicate status, to establish relationships Avoid using color in non-task related ways (experiment coming next)

Sep 3, Fall 2004CS How many small rectangles

Sep 3, Fall 2004CS How many small rectangles

Sep 3, Fall 2004CS How many small ovals

Sep 3, Fall 2004CS How many small ovals

Sep 3, Fall 2004CS Find the R

Sep 3, Fall 2004CS Find the... V R Z M F G Q J C T D W A P

Sep 3, Fall 2004CS Find the T

Sep 3, Fall 2004CS Find the... V R Z M F G Q J C T D W A P

Sep 3, Fall 2004CS Color Guidelines Color is good for supporting search Do not use color without another redundant cue Color-blindness Monochrome monitors Redundant coding enhances performance Be consistent with color associations from jobs and cultures

Sep 3, Fall 2004CS Color Guidelines Limit coding to 8 distinct colors (4 better) Avoid using saturated blues for text or small, thin lines Use color on b/w or gray, or b/w on color To express difference, use high contrast colors (and vice versa) Make sure colors do not “vibrate”

Sep 3, Fall 2004CS Color Palette Example of Color hierarchy

Sep 3, Fall 2004CS Color Associations Red hot, warning, aggression, love Pink female, cute, cotton candy Orange autumn, warm, Halloween, Cell phone Yellow happy, caution, joy Brown warm, fall, dirt, earth Green lush, pastoral, envy Purple royal, sophisticated, Barney Culturally specific, contextually specific

Sep 3, Fall 2004CS Color Palettes/Suites Designers often pick a palette of 4 or 5 colors Variations of 2 colors Monochromatic (variations of 1 color) Southwestern (culturally evocative)

Sep 3, Fall 2004CS Agenda: The Role of Graphic Design Principles of Graphic Design Animation/Rollovers Typography Color Icons

Sep 3, Fall 2004CS Icon Design Relies on drawing ability -- hire someone to do it (here are standards and ways to critique icon design) Avoid meaningless, gratuitous use of icons Too many icons quickly become illegible

Sep 3, Fall 2004CS Icon Design Represent object or action in a familiar and recognizable manner

Sep 3, Fall 2004CS Icon Design Represent object or action in a familiar and recognizable manner

Sep 3, Fall 2004CS Icon Design Represent object or action in a familiar and recognizable manner

Sep 3, Fall 2004CS Icon Legibility Limit number of different icons Make icon stand out from background Ensure that a singly selected icon is clearly visible when surrounded by unselected ones

Sep 3, Fall 2004CS Icon Legibility Settlers III

Sep 3, Fall 2004CS Icon Legibility Make each icon distinctive (legible) but Make icons harmonious members of icon family Avoid excessive detail Accompany with names (though it shouldn’t be necessary)

Sep 3, Fall 2004CS Icon Design Is the symbolic aspect of the icon meaningful?

Sep 3, Fall 2004CS Icon Design Is the symbolic aspect of the icon meaningful?

Sep 3, Fall 2004CS Icon Design Is the symbolic aspect of the icon meaningful?

Sep 3, Fall 2004CS Icon Design Meaning is ASCRIBED to icons -- they don’t have an essential, measurable “essence.”

Sep 3, Fall 2004CS Role of Graphic Design in HCI The “look and feel” portion of an interface: What someone initially encounters Sets a framework for understanding content

Sep 3, Fall 2004CS Role of Graphic Design in HCI The “look and feel” portion of an interface: What someone initially encounters Sets a framework for understanding content

Sep 3, Fall 2004CS Role of Graphic Design in HCI The “look and feel” portion of an interface: What someone initially encounters Sets a framework for understanding content

Sep 3, Fall 2004CS Graphic Design Like any design job, there must be a logic to the visual design The logic drives Color scheme Materials choices Lighting style Fonts etc.

Sep 3, Fall 2004CS Eacmples - WarCraft II 2 Teams: Orcs & Humans Each team has unique biology: Collection of Team physiques Unique means of living Unique culture

Sep 3, Fall 2004CS WarCraft II Culture manifests itself: What they eat How they work How they live How they kill How they die How they live: Choice of building materials Choice of fighting styles

Sep 3, Fall 2004CS WarCraft II How Orcs live & eat Hog farms How humans Grain farms

Sep 3, Fall 2004CS WarCraft II Orcs do war with offensive spells Humans have defensive spells

Sep 3, Fall 2004CS WarCraft II Orc People Green Horns Orc Buildings Bone Leather Dark Cast Iron

Sep 3, Fall 2004CS WarCraft II Human People “Flesh tone” humans Silver armor Human buildings Light wood Light-colored metal (roofs, etc)

Sep 3, Fall 2004CS WarCraft II Invading Orc Town

Sep 3, Fall 2004CS Examples Invading human town

Sep 3, Fall 2004CS WarCraft II

Sep 3, Fall 2004CS WarCraft II

Sep 3, Fall 2004CS WarCraft II Problems This stark contrast causes problems Why are Orcs chopping wood? Why is the Orc woodshed a big, hollow log? Violates the Orc bone-and-leather look On the sea, similar problems These problems arise because of game play

Sep 3, Fall 2004CS Example: Age of Empires/Kings Logic: Numerous historical civilizations do battle Each civilization specializes Special force elements Special resource-gathering Special Wonders-of-the-world

Sep 3, Fall 2004CS Age of Empires/Kings Historical building style Historical costume

Sep 3, Fall 2004CS Celts

Sep 3, Fall 2004CS Celts

Sep 3, Fall 2004CS Vikings

Sep 3, Fall 2004CS Vikings

Sep 3, Fall 2004CS China

Sep 3, Fall 2004CS China

Sep 3, Fall 2004CS Persia

Sep 3, Fall 2004CS Turks

Sep 3, Fall 2004CS Turks

Sep 3, Fall 2004CS Byzantium

Sep 3, Fall 2004CS Age of Kings Problems Tough to recognize foreign buildings Tough to recognize own buildings Where’s my stables? All Castles look very similar