Graphical Screen Design CRAP – contrast, repetition, alignment, proximity Grids are an essential tool for graphical design Other visual design concepts.

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Presentation transcript:

Graphical Screen Design CRAP – contrast, repetition, alignment, proximity Grids are an essential tool for graphical design Other visual design concepts consistency relationships organization legibility and readability navigational cues appropriate imagery familiar idioms Slide deck by Saul Greenberg. Permission is granted to use this for non-commercial purposes as long as general credit to Saul Greenberg is clearly maintained. Warning: some material in this deck is used from other sources without permission. Credit to the original source is given if it is known. Major sources: Designing Visual Interfaces, Mullet & Sano, Prentice Hall / Robin Williams Non-Designers Design Book, Peachpit Press

Saul Greenberg CRAP C ontrast –make different things different –brings out dominant elements –mutes lesser elements –creates dynamism R epetition –repeat design throughout the interface –consistency –creates unity A lignment –visually connects elements –creates a visual flow P roximity –groups related elements –separates unrelated ones Robin Williams Non-Designers Design Book, Peachpit Press

Original

Proximity

Alignment

Contrast

Repetition

Saul Greenberg Grids Horizontal and vertical lines to locate window components –aligns related components Organization –contrast for dominant elements –element groupings by proximity –organizational structure –alignment Consistency –location –format –element repetition –organization window to widget spacing Widget to widget spacing NoOk Message text in Arial 14, left adjusted Standard icon set Fixed components Format of variable contents

NoOk Message text in Arial 14, left adjusted Standard icon set NoOk Do you really want to delete the file “myfile.doc” from the folder “junk”? ?  Ok Cannot move the file “myfile.doc” to the folder “junk” because the disc is full. !  Apply Cancel The file was destroyed

Two-level Hierarchy indentation contrast Grouping by white space Alignment connects visual elements in a sequence Logic of organizational flow

Saul Greenberg Visual consistency (repetition) internal consistency –elements follow same conventions and rules –set of application-specific grids enforce this external consistency –follow platform and interface style conventions –use platform and widget-specific grids deviate only when it provides a clear benefit to user Warning mmmm mmm mmm Okay ! Help mmmm mmm mmm Okay ? Tip of the day: Monday, Mar 12 mmmm mmm mmm Dismiss  

Saul Greenberg Relating screen elements proximal clusters alignment white (negative) space explicit structure Mmmm:  

Saul Greenberg Webforms Terrible alignment –no flow Poor contrast –cannot distinguish colored labels from editable fields Poor repetition –buttons do not look like buttons Poor explicit structure –blocks compete with alignment

IBM's Aptiva Communication Center No regard for order and organization

Haphazard layout Mullet & Sano

Repairing the layout Mullet & Sano

Spatial Tension Mullet & Sano

Using explicit structure as a crutch Mullet & Sano

Overuse of 3-d effects makes the window unnecessarily cluttered WebForms

How do you chose when you cannot discriminate screen elements from each other? GIF Construction SetMicrosoft Access 2.0

Saul Greenberg Navigational cues provide initial focus direct attention as appropriate to important 2ndary, or peripheral items as appropriate order should follow a user’s conceptual model of sequences  

Redesigning a layout using alignment and factoring Mullet & Sano

Saul Greenberg The importance of negative space and alignment Mullet & Sano

Saul Greenberg Economy of visual elements minimize number of controls include only those that are necessary –eliminate, or relegate others to secondary windows minimize clutter –so information is not hidden NNNN MMMM xxx: ____ MMMM NNNN  

Repairing excessive display density Mullet & Sano

Tabs –excellent means for factoring related items –but can be overdone

Saul Greenberg Legibility and readability Characters, symbols, graphical elements should be easily noticable and distinguishable Text set in Braggadocio Text set in Helvetica Text set in Courier TEXT SET IN CAPITOLS   Text set in Times Roman

Saul Greenberg Legibility and readability Proper use of typography –1-2 typefaces (3 max) –normal, italics, bold –1-3 sizes max Large Medium Small Large Medium Small   Readable Design components to be inviting and attractive Design components to be inviting and attractive Unreadable Design components to be inviting and attractive Design components to be inviting and attractive

Saul Greenberg Legibility and readability typesetting –point size –word and line spacing –line length –Indentation –color Readable Design components to be inviting and attractive Design components to be inviting and attractive   Unreadable: Design components to be easy to interpret and understand. Design components to be inviting and attractive

Popkin Software’s System Architect

These choices must be really important, or are they? Time & Chaos

Greyed-out example text hard to read. Why not make it black? Regional preferences in Windows 95

Text orientation difficult to read Microsoft Word

Saul Greenberg Imagery Signs, icons, symbols –right choice within spectrum from concrete to abstract Icon design very hard –except for most familiar, always label them Image position and type should be related –image “family” Consistent and relevant image use –identifies situations, offerings... Partial icon family

Choosing levels of abstraction  Mullet & Sano

Refined vs excessive literal metaphors   Mullet & Sano

What do these images mean? no tooltips included one of the tabs is a glossary explaining these images! which one? Novell GroupWise 5.1

Saul Greenberg Idioms Familiar ways of using GUI components –appropriate for casual to expert users –builds upon computer literacy –must be applied carefully in walk up and use systems Pulldown menus Cascading menu Dialog box item Toolbars and tooltips Window manipulation Standard typographic controls Files What you see is what you get displays Microsoft Powerpoint

Saul Greenberg How to choose between widgets What components must be in the display? –necessary visual affordances –frequent actions direct manipulation for core activities buttons/forms/toolbar/special tools for frequent/immediate actions menus/property window for less frequent actions secondary windows for rare actions How are components related? –organize related items as “chunks” What are familiar and expected idioms? –cross application look and feel

Displaying core functionality Apple MacPaint & Macwrite, from mullet & Sano

Saul Greenberg Widgets and complexity how can window navigation be reduced? –avoid long paths –avoid deep hierarchies  

Saul Greenberg Exercise Graphical redesign Create a grid emphasising: –visual consistency –relationships between screen elements –navigational cues –economy –legibility and readability –imagery

Constructing a grid 1.Maintain consistency with GUI style locate standard components - title bar, window controls, … 2.Decide navigational layout + white space + legibility + typography annotated grid shows location of generic components these generic components may have their own grids.

Using the grid 3.Determine relationships, navigational structure map navigational structure onto the grid 4.Economize collapse two windows into one trim sound dialog

Using the grid 5.Evaluate by displaying actual examples 6.Economize further decide which we prefer vs

Saul Greenberg What you now know CRAP Grids are an essential tool for graphical design Other visual concepts include –visual consistency repetition –visual organization contrast, alignment and navigational cues –visual relationships proximity and white space –familiar idioms –legibility and readability typography –appropriate imagery

Articulate: who users are their key tasks User and task descriptions Goals: Methods: Products: Brainstorm designs Task centered system design Participatory design User- centered design Evaluate tasks Psychology of everyday things User involvement Representation & metaphors low fidelity prototyping methods Throw-away paper prototypes Participatory interaction Task scenario walk- through Refined designs Graphical screen design Interface guidelines Style guides high fidelity prototyping methods Testable prototypes Usability testing Heuristic evaluation Completed designs Alpha/beta systems or complete specification Field testing Interface Design and Usability Engineering