Saul Greenberg, James Tam Graphical Screen Design CRAP – contrast, repetition, alignment, proximity Grids are an essential tool for graphical design Other.

Slides:



Advertisements
Similar presentations
contrast, repetition, alignment, proximity
Advertisements

Graphical Screen Design
Graphic Design, part 1.
GUI Design Taken from “Lecture Notes For Tutorial, Graphics Design for Usable User Interfaces” Siggraph 97 By Aaron Marcus, John Armitage, Volker Frank,
Saul Greenberg User Centered Design Why User Centered Design is important Approaches to User Centered Design.
Graphical Screen Design CRAP – contrast, repetition, alignment, proximity Grids are an essential tool for graphical design Other visual design concepts.
CPSC 481 Foundations and Principles of Human Computer Interaction
Department of Computer Science
James Tam Graphical Screen Design CRAP (contrast, repetition, alignment, proximity) Grids are an essential tool for graphical design Other important graphical.
Saul Greenberg Graphical Screen Design Grids are an essential tool for graphical design Important graphical design concepts include visual consistency.
Saul Greenberg CPSC 481 Foundations and Principles of Human Computer Interaction James Tam.
CRAP contrast, repetition, alignment, proximity Slide deck by Saul Greenberg. Permission is granted to use this for non-commercial purposes as long as.
Chapter Concepts Discuss Fonts Understand Fonts
James Tam Graphical Screen Design CRAP (Contrast, repetition, alignment, proximity) Grids An essential tool for graphical design Other important graphical.
Graphic Design 1 The “look & feel”. Fall 2002CS/PSY Agenda Principles Examples SHW discuss.
SIMS 213: User Interface Design & Development Marti Hearst Thurs, Feb 27, 2003.
James Tam User Centered Design Why User Centered Design is important Approaches to User Centered Design.
Visual design The “look” of your interface. Your Screen?
Saul Greenberg Graphical Screen Design Grids are an essential tool for graphical design Important graphical design concepts include visual consistency.
SIMS 213: User Interface Design & Development Marti Hearst Tues Mar 15, 2005.
Saul Greenberg CPSC 481 Foundations and Principles of Human Computer Interaction James Tam.
Graphical User Interfaces Design and usability Saul Greenberg Professor University of Calgary Slide deck by Saul Greenberg. Permission is granted to use.
Foundations and Principles of Human Computer Interaction Slide deck by Saul Greenberg. Permission is granted to use this for non-commercial purposes as.
Web Site Design Marti Hearst (UCB SIMS) SIMS 213, UI Design & Development April 6, 1999.
SIMS 213: User Interface Design & Development Marti Hearst Thurs Feb 8, 2001.
CMPUT 301: Lecture 25 Graphic Design Lecturer: Martin Jagersand Department of Computing Science University of Alberta Notes based on previous courses by.
Designing Pages and Screens Comm Arts II Mr. Wreford.
Interaction Styles Interface Widgets. What are Interaction Styles?  A Collection of interface objects and associated techniques from which an interaction.
Visual design The “look” of your interface. Agenda Poster information Errors review Visual design.
James Tam CPSC 481 Foundations and Principles of Human Computer Interaction James Tam.
Document Design: Guidelines for Effective Information Layout Dr. Shelley Thomas ENGL 3100.
Screen Design. Guidelines for controls (Dix et al.) Place controls that are functionally related together. If controls are used sequentially, organize.
Sheelagh Carpendale Graphical Screen Design Important graphical design concepts include visual consistency visual relationships visual organization legibility.
Level > Next Level > …. > Crumb Trail (Hansel & Grettel) Bread Crumb Trail.
7 Selecting Design and Color Section 7.1 Identify presentation design principles Use a custom template Add pages to a navigation structure Section 7.2.
Multimedia Design. Table of Content 1.Navigational structures 2.Storyboard 3.Multimedia interface components 4.Tips for interface design.
Graphical Screen Design Part 1: Contrast, Repetition, Alignment, Proximity Lecture /slide deck produced by Saul Greenberg, University of Calgary, Canada.
William H. Bowers – Designing Look and Feel Cooper 19.
Design. Hard design - increase control. - Displays are more virtual / artificial. Marketplace pressure: - Adding operations cheaper. Adding controls expensive.
Don’t have to be a designer to know when something just ain’t right…
Page Design CMPT 281. Announcements Outline Graphic design Components of visual languages Design factors in interfaces Techniques: – Clustering – Grids.
Graphical Screen Design Part 2: Analyzing designs and other visual design concepts Lecture /slide deck produced by Saul Greenberg, University of Calgary,
Guidelines and Prototypes CS774 Human Computer Interaction Spring 2004.
Graphic Design The “look & feel” portion of an interface What someone initially encounters Conveys an impression, mood.
the rhetorical situation  audience  purpose  context design principles  arrangement  emphasis  contrast  repetition  alignment  proximity (some)
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.
Introduction to Web Page Design. General Design Tips.
Presentation or Visual Design Gabriel Spitz 1 Lecture # 15.
Visual design The “look” of your interface. Role of Graphic Design What someone initially encounters – Sets a framework for understanding content.
Mario Čagalj University of Split 2014/15. Human-Computer Interaction (HCI)
Instructional Design CARP Principles
Don’t have to be a designer to know when something just ain’t right…
©2001 Southern Illinois University, Edwardsville All rights reserved. CS 321 Human-Computer Interaction Today Design Elements Readings in HCI, pp
Technical Communication A Practical Approach Chapter 14: Web Pages and Writing for the Web William Sanborn Pfeiffer Kaye Adkins.
The Structure of the User Interface Lecture # 8 1 Gabriel Spitz.
Visual Rhetoric and the Common Core Amy Jo Southworth Bay Shore High School
Conjunctiva Zonula Retina Aqueous humour Fovea Lens Pupil Optic nerve Cornea Iris Image by MIT OpenCourseWare.
Image by MIT OpenCourseWare.
Previously Covered Material
DFP 4113 MULTIMEDIA TECHNOLOGY
Graphical Screen Design
Document Design is CRAP
Who Needs Substance? Fall 2002 CS/PSY 6750.
Graphical Screen Design
Don’t have to be a designer to know when something just ain’t right…
Interface Design Interface Design
Interface Design and Usability
Presentation transcript:

Saul Greenberg, James Tam Graphical Screen Design CRAP – contrast, repetition, alignment, proximity Grids are an essential tool for graphical design Other important graphical screen design concepts visual consistency visual relationships visual organization legibility and readability appropriate imagery navigational cues familiar idioms

Saul Greenberg, James Tam The Squint Test Used to determine what stands out or what elements appear to belong together

Saul Greenberg, James Tam CRAP: An Important Tool For Graphical Screen Design C ontrast make different things different brings out dominant elements mutes lesser elements R epetition repeat design throughout the interface consistency A lignment visually associate related elements Proximity group related elements separate unrelated elements

Saul Greenberg, James Tam Graphical Design Must account for: a comprehensible mental image -metaphor (known unknown) appropriate organization of data, functions, tasks and roles -cognitive model (how do I think it works) quality appearance characteristics -the “look” effective interaction sequencing -the “feel” Sources: -Principle of Effective Visual Communication for GUI design Marcus in Baecker, Grudin, Buxton and Greenberg -Designing Visual Interfaces Mullet & Sano, Prentice Hall

Saul Greenberg, James Tam Components of Visible Language Layout formats, proportions, and grids Typography typefaces and typesetting Imagery signs, icons, symbols; concrete to abstract Sequencing how the interface unfolds scarves: hats: 5.43 bold serif fixed italic sans-serif variable Booze!

Saul Greenberg, James Tam Components Of Visible Language (2) Visual identity unique appearance Animation dynamics of display Color and Texture convey complex information and pictorial reality

Saul Greenberg, James Tam Grids Horizontal and vertical lines to locate window components aligns related components Organization contrast to bring out dominant elements grouping of elements by proximity show organizational structure alignment Consistency location format 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

Saul Greenberg, James Tam Uses A Grid: Consistent 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. !

Saul Greenberg, James Tam No Grid: Inconsistent NoOk Message text in Arial 14, left adjusted Standard icon set Apply Cancel The file was destroyed

Saul Greenberg, James Tam Another Grid Example Two-level Hierarchy indentation contrast Grouping by white space Alignment connects visual elements in a sequence Logic of organizational flow

Saul Greenberg, James Tam Visual Consistency: Internal Consistency Unless there is a compelling reason all elements of the same program follow the same rules and conventions Application specific grids can be used to enforce this Doh!

Saul Greenberg, James Tam Visual Consistency: External Consistency Follow interface and platform style conventions Use grids that are platform (e.g., Windows) and widget (e.g., Java Swing) specific Deviate from these conventions only when there is a clear benefit to the user

Saul Greenberg, James Tam External Consistency Violated

Saul Greenberg, James Tam A Tool For Ensuring Consistency: Mumble Text Warning mmmm mmm mmm Okay ! Help mmmm mmm mmm Okay ? Tip of the day: Monday, Mar 12 mmmm mmm mmm Dismiss  

Saul Greenberg, James Tam Relationships Between Screen Elements explicit structure (e.g., the use of frames) Mmmm:  

Saul Greenberg, James Tam Bad alignment Poor choice of colors to distinguish labels from editable fields Webforms

Saul Greenberg, James Tam IBM's Aptiva Communication Center No regard for order and organization

Saul Greenberg, James Tam Haphazard layout from Mullet & Sano page 105

Saul Greenberg, James Tam Repairing a Haphazard layout from Mullet & Sano page 105

Saul Greenberg, James Tam Spatial Tension from Mullet & Sano page 72

Saul Greenberg, James Tam Using explicit structure as a crutch from Mullet & Sano page 31

Saul Greenberg, James Tam Overuse of 3-d effects makes the window unnecessarily cluttered WebForms

Saul Greenberg, James Tam Relationships Between Screen Elements GIF Construction Set How do you chose when you cannot discriminate screen elements from each other? WS-FTP

Saul Greenberg, James Tam Navigational Cues provide initial focus direct attention to important, secondary, or peripheral items as appropriate assist in navigation through material   

Saul Greenberg, James Tam Redesigning a layout using alignment and factoring from Mullet & Sano Page 119

Saul Greenberg, James Tam The importance of negative space from Mullet & Sano page 129

Saul Greenberg, James Tam 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 Repairing excessive display density from Mullet & Sano Page 111

Saul Greenberg, James Tam Economy Of Visual Elements (Tabs) Excellent means for factoring related items

Saul Greenberg, James Tam Economy Of Visual Elements (Tabs) Excellent means for factoring related items But can be overdone

Saul Greenberg, James Tam Legibility And Readability Popkin Software's System Architect

Saul Greenberg, James Tam Legibility And Readability Time & Chaos These choices must be really important, or are they?

Saul Greenberg, James Tam Upper Case Text

Saul Greenberg, James Tam 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, James Tam Legibility And Readability Proper use of typography 1-2 typographical effects (typeface or typography) - 3 max -Font types, normal, italics, bold, underline 1-3 fonts 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, James Tam 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

Saul Greenberg, James Tam Legibility And Readability Grayed-out example text hard to read. Why not make it black? Regional Preferences applet in Windows95 Text orientation makes it difficult to read

Saul Greenberg, James Tam Imagery Signs, icons, symbols right choice within spectrum from concrete to abstract Icon design very hard except for most familiar, always label them Booze!

Saul Greenberg, James Tam An Example Of Why Icon Design Is Hard Novell GroupWise 5.1: What do these images mean? No tool tips included One of the tabs is a glossary explaining these images! Which one?

Saul Greenberg, James Tam Imagery (Continued) Image position and type should be related image “family” don’t mix metaphors Consistent and relevant image use not gratuitous identifies situations, offerings...

Saul Greenberg, James Tam Choosing levels of abstraction from Mullet & Sano Page 174 

Saul Greenberg, James Tam Refined vs excessive literal metaphors from Mullet & Sano page 25  

Saul Greenberg, James Tam 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 Some examples Pulldown menus Cascading menu Dialog box item Toolbars and tooltips Window manipulation Standard Typographic controls Files What you see is what you get displays

Saul Greenberg, James Tam How To Choose Between Widgets 1 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

Saul Greenberg, James Tam How To Choose Between Widgets (Continued) 2 How are components related? organize related items as “chunks” 3 What are familiar and expected idioms? cross application look and feel MS-PowerPoint MS-Word

Saul Greenberg, James Tam Widgets And Complexity how can window navigation be reduced? -avoid long paths -avoid deep hierarchies  

Saul Greenberg, James Tam What You Now Know Grids are an essential tool for graphical design Important 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

Saul Greenberg, James Tam 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