Graphic Design Professor: Tapan Parikh TA: Eun Kyoung Choe

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Presentation transcript:

Graphic Design Professor: Tapan Parikh TA: Eun Kyoung Choe Lecture #9 - February 21st, : User Interface Design and Development

Graphic Design Modern design implies a rational, functional, information-oriented perspective Design implies a balance between functional and aesthetic goals “A clear visual organization is essential for effective communication” Source: Mullet and Sano, Designing Visual Interfaces

Principles of Graphic Design Simplicity Contrast White Space Balance Alignment Adapted from Rob Miller

Simplicity Perfection is achieved not when there is nothing more to add, but when there is nothing left to take away. -- Antoine de St-Exupery

Simple Designs Are… Approachable - Do not intimidate the user Recognizable - Can be more easily recognized and remembered Immediate - Provide immediate cues about what to do Usable - Reduce the likelihood of confusion or error

Enemies of Simplicity Clutter Overly literal translation Gratuitous use of 3D Excessive detail Source: General Magic

Ways to Achieve Simplicity Reduction Regularization Combination Source: Mullet and Sano, Designing Visual Interfaces

Reduce a Design to its Essence

Reducing a Design Determine the essential elements Examine each element, and ask yourself whether its needed If it isn’t, then remove it Even if it is, try to remove it, and see if the design remains coherent Source: Mullet and Sano, Designing Visual Interfaces

Regularize the Components “Repeat elements according to a discernible rule principle or rhythm” Limit inessential variation Source: Mullet and Sano, Designing Visual Interfaces Adapted from Rob Miller

Regularizing a Design Use regular geometric forms and muted colors wherever possible If similar forms are required, make them as close to indentical as possible Limit variation in font size, type Make sure elements intended to stand out are not regularized Source: Mullet and Sano, Designing Visual Interfaces

Combine Components Find ways for screen components to play multiple roles clearly and succinctly Adapted from Rob Miller title bar scrollbar thumb help prompt

Combining Components Review the role played by each element in the design Look for places where multiple components are doing the same thing See whether an element’s role could be performed by an adjacent component, possibly with some minor changes Combine redundant elements into a single, simpler unit Source: Mullet and Sano, Designing Visual Interfaces

Contrast “Information consists of differences that make a difference”-Edward Tufte There are many ways to encode information along visual dimensions Source: Mullet and Sano, Designing Visual Interfaces Adapted from Rob Miller sizevaluehueorientationtextureshapeposition

Using Contrast Differentiation - Distinguish relevant form from background Emphasis - Emphasize certain aspects of the presentation Activity - Guide the user’s eye in a predictable way Interest - Add excitement by juxtaposing very different elements Source: Mullet and Sano, Designing Visual Interfaces

Scale Comparisons that a visual dimension affords Nominal - Decide if two values are equal –All dimensions Ordered - Decide relative ordering –Position, size, value, texture granularity –Not orientation, hue, shape Quantitative - Decide relative difference –Position, size –Not value, texture, orientation, shape, hue Source: Mullet and Sano, Designing Visual Interfaces Adapted from Rob Miller

Scale Nominal - Decide if two values are equal Ordered - Decide relative ordering Quantitative - Decide relative difference Source: Mullet and Sano, Designing Visual Interfaces sizevaluehueorientationtextureshapeposition Adapted from Rob Miller

Length Length implies how much variation a dimension can support Shape is very long - infinite variety Position is long and fine-grained (but may be limited by screen size) Orientation is very short (4 alternatives) Others are in between (7-10 alternatives) Source: Mullet and Sano, Designing Visual Interfaces Adapted from Rob Miller

Selective Perception Can observer quickly focus on one value, excluding all the others? –Example: Find all the blue marbles Selective: position, size, orientation, hue, value, texture Not selective: shape Source: Mullet and Sano, Designing Visual Interfaces Adapted from Rob Miller

N N N N N N N N N N N Z Z Z Z Z Z Z Z Z K K K K K K K K K K K M M M M M M M M M M M Can you find all the green letters? Adapted from Rob Miller

N N N N N N N N N N N Z Z Z Z Z Z Z Z Z K K K K K K K K K K K M M M M M M M M M M M Can you find all the M’s? Adapted from Rob Miller

Associative Perception Can variable be ignored when more concerned with other variables? Associative: position, shape, orientation, hue, texture Not associative: size, value –Small size and value interferes with our ability to perceive position, shape, orientation, hue, texture Can you find the green K on this page? Source: Mullet and Sano, Designing Visual Interfaces Adapted from Rob Miller K

Using Contrast Effectively Adapted from Rob Miller VS.

The “Squint Test” Close one eye, and squint with the other What do you see? That is the structure that matters Adapted from Rob Miller

Using Contrast Effectively Can you distinguish the labels from editable fields? Use of color, text position does not provide sufficient contrast Source: Interface Hall of Shame Adapted from Rob Miller

White Space Use white space to group elements, instead of explicit lines Make sure to leave a margin Scale composition to make sure neither positive or negative space dominate Usually should be centered Do not crowd controls together - creates tension and inhibits scanning Adapted from Rob Miller

Example of a Crowded Dialog Adapted from Rob Miller Source: Mullet and Sano, Designing Visual Interfaces

Use White Space to Group Elements Adapted from Rob Miller Source: Mullet and Sano, Designing Visual Interfaces

Gestalt Principles How visual perception constructs a gestalt (whole) out of individual elements Source: Mullet and Sano, Designing Visual Interfaces Adapted from Rob Miller proximitysimilaritycontinuity closure areasymmetry

Balance Choose an axis (usually vertical) Make sure the visual weight of elements on each side are approximately equal Symmetric layouts are implicitly balanced and aesthetically pleasing Asymmetric layouts are harder to balance, but can increase tension and activity Adapted from Rob Miller

Alignment Either left- or right-justify your labels Try to align your controls on the left and the right Align controls and labels on the same baseline Adapted from Rob Miller

Breaking all the Rules Adapted from Rob Miller

Grids Regular grids are helpful for achieving both balance and alignment Adapted from Rob Miller Source: Mullet and Sano, Designing Visual Interfaces

Using Color Be aware of human limitations –Color-blindness, visual perception Use a consistent palette Avoid loud, saturated colors Adapted from Rob Miller Source: Mullet and Sano, Designing Visual Interfaces

Choosing Icons If you are trying to represent a concrete, tangible thing, use an icon If it is used repeatedly, establish a convention, especially if one can be borrowed from the real world Otherwise, especially if its an action or abstract process, use text Don’t mix text, icons, symbols Source: Mullet and Sano, Designing Visual Interfaces

Closing Thought Problem-solving and communication, not personal expression, is the key to effective visual design for graphical user interfaces. Source: Mullet and Sano, Designing Visual Interfaces

For Next Time Lo-Fi Project Presentations! –Any questions?