Graphical Screen Design Part 2: Analyzing designs and other visual design concepts Lecture /slide deck produced by Saul Greenberg, University of Calgary,

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Graphical Screen Design Part 2: Analyzing designs and other visual design concepts Lecture /slide deck produced by Saul Greenberg, University of Calgary, Canada Notice: some material in this deck is used from other sources without permission. Credit to the original source is given if it is known,

Overview CRAP recap Grids Other visual design concepts consistency relationships organization legibility and readability navigational cues appropriate imagery familiar idioms

CRAP Recap 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

Repetition & Consistency 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  

Proximity vs. External Structure alignment white (negative) space to separate minimize explicit structure Mmmm:   

Proximity vs. External Structure Boxes do not create a strong structure boxes do not create a strong structure contrast and alignment emphasises organization Reproduced from: Designing Visual Interfaces, Mullet & Sano, Prentice Hall  

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 Reproduced from: Designing Visual Interfaces, Mullet & Sano, Prentice Hall 

Analyzing Poor Designs Reproduced from: Designing Visual Interfaces, Mullet & Sano, Prentice Hall Using structure as a crutch

Analyzing Poor Designs Overuse of 3-d effects unnecessarily structure unnecessary visual clutter WebForms

Analyzing Poor Designs Images: Webfroms Where do your eyes go?

Analyzing Poor Designs contrast cannot distinguish colored labels from editable fields repetition buttons do not look like buttons alignment no flow explicit structure replaces proximity lines and blocks compete with alignment Image: Webfroms

Analyzing Poor Designs No regard for order and organization Image: Webfroms IBM's Aptiva Communication Center

Analyzing Poor Designs No regard for order and organization Image: Webfroms IBM's Aptiva Communication Center

Analyzing Poor Designs Spatial tension Image: Designing Visual Interfaces, Mullet & Sano, Prentice Hall

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

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

Repairing Designs Minimal contrast, weak proximity ambiguous structure interleaved items  Image : Designing Visual Interfaces, Mullet & Sano, Prentice Hall

Repairing Designs Strong proximity (left/right split) unambiguous hierarchy clear  Images: Designing Visual Interfaces, Mullet & Sano, Prentice Hall

Image : Designing Visual Interfaces, Mullet & Sano, Prentice Hall

Repairing Designs Haphazard layout Images: Designing Visual Interfaces, Mullet & Sano, Prentice Hall

Repairing Designs Repaired… Images: Designing Visual Interfaces, Mullet & Sano, Prentice Hall

Repairing Designs Alignment and factoring Images: Designing Visual Interfaces, Mullet & Sano, Prentice Hall

Repairing Design Economy of visual elements leverage factoring minimize number of controls include only those that are necessary oeliminate, or relegate others to secondary windows minimize clutter oso information is not hidden NNNN MMMM xxx: ____ MMMM NNNN  

Repairing Design Excessive display density solved by factoring Images: Designing Visual Interfaces, Mullet & Sano, Prentice Hall

Repairing Design Excessive display density solved by tabs but can be overdone

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

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

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

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  Images: Designing Visual Interfaces, Mullet & Sano, Prentice Hall

Refined vs excessive literal metaphors   Images: Designing Visual Interfaces, Mullet & Sano, Prentice Hall

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

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

How to choose between widgets What components must be in the display? necessary visual affordances frequent actions odirect manipulation for core activities obuttons/forms/toolbar/special tools for frequent/immediate actions omenus/property window for less frequent actions osecondary 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 Images: Designing Visual Interfaces, Mullet & Sano, Prentice Hall

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

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

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

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

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

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

You now know CRAP Grids are an essential tool for graphical design Other visual concepts include visual consistency orepetition visual organization ocontrast, alignment and navigational cues visual relationships oproximity and white space familiar idioms legibility and readability otypography 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

Primary Sources This slide deck is partly based on concepts as taught by: Designing Visual Interfaces, Mullet & Sano, Prentice Hall Robin Williams Non-Designers Design Book, Peachpit Press

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