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Published byRobyn Cooper Modified over 9 years ago
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Designing User Interfaces User Interface: People’s perception of “The Product” Good UIs have two well-integrated conceptual parts: –Form / Visual Design –Functionality / Navigation Implementing good UIs requires harmony between them
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Visual Design is about Information “Resolution” –How much you try to tell in a screenshot –Especially if you convey quantitative information “Interaction” between Design Elements –It draws your attention, then what? Color Issues -- Support or interfere with UI? Typographical Issues -- Support or interfere with UI? Overall Design “Quality”
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The Problem Intelligent human Powerful machine Communication Bottleneck One screenshot < 10% of one printed page
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Map page to screen? Scrolling requires users to rely on visual memory (a weak skill) Multiple screens per page make it difficult –to make a comparison, a choice –to keep track of context (“Where am I?”) Multiple screens management adds lots of administrative debris (buttons, menus, navigational images, etc.) Design needs to increase “signal” & reduce “noise”
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Principles of design ways to achieve unity Alignment Contrast Proximity Repetition Robin Williams’ cheatsheet: http://www.urlsinternetcafe.com/classroom/features/featuresgood.html
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Alignment is central to understanding Lay out the page with grids
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Alighment creates template of expectation
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Negative grid space can be powerful
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Break the rules only when you know why
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Grid is pleasing and calming…
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Diagonals add tension
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Think of usage
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Alignment is not strictly via squares
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Alignment is not strictly straight lines
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Contrast brings out the focal point
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Contrast should be intentional
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Where you place graphics or text creates or upsets balance Visual weight Contrast in : Color size shape photo v. drawing orientation font Anything that is different from the rest
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proximity
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The edges of the page and the center seem to exert a magnetic force on everything within the page
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Margins relax edge magnetism
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empty space can be effective
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Metaphors
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Map physical or mental, is a very familiar metaphor.
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Example of a map used in lieu of menus or buttons
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Historylines very useful but tricky to compress tons of data in a small screen
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A good example of increasing information density
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Beware!
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Form beats function
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Screen real estate sold cheap
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What is this a metaphor for?
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