Title: Visual Structure
1Visual Structure
2Agenda
- Gestalt
- Clarity
- Consistency
- Hierarchy
- Balance
- Grids
- Contrast
- Textures
- Evaluating
3Gestalt Principles
- Proximity
- Similarity
- Common fate
- Closure
4Gestalt Good Continuation
- In each example, we give the left overlapping
objects the - center interpretation, not the right-most
interpretation
5Gestalt Good Continuation
- In each example, we give the left overlapping
objects the - center interpretation, not the right-most
interpretation
6Combining Gestalt Principles
- Several Principles can be combined
- Proximity reinforces similarity
- Proximity reinforces closure
- Proximity opposes closure
7Gestalt Use Visual Structure to Reinforce
Logical Structure
- Proximity reinforces alphabetization
ATE GET BAT GOT BIT HAT CAT HIT DOG HOT EAT LAP FA
R MAP FAT PAT
ATE BAT BIT CAT DOG EAT FAR FAT GET GOT HAT HIT HO
T LAP MAP PAT
8Gestalt Use Visual Structure to Reinforce
Logical Structure
- Proximity counters alphabetization
ATE BAT BIT CAT DOG EAT FAR FAT GET GOT HAT HIT HO
T LAP MAP PAT
9Gestalt Use Visual Structure to Reinforce
Logical Structure
ATE BAT BIT CAT DOG EAT FAR FAT GET GOT HAT HIT HO
T LAP MAP PAT
10Gestalt Grouping
- Visual structure by grouping indentation
(common fate)
Rotate X Rotate Y Rotate Z Zoom In Zoom Out
Rotate X Y Z Zoom In Out
11Gestalt Grouping
- Even more visual structure
Rotate X Y Z Zoom In Out
12Gestalt Dialogue Box Example
13Gestalt Dialogue Box Example
14Gestalt Dialogue Box Example
15Gestalt Dialogue Box Example
16Gestalt Dialogue Box Example
17Gestalt Dialogue Box Example
18Gestalt Closure Allows a Spartan Display to
Convey Structure
19Gestalt Proximity
- Items close together appear to have a
relationship - Distance implies no relationship
Time
Time
20Gestalt Proximity to Create Structure
Name
Name
Name
Addr1
Addr1
Addr1
Addr2
Addr2
Addr2
City
City
City
State
State
State
Phone
Phone
Phone
Fax
Fax
Fax
21Gestalt Use of Proximity to Form Structure
22Gestalt Application of Principles to Screen
Format
23Principle Clarity
- Every element in an interface should have a
reason to be there. Make that reason clear! - Less is more form follows function
- Dont use clip art cliches, like gratuitous 3D
buttons every decision should descend directly
from your concept and metaphor, not because it is
a standard default or because you just like it
24Clarity
- White space (blank space)
- Directs the eye
- Provides balance through its use
- Strengthens impact of message
- Allows eye to rest between elements of activity
- Increases legibility, clarifies hierarchy
- Used to promote simplicity and elegance
25Clarity
- Economy of Visual Elements
- Minimize borders, heavy outlining, section
boundaries - Use white space instead
- Reduce clutter
- Minimize the number of controls
26Clarity via White Space
27Clarity via White Space
28Clarity
29Clarity via White Space Example
- Too much white space
- Do simple redesign
- Fonts?
- Weak gridding
- placeholder
30Clarity via White Space Example
- Caused by underpopulated information space and
graphic design problem - placeholder
31Principle Consistency
- Be consistent in every aspect
- In layout, color, images, icons, typography, text
- Within screen, across screens
- Stay within metaphor everywhere
- Platform may have a style guide follow it!
32Inconsistent Visual Design
- Sports Flash has no icons
- Other five screens on the same level do
- placeholder for images
33Inconsistent Visual Design
- Inconsistent icon placement
- placeholder for image
34Inconsistent Structure Example
- Multiple paths from 4 screens
- No way back from Sports Flash
- Keyword Grandstand
- placeholder could make this one but goes with
others that I cant make
35Inconsistency
- Result when local and global designs arent
balanced - Color Palette conflict
- Conflict between local and global design
- placeholder
36Inconsistent Use of Graphical Elements to Depict
Logical Structure
- Icons used with list items
- placeholder
- Icons NOT used with list items
- placeholder
37Principle Hierarchy
- What are the relative levels of importance?
- What should the user see first? Second?
38Hierarchy
- What are the relative levels of importance?
- What should the user see first? Second?
- Remember this one!
39Hierarchy
- What are the relative levels of importance?
40Hierarchy
41Typographical Hierarchy
42Typographical Hierarchy plus Indentation
43Principle Balance
- Good example
- placeholder not sure where to get these from
- Bad example
- placeholder
44Principle Grids
- Western world
- Start from top left
- Allows eye to parse display more easily
45Grids
- (Hidden) horizontal and vertical lines to help
locate window components - Align related things
- Group items logically
46Grids Examples
47Grid Alignment
- Grid the invisible, underlying structure of a
site - Grid essential you must use one
48Grid Aligment
- Grid the invisible, underlying structure of a
site - Grid essential you must use one
49Grid Alignment
- Grids
- Help locate window components
- Align related things
- Group items logically
- Minimize number of controls, reduce clutter
50Grid Alignment
- Grids
- Help locate window components
- Align related things
- Group items logically
- Minimize number of controls, reduce clutter
51Grid Example
52Grids
- Good example
- placeholder not sure where to get these from
- Bad example
- placeholder
53Example Balance/Proximity/Grids
- Too many icons
- Unclear what is hot
- Is balanced
- Weak gridding
- placeholder
54Principles Contrast
- Pulls you in
- Guides your eyes around the interface
- Supports skimming
- Take advantage of contrast to guide user through
hierarchy of information add focus or to
energize an interface with texture - Can be used to distinguish active control
55Contrast
- Can be used to set off most important item
- Allow it to dominate
- Ask yourself what is the most important item in
the interface, highlight it - Use geometry to help sequencing
56Contrast Techniques
- Blinking
- Good for grabbing attention, but use very
sparingly - Reverse video, bold
- Good for making something stand out
- Again, use sparingly
57Contrast Example
Importantelement
www.delta.com
58Example
Clear, clean appearance Opinion?
www.schwab.com
59Example
Clear, clean appearance Opinion?
www.schwab.com
60Poor Graphic Design
- Inconsistent tone
- Marble conflicts with icons
- Varied hue, saturation and brightness
- Unbalanced heavy on left.
- No Gridding
- placeholder
61Poor Graphic Design
- Colors conflict
- Conflict between global and local icons
- Font unreadable
- placeholder
62Poor Graphic Design
- Violates proximity and hierarchy rules
- Breaks from grid
- Unclear whats hot
- placeholder
63Principle Background
- Respectable
- Solid
- Secure
- Muted
- placeholder
64Principle Background Textures
65Background Textures
- Exciting
- Energetic
- Professional
- placeholder
66Background Textures
- Playful
- Bright
- Chaotic
- placeholder
67Evaluating Screen Organizations
- Logical grouping
- Visual reinforcement of logical groupings
- Aesthetics
- Eye movements
- Hand movements to devices
- Consistency
68Screen Design Aesthetics
69Screen Design Aesthetics
- By removing the box around the menu area, the
meaningless but attention getting ragged right
border is created. - placeholder
70The Best of AOL
- Excellent icon use to represent most commonly
accessed items - Works well in greyscale
- Note Icons Boxing, clustering with and without
boxes - placeholder
71Example
Home page
Content page 1
Content page 2
www.santafean.com
72UI Exercise
- Look at interface and see where your eye is
initially drawn (what dominates?) - Is that the most important thing in the
interface? - Sometimes this can (mistakenly) even be white
space!
73Example
Disorganized
74Example
Visual noise
75Example
Overuse of 3D effects