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About Face 2'0

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Section Two: Designing Behavior and Form. Part IV: Applying Visual Design Principles ... [Reference: Kevin Mullet and Darrell Sano] J. Scott Hawker. 2003-11-05 ... – PowerPoint PPT presentation

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Title: About Face 2'0


1
About Face 2.0
Section Two Designing Behavior and Form Part IV
Applying Visual Design Principles
Next
  • Chapter 19 Designing Look and Feel
  • Chapter 20 Metaphors, Idioms, and Affordances

2
Designing Look and Feel
  • Graphical User Interfaces (GUIs) are better than
    character-based user interfaces
  • True?
  • It is too easy to design GUIs that are as hard to
    use (in a different way) than command-line
    interfaces
  • We need to understand the role of visual design
    in the creation of user interfaces

3
Visual Art vs. Visual Design
  • The visual medium is common to practitioners of
    visual art and practitioners of visual design
  • But they use the medium towards different ends
  • Visual art provoke an aesthetic response self
    expression
  • Visual design communicate some specific
    information
  • Visual interface designers are concerned with
    finding the representation best suited to
    communicating the behavior of the software that
    they are designing

4
Graphic Design and Visual Interface Design
  • Aesthetic concerns are one of a number of
    concerns to visual interface designers
  • Understand the basics of color, typography, form,
    and composition
  • Understand interaction the behavior of software
  • Graphic design
  • Conventional printed medium of packaging,
    advertising, document design, etc.
  • Current digital medium of computer-based,
    pixilated display
  • Excel at creating beautiful and appropriate
    surfaces of the interface and interweaving
    corporate branding
  • Concerns, in order
  • Legibility and readability of information
  • Tone, style, and framework that communicate a
    brand
  • Communicating behavior through affordances

5
Visual Interface Design and Visual Information
Design
  • Visual interface designers focus on
  • Organizational aspects of design
  • How affordances communicate behavior to users
  • Function, then content
  • Use the visual structure of the interface to
    integrate the logical structure of the user and
    the logical structure of the program
  • Communication of program state
  • User perception of functions (layout, grids,
    figure-ground issues, etc.)
  • Visual information designers focus on
  • Content and navigation, then interaction
  • Controlling information hierarchy through the use
    of visual language
  • Especially important for content-oriented web
    design

6
Industrial Design
  • Industrial designers focus on
  • Shapes
  • Skins (textures, colors, etc.)
  • Logical mapping of physical controls and device
    behaviors to user behaviors
  • Ergonomics
  • As more physical artifacts become
    software-enabled and include sophisticated visual
    displays, it will become more important that
    interaction designers, industrial designers, and
    visual designers work closely together to produce
    usable products

7
Principles of Visual Interface Design
  • The human brain excels at making sense of dense
    quantities of visual (and other sensory)
    information
  • Discern and process visual patterns
  • Visual interface design must take advantage of
    our innate visual processing capabilities to help
    programs communicate their behavior and function
    to users
  • Visual interfaces should
  • Avoid visual noise and clutter
  • Use contrast, similarity, and layering to
    distinguish and organize elements
  • Provide visual structure and flow at each level
    of organization
  • Use cohesive, consistent, and contextually
    appropriate imagery
  • Integrate style and function comprehensively and
    purposefully
  • Reference Kevin Mullet and Darrell Sano

8
Avoid Visual Noise and Clutter
  • Visual noise superfluous visual elements that
    distract from those visual elements that directly
    communicate software function and behavior
  • Over-embellished and unnecessarily dimensional
    elements
  • Overuse of rules and other visual elements to
    separate and group controls
  • Inefficient use of white space between visual
    elements
  • Inappropriate or overuse of color, texture, and
    typography
  • Cluttered interfaces attempt to provide too much
    functionality in a constrained space

9
Ways to Avoid Visual Noise and Clutter
  • Use simple geometric forms
  • Use minimal contours
  • Use less-saturated colors
  • Typography should not vary widely
  • One or two typefaces in a few sizes
  • Similar elements that serve a similar or
    logically related purpose should be similar in
    shape, size, texture, color, weight, orientation,
    spacing, and alignment
  • Elements intended to stand out should be visually
    contrasted with regularized elements
  • Make interfaces visually efficient
  • Take away elements that do not contribute to
    clarity
  • Leverage use an element for multiple, related
    purposes

10
Use Contrast and Layering to Distinguish and
Organize Elements
  • Provide visual contrast between active,
    manipulable elements and passive, non-manipulable
    elements
  • Provide visual contrast between different logical
    sets of active elements communicate their
    distinct functions
  • Avoid unintentional or ambiguous use of contrast
  • Users will try to attribute a meaning to the
    differences
  • Contrast can provide visual patterns that users
    register and remember, allowing them to rapidly
    orient themselves
  • Contrast provides a gross means of indicating the
    most or least important elements in an
    interfaces visual hierarchy
  • A visual interface is based on visual patterns

AXIOM
11
Dimensional, Tonal, and Spatial Contrast
  • Manipulable controls should visually stand out
    from non-manipulable regions
  • Use dimensional contrast (such as pseudo-3D) to
    give the feel of a manual affordance
  • Buttons and other items to be clicked or dragged
    are given a raised look
  • Data entry areas are given indented looks
  • Use tonal contrast (hue, saturation,
    value/brightness) to distinguish controls from
    background and to group controls logically
  • Vary along a single access, not all at once
  • Variation along hue is a poor choice for those
    with color perception problems
  • Use spatial contrast to make logical distinctions
  • Spatially group related things
  • Communicate sequence with left-to-right
    top-to-bottom (for example)
  • Shape example check boxes are square radio
    buttons are round
  • Orientation up, down, left, right, angles
  • Size broadness of scope, importance, frequency
    of use

12
Layering
  • Organize interfaces by layering visual cues in
    individual elements or in the background on which
    the active elements rest
  • Color
  • Dark, cool, desaturated colors recede
  • Light, warm, saturated colors advance
  • Size
  • Large elements advance
  • Small elements recede
  • Positional overlapping
  • Maximize differences between layers minimize
    differences between items within a layer

13
Figure and Ground
  • Humans perceive a difference (tension) between
    the figure (the focus of attention) and the
    ground (the background on which the figure
    appears)
  • Perceive light objects as figure dark objects as
    the ground
  • Poorly positioned and scaled figure elements may
    end up emphasizing the ground
  • Figure and ground should be about equal in their
    scale and visual weight
  • Figure should be centered on the ground

Compare your perceptions of the figure/ground
scale on the last few slides
14
The Squint Test, Mirror Test, and Upside Down Test
  • Use the squint test to assess whether a visual
    interface design employs contrast effectively
  • Close one eye and squint at the screen with the
    other
  • Which elements pop out?
  • Which elements are fuzzy?
  • Which items group together?
  • Which is dominant figure or ground?
  • Mirror test look at the design in the mirror
  • Look at the design upside down

15
Visual Structure and Flow at Each Level of
Organization
  • Align grouped elements horizontally and
    vertically
  • Align labels (use left justification)
  • Align within a set of related controls
  • Align across different groups of controls
  • Follow a regular grid structure for larger-scale
    elements groups, panes, screens
  • Use clear, simple grids with relatively large
    atomic grid unit
  • Users logical path should be left-to-right,
    top-to-bottom
  • In Western countries

16
Symmetry and Balance
  • Interfaces that dont employ symmetry tend to
    look unbalanced
  • Achieve asymmetrical balance by controlling the
    visual weight of individual elements
  • Use the squint, mirror, and upside down test to
    recognize lopsided balance

17
Spatial Harmony and White Space
  • Certain proportions seem to be more pleasing than
    others to humans
  • Golden Section ratio 1 1.618
  • Unfortunately, computer monitors have a ratio of
    1.33 1
  • Use white space
  • Like books enforce proper margins and spacing
    between paragraphs, figures, and captions
  • Make proportions bold, crisp, and exact
  • Almost a square is no good
  • Almost a double square is no good
  • etc.

1
1
1
1
1
1
1
18
Cohesive, Consistent, Contextually Appropriate
Imagery
  • A good understanding of personas and their mental
    models should provide a solid foundation for
    textual and visual language used in an interface
  • Consider cultural differences, such as
  • Color red is not a warning color in China
  • Do not use a thumbs up in Turkey
  • Octagon does not mean stop in all countries
  • Consider domain-specific color encoding
  • Yellow in a hospital means radiation red means
    life threatening

19
Function-Oriented Icons
  • Represent an abstract concept in iconic, visual
    language
  • Use idioms over visual metaphors
  • Represent the action and the object acted upon
  • Nouns and verbs
  • Beware of metaphors and representations that may
    not have the intended meanings for your target
    audience
  • Group related functions visually
  • Keep icons simple avoid excessive visual detail
  • Dont draw undue attention to the icon visuals
  • Reuse elements when possible, so users need to
    learn them only once
  • But dont reuse them for different meanings

20
What are the Actions? The Objects?
21
Associating Visual Symbols to Objects
  • Create unique symbols for types of objects in the
    interface
  • Support quick user recognition
  • Faster than text recognition
  • Often idiomatic, rather than representational or
    metaphoric
  • Enforce the connection use the symbol wherever
    the object is represented on the screen
  • Visually distinguish elements that behave
    differently

AXIOM
22
Visualize Behaviors
  • Show the user what the results will be
  • Visually communicate function and behavior

AXIOM
It would be great if I could also graphically
manipulate the margin (Allow input wherever you
output)
23
Integrate Style and Function Comprehensively and
Purposefully
  • Apply stylistic elements from a global
    perspective, not just to individual controls or
    other elements
  • Form versus function
  • Designers must be careful not to affect the basic
    shape, visual behavior, and visual affordance of
    controls in the effort to adapt them to a visual
    style
  • Educational and entertainment applications can
    take more liberty with style
  • Branding
  • The user interface should carry the branding
    strategy of the company developing and/or using
    the application
  • Choice of color, image style, logos, etc.
  • Notice the branding elements of the design of
    these slides

24
Principles of Visual Information Design
  • Edward Tufte
  • Two important problems in information design for
    computer-based information display
  • Displaying multi-dimensional information on a
    two-dimensional surface
  • The display resolution of the screen is much less
    than paper (but computers add motion)
  • Visually displayed information should
  • Enforce visual comparisons
  • Show causality
  • Show multiple variables
  • Integrate text, graphics, and data in one display
  • Ensure the quality, relevance, and integrity of
    the content
  • Show things adjacently in space, not stacked in
    time
  • Not de-quantify quantifiable data

25
Use of Text in Visual Interfaces For Navigation
  • For navigation purposes, text words are best
    considered as visual elements short, easily
    recognized, easily remembered
  • WORDS IN ALL CAPS ARE HARDER TO READ
  • The words lose their shape that we recognize
  • Recognizing words is different from reading
    (where we interpret meaning in context)
  • Minimize reading in navigation
  • Use visual symbols and idioms to identify the
    type of object, then use text to identify which
    particular object
  • Visually scan for object type
  • Visually show what textually show which

AXIOM
26
Use of Text in Visual Interfaces For Reading
  • When text must be read in interfaces
  • Make sure the text is in high contrast with the
    background
  • Do not use conflicting colors
  • Choose an appropriate typeface and point size
  • Point sizes less than ten are difficult to read
  • For brief text (label, etc.) use a crisp,
    sans-serif font, like Arial
  • For paragraphs of text, use a serif font
  • Phrase text to make it understandable by using
    the least number of words necessary to convey
    meaning
  • Phrase clearly
  • Avoid abbreviations use standards abbreviations
    when necessary

27
Use of Color in Visual Interfaces
  • Color is part of the visual language of an
    interface design
  • Users will impart meaning to the use of color
  • Uses
  • Color draws attention
  • Color improves navigation and scanning speed
  • Color shows relationships
  • Misuse of color
  • Too many colors
  • Use of complementary colors
  • Excessive saturation
  • Inadequate contrast
  • Inadequate attention to color impairment

No Blue on Red
No Red on Blue
28
Consistency and Standards
  • Consistency implies a similar look, feel, and
    behavior across the various modules of a software
    product or across products
  • Standards benefits
  • Improves user ability to quickly learn an
    interface
  • Enhances productivity, throughput, accuracy due
    to predictable behavior
  • Reduces the number of design decisions to make
  • Improves design and code reuse
  • Standards risks
  • Following standards that are poor or
    inappropriate
  • Assuming that standards guide interaction (they
    only guide look and feel)

29
Consistency and Standards
  • Standards are guidelines
  • Sometimes you must bend the rules to best serve
    your users and their goals
  • Or the goals of other stakeholders
  • Obey standards unless there is a truly superior
    alternative
  • Consistency doesnt imply rigidity

AXIOM
AXIOM
30
About Face 2.0
Section Two Designing Behavior and Form Part IV
Applying Visual Design Principles
  • Chapter 19 Designing Look and Feel
  • Chapter 20 Metaphors, Idioms, and Affordances

Next
31
Metaphors, Idioms, and Affordances
  • Metaphors, especially physical and spatial
    metaphors, have an extremely limited place in the
    design of most information-age, software-enabled
    products
  • Metaphors tie interfaces to the workings of the
    physical world
  • There arent many good metaphors
  • Metaphors do not scale well
  • e.g., file folders when there are tens of
    thousands of files
  • Metaphors are often difficult to recognize
  • Metaphors do not cross cultural boundaries well

32
Interface Paradigms
  • Implementation-centric interfaces
  • Based on an understanding of how things work
  • Metaphoric interfaces
  • Based on intuiting how things work
  • Idiomatic interfaces
  • Based on learning how to accomplish things
  • A natural, human process

Preferred
33
Implementation-Centric Interfaces
  • Implementation-centric user interfaces are
    designed based exclusively on the implementation
    model
  • One button per function, one dialog per module of
    code, commands and processes that reflect the
    internal data structures and algorithms
  • The user must learn how the program works in
    order to successfully use the interface
  • Users would rather be successful than
    knowledgeable
  • A preference that is often hard for engineers to
    understand

AXIOM
34
Metaphoric Interfaces
  • Metaphoric interfaces rely on intuitive
    connections that the user makes between the
    visual cues in an interface and its function
  • Usually visual metaphors a picture used to
    represent the purpose or attributes of a thing
  • Images on toolbar buttons to the entire screen
  • Scissors on a Cut button to a full-screen
    checkbook in Quicken
  • Again, metaphor-based interfaces are problematic
  • Metaphors tie interfaces to the workings of the
    physical world
  • There arent many good metaphors
  • Metaphors do not scale well
  • Metaphors are often difficult to recognize
  • Metaphors do not cross cultural boundaries well
  • Never bend your interface to fit a metaphor

AXIOM
35
The Success of the Mac
  • The Apple Macintosh succeeded because
  • It defined a tightly restricted but flexible
    vocabulary for users to communicate with
    applications, based on a very simple set of mouse
    actions
  • It offered sophisticated direct manipulation of
    rich visual objects on the screen
  • It used square pixels at high resolution,
    enabling screen output to match printed output
  • Not because of a desktop metaphor

36
Idiomatic Interfaces
  • Idiomatic design is based on the way we learn and
    use idioms
  • Idiom a phrase or expression whose meaning
    cannot be understood from the ordinary meanings
    of the words in it
  • How do you do? (Howdy? Fine!)
  • I have caught cold
  • The World Book Dictionary, 1971
  • Idiomatic interfaces focus on learning simple,
    non-metaphorical visual and behavioral idioms to
    accomplish goals and tasks
  • We understand the idiom simply because we have
    learned it and because it is distinctive

37
Idiomatic Interfaces (continued)
  • Graphical interfaces are largely idiomatic
  • Windows, title bars, close boxes, scroll bars,
    hyperlinks, drop-downs, etc. are things we learn
    idiomatically
  • The mouse is an easily-learned idiom
  • Scotty in Star Trek IV speaks into a mouse as the
    user interface idiom
  • Toddlers can easily use a mouse
  • All idioms must be learned good idioms need to
    be learned only once

AXIOM
38
Building Idioms Well-Formed Vocabularies
Idioms Application-specific commands and feedback
Delete, create, draw
Scrolling, sorting, dialogs
Compounds Generic input and output actions and
symbols
Edit fields, checkboxes, highlighting
Double-click, buttonclick, selection
Primitives Indivisible actions and feedback
mechanisms
Point, click, drag, keypress
Cursor, text
Output
Input
  • Idioms combine and structure compounds using
    domain knowledge of the problem under
    consideration
  • Open the vocabulary to the information in the
    problem domain
  • In a GUI labels on visual elements

39
Manual Affordances
  • Affordance the perceived and actual properties
    of the thing, primarily those fundamental
    properties that determine just how the thing
    could possibly be used Donald Norman, The
    Psychology of Everyday Things
  • What is a pushbutton on the wall by the front
    door?
  • A doorbell!
  • Why?
  • Because we learned it
  • Because it looks pushable
  • Things that say, push me, grab me, talk to
    me, etc.
  • Intuitive to our tool-manipulating nature as
    humans
  • What will happen when we push/pull, etc.?
  • We learn it
  • Image or text tells us
  • But, with software, we cant predict based on
    mechanical inspection
  • So it better do what we expect!

40
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