Title: About Face 2'0
1About 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
2Designing 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
3Visual 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
4Graphic 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
5Visual 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
6Industrial 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
7Principles 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
8Avoid 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
9Ways 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
10Use 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
11Dimensional, 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
12Layering
- 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
13Figure 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
14The 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
15Visual 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
16Symmetry 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
17Spatial 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.
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18Cohesive, 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
19Function-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
20What are the Actions? The Objects?
21Associating 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
22Visualize 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)
23Integrate 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
24Principles 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
25Use 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
26Use 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
27Use 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
28Consistency 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)
29Consistency 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
30About 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
31Metaphors, 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
32Interface 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
33Implementation-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
34Metaphoric 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
35The 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
36Idiomatic 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
37Idiomatic 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
38Building 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
39Manual 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!
40Homework