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    Graphic Design

    Professor: Tapan Parikh ([email protected])

    TA: Eun Kyoung Choe ([email protected])

    Lecture #9 - February 21st, 2008

    213: User Interface Design and Development

    mailto:[email protected]:[email protected]:[email protected]:[email protected]
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    Graphic Design

    Modern design implies a rational,functional, information-orientedperspective

    Design implies a balance betweenfunctional and aesthetic goals

    A clear visual organization is essentialfor effective communication

    Source: Mullet and Sano, Designing Visual Interfaces

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    Principles of Graphic Design

    Simplicity

    Contrast

    White Space

    Balance

    Alignment

    Adapted from Rob Miller

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    Simplicity

    Perfection is achieved not when there is

    nothing more to add, but when there is

    nothing left to take away.

    -- Antoine de St-Exupery

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    Simple Designs Are

    Approachable - Do not intimidate theuser

    Recognizable - Can be more easily

    recognized and remembered

    Immediate - Provide immediate cuesabout what to do

    Usable - Reduce the likelihood ofconfusion or error

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    Enemies of Simplicity

    Clutter

    Overly literal translation

    Gratuitous use of 3D

    Excessive detail

    Source: General Magic

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    Ways to Achieve Simplicity

    Reduction

    Regularization

    Combination

    Source: Mullet and Sano, Designing Visual Interfaces

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    Reduce a Design to its Essence

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    Reducing a Design

    Determine the essential elementsExamine each element, and ask yourself

    whether its needed

    If it isnt, then remove it

    Even if it is, try to remove it, and see ifthe design remains coherent

    Source: Mullet and Sano, Designing Visual Interfaces

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    Regularize the Components

    Repeat elements according to adiscernible rule principle or rhythm

    Limit inessential variation

    Source: Mullet and Sano, Designing Visual Interfaces Adapted from Rob Miller

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    Regularizing a Design

    Use regular geometric forms and mutedcolors wherever possible

    If similar forms are required, make them

    as close to indentical as possibleLimit variation in font size, type

    Make sure elements intendedto standout are not regularized

    Source: Mullet and Sano, Designing Visual Interfaces

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    Combine Components

    Find ways for screen components to playmultiple roles clearly and succinctly

    Adapted from Rob Miller

    title bar

    scrollbar thumb

    help prompt

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    Combining Components

    Review the role played by each elementin the design

    Look for places where multiple

    components are doing the same thingSee whether an elements role could be

    performed by an adjacent component,

    possibly with some minor changes

    Combine redundant elements into asingle, simpler unit

    Source: Mullet and Sano, Designing Visual Interfaces

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    Contrast

    Information consists of differences that

    make a difference -Edward Tufte

    There are many ways to encodeinformation along visual dimensions

    Source: Mullet and Sano, Designing Visual Interfaces Adapted from Rob Miller

    sizevalue hue orientationtexture shape position

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    Using Contrast

    Differentiation - Distinguish relevantform from background

    Emphasis - Emphasize certain aspects of

    the presentationActivity - Guide the users eye in a

    predictable way

    Interest - Add excitement byjuxtaposing very different elements

    Source: Mullet and Sano, Designing Visual Interfaces

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    Scale

    Comparisons that a visual dimension affords

    Nominal - Decide if two values are equal

    All dimensions

    Ordered - Decide relative ordering

    Position, size, value, texture granularity

    Not orientation, hue, shape

    Quantitative - Decide relative difference Position, size

    Not value, texture, orientation, shape, hue

    Source: Mullet and Sano, Designing Visual Interfaces Adapted from Rob Miller

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    Scale

    Nominal - Decide if two values are equalOrdered - Decide relative ordering

    Quantitative - Decide relative difference

    Source: Mullet and Sano, Designing Visual Interfaces

    sizevalue hue orientationtexture shape position

    Adapted from Rob Miller

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    Length

    Length implies how much variation adimension can support

    Shape is very long - infinite variety

    Position is long and fine-grained (butmay be limited by screen size)

    Orientation is very short (4 alternatives)

    Others are in between (7-10alternatives)

    Source: Mullet and Sano, Designing Visual Interfaces Adapted from Rob Miller

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    Selective Perception

    Can observer quickly focus on one value,excluding all the others?

    Example: Find all the bluemarbles

    Selective: position, size, orientation,hue, value, texture

    Not selective: shape

    Source: Mullet and Sano, Designing Visual Interfaces Adapted from Rob Miller

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    N

    N

    N N

    N

    N

    N

    NN

    N

    NZ

    Z

    Z

    Z

    Z

    Z

    ZZ

    Z

    K

    KK

    K

    KK

    K

    K

    KK

    K

    MM

    M

    M M

    M

    M

    M

    M

    M

    M

    Can you find all the green letters?

    Adapted from Rob Miller

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    N

    N

    N N

    N

    N

    N

    NN

    N

    NZ

    Z

    Z

    Z

    Z

    Z

    ZZ

    Z

    K

    KK

    K

    KK

    K

    K

    KK

    K

    MM

    M

    M M

    M

    M

    M

    M

    M

    M

    Can you find all the Ms?

    Adapted from Rob Miller

    K

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    Associative Perception

    Can variable be ignored when more concernedwith other variables?

    Associative: position, shape, orientation, hue,texture

    Not associative: size, value

    Small size and value interferes with our ability toperceive position, shape, orientation, hue,

    texture

    Can you find the green K on this page?

    Source: Mullet and Sano, Designing Visual Interfaces Adapted from Rob Miller

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    Using Contrast Effectively

    Adapted from Rob Miller

    VS.

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    The Squint Test

    Close one eye, and squint with the otherWhat do you see? That is the structure that matters

    Adapted from Rob Miller

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    Using Contrast Effectively

    Can you distinguish the labels fromeditable fields?

    Use of color, text position does not

    provide sufficient contrast

    Source: Interface Hall of Shame Adapted from Rob Miller

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    White Space

    Use white space to group elements,instead of explicit lines

    Make sure to leave a margin

    Scale composition to make sure neitherpositive or negative space dominate

    Usually should be centered

    Do not crowd controls together - createstension and inhibits scanning

    Adapted from Rob Miller

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    Example of a Crowded Dialog

    Adapted from Rob MillerSource: Mullet and Sano, Designing Visual Interfaces

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    Use White Space to Group Elements

    Adapted from Rob MillerSource: Mullet and Sano, Designing Visual Interfaces

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    Gestalt Principles

    How visual perception constructs a gestalt(whole) out of individual elements

    Source: Mullet and Sano, Designing Visual Interfaces Adapted from Rob Miller

    proximity similarity continuity

    closure area symmetry

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    Balance

    Choose an axis (usually vertical)Make sure the visual weight of elements

    on each side are approximately equal

    Symmetric layouts are implicitlybalanced and aesthetically pleasing

    Asymmetric layouts are harder to

    balance, but can increase tension andactivity

    Adapted from Rob Miller

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    Alignment

    Either left- or right-justify your labelsTry to align your controls on the left and

    the right

    Align controls and labels on the samebaseline

    Adapted from Rob Miller

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    Breaking all the Rules

    Adapted from Rob Miller

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    Grids

    Regular grids are helpful for achieving

    both balance and alignment

    Adapted from Rob MillerSource: Mullet and Sano, Designing Visual Interfaces

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    Using Color

    Be aware of human limitations

    Color-blindness, visual perception

    Use a consistent palette

    Avoid loud, saturated colors

    Adapted from Rob MillerSource: Mullet and Sano, Designing Visual Interfaces

    h

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    Choosing Icons

    If you are trying to represent a concrete,

    tangible thing, use an icon

    If it is used repeatedly, establish aconvention, especially if one can be

    borrowed from the real world

    Otherwise, especially if its an action orabstract process, use text

    Dont mix text, icons, symbols

    Source: Mullet and Sano, Designing Visual Interfaces

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    Closing Thought

    Problem-solving and communication, notpersonal expression, is the key to effective

    visual design for graphical user interfaces.

    Source: Mullet and Sano, Designing Visual Interfaces

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    For Next Time

    Lo-Fi Project Presentations!

    Any questions?