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Graphic Design

Graphic Design. Christine Robson October 23, 2007. MySpace Worm. Samy’s little script (October 4, 2005) "but most of all, Samy is my hero" Viewing the profile caused the payload to be planted on their page Executing the payload triggered a friend request

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Graphic Design

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  1. Graphic Design Christine Robson October 23, 2007

  2. MySpace Worm • Samy’s little script (October 4, 2005) • "but most of all, Samy is my hero" • Viewing the profile caused the payload to be planted on their page • Executing the payload triggered a friend request • Within 20 hours over one million users had run the payload • Cross-site scripting • Never trust user entered data. Never.

  3. Topics • Graphic Design • Simplicity and Elegance • Grid-based Design • Grouping Principles • Animation • Color & Fonts

  4. First off… what’s wrong with this Picture?

  5. Design • Design is about communication • What information are you trying to communicate? • Form & Function • Form- good designs are a pleasure to use • Function- good design supports user tasks

  6. Principles of Modern Design • Form follows function • Economy of form • Limited vocabulary • Minimalism • Integrity of materials

  7. Form but not Function • MIT Stata Center

  8. Form and Function • Modern Art Museum of Fort Worth

  9. Form Follows Function

  10. Good Graphic Design • Simplicity • Contrast • White space • Balance • Alignment

  11. Simplicity & Elegance • Simple, minimalist designs are usually the most effective • Elegance: • Reduction: include only essential elements • Regularization: use one set of shapes colors forms etc • Leverage: Use elements in multiple roles (i.e. scrollbar)

  12. Benefits • Approachability • Visual elements rapidly understood • Invites further exploration • Recognizability • Less visual clutter makes it easier to recognise what is there • Immediacy • Eye is immediately drawn to important visual elements • Details that remain are more prominent • Unity • Unifying themes • Forms, colors, components with like qualities.

  13. White Space • Use white space for grouping, instead of lines • Use margins to draw eye around design • Integrate figure and ground • Object should be scaled proportionally to its background • Don’t crowd controls together • Crowding creates spatial tension and inhibits scanning

  14. White Space Avoids Visual Noise

  15. Balance & Symmetry • Choose an axis (usually vertical) • Distribute elements equally around the axis • Equalize both mass and extent

  16. Alignment • Align elements to one axis • i.e. vertical left • Keep consistency with your content • Same things on the same axis

  17. Grids • Achieves both alignment and balance • Keep *exactly* to the grid • Those 20 Pixels really matter! • Proximity and grouping are the key elements of your layout • Be wary of false groupings

  18. Structure Content using hidden lines Organize text and images in a rational, easy to absorb manner Yes it’s a buzzword, but it’s worth the buzz! Grid Design

  19. White Space • Lines and boxes are a failure of design • If your design relies on the presence of the line or box, you’ve failed at layout • The grid is a good way to avoid lines and push white space

  20. Squint to Find Groups • Think your design makes sense? • Take off your glasses, squint your eyes, and look for groups • Is the layout still clear?

  21. Grouping Principles • Figure/ground • Proximity • Similarity • Symmetry • Connectedness • Continuity • Closure • Common fate • Transparency

  22. Proximity

  23. Closure

  24. Connectedness

  25. Continuity • Smooth vs. sharp lines

  26. Common Fate

  27. Animation

  28. Why Animate? • Purpose of application • Games, simulations, video players etc • Feedback • Visualizing changes not made by user • Keeping user oriented during transitions • Displaying progress • Help • “animated icons” • Moving mouse around to show now to user UI • Reinforcing illusion of direct manipulation • Aesthetic appeal and engagement

  29. Why not to Animate… • Existing events are often enough to provide incremental screen changes • Users mouse events drive scrolling • Program events can drive a progress bar • But bursty or slow events may need animation • Short distances and short time periods • Time < 100 ms • Distance < width of the moving object

  30. Animation Design • Big jumps are disruptive • Frame rate >20 fps • Use motion blur if frame rate can’t keep up with object speed • Rule of Thumb: if object moves more then it’s width between frames, fill in with motion blur (smear of color or multiple images) • Keep it simple! • Use animation sparingly • Keep feedback animation short

  31. How not to use Animation http://www.brown.edu/

  32. Color & Fonts

  33. Colors • Use few colors • Unless you’re Monet, limit yourself to 3 • Use hues • Ensure good color contrast for text • Use color pickers • Avoid saturated colors • 0x00FFFF is visually painful • Be consistent and match expectations

  34. Color Perception

  35. Color Pickers • Let someone else pick for you • Pick colors based on graphics • Complementary colors • Don’t clash! • Use colors already chosen for you • Ie, the facebook blue

  36. Munsell Color Utility http://www.wallkillcolor.com

  37. Most common “color” .COM .KR Varies based on domain! What Color is the Web? Lot’s of gray, but tending to blue

  38. Accessibility: Color • Color Blindness • Red on blue text • Small blue text can be very hard to read • Color should not be the only way you establish contrast!

  39. Fonts • Most fonts were designed for printing on paper • Smoother fonts are easy to read • Who likes to read Impact? • Times font was commissioned by the London Times • Courier is the most readable font for paper printing • The Pixel Problem

  40. Serif and Sans Serif

  41. Web Fonts The generic font families defined in HTML and CSS are: (Under Windows API, they are identified as Roman, Swiss, Script, Decorative, and Modern, respectively).

  42. Font & Color Black Background, White text… Do Your eyes hurt yet? How about now?

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