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Designing Look and Feel

Designing Look and Feel. Cooper 19. Visual Art vs. Visual Design. Artists produce artifacts to provoke an aesthetic response Art is self-expressive Art meets the artist’s goals Visual design meets the goals of the user, not the designer Communicates to the end user.

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Designing Look and Feel

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  1. Designing Look and Feel Cooper 19 William H. Bowers – whb108@psu.edu

  2. Visual Art vs. Visual Design • Artists produce artifacts to provoke an aesthetic response • Art is self-expressive • Art meets the artist’s goals • Visual design meets the goals of the user, not the designer • Communicates to the end user William H. Bowers – whb108@psu.edu

  3. Graphic Design and Visual Interface Design • Design is within a functional framework • Designer must understand color, typefaces, form and composition • Also must understand interaction with and the behavior of the software William H. Bowers – whb108@psu.edu

  4. Graphic Design and UIs • Graphic design has been mostly print • Graphic designers understand visual principles • Weaker understanding of software and UIs William H. Bowers – whb108@psu.edu

  5. Visual Interface and Information Design • Some graphic design skills necessary • Focus is on organizational aspects • Must be knowledgeable of interaction • Match visual structure with logical William H. Bowers – whb108@psu.edu

  6. Visual Interface and Information Design • Communicate program states to users • In web design, content outweighs function • Work closely with information architects William H. Bowers – whb108@psu.edu

  7. Visual InformationDesign Principles • Avoid visual noise and clutter • Use contrast, similarity and layering • Provide structure and flow • Be cohesive, consistent and appropriate • Integrate style and function William H. Bowers – whb108@psu.edu

  8. Avoid Visual Noise and Clutter • Superfluous visual elements • Makes it impossible to communicate • Over embellished elements • Overuse of lines and rules • Jumbled, overcrowded screens • Too much functionality in too little space William H. Bowers – whb108@psu.edu

  9. Avoid Visual Noise and Clutter • Keep non-entertainment UI’s simple • Use simple forms and graphics • Muted (less saturated) colors • One or two fonts in one or two sizes • Make similar items appear similar • Use controls that can serve multiple purposes William H. Bowers – whb108@psu.edu

  10. Contrast • Visual contrast between active and passive elements • Contrast between logical sets • Can indicate importance • Pseudo 3D • Hue, saturation and brightness • Spatial (positional) contrast • Shape, orientation, size William H. Bowers – whb108@psu.edu

  11. Layering • Receding • Dark • Cool • Desaturated • Small elements William H. Bowers – whb108@psu.edu

  12. Layering • Advancing • Light • Warm • Saturated • Large elements William H. Bowers – whb108@psu.edu

  13. Figure and Ground • We usually perceive • Light objects as figures • Dark objects as background • Center the figures on the background • Give figures and background equal weight William H. Bowers – whb108@psu.edu

  14. Visual Testing • Squint • Use a mirror • Invert the screen William H. Bowers – whb108@psu.edu

  15. Structure and Flow • Grouping • Position or proximity • Alignment • Color • Texture • Size Shape • Use clear, simple grids William H. Bowers – whb108@psu.edu

  16. Alignment and Grids William H. Bowers – whb108@psu.edu

  17. Logical Flow William H. Bowers – whb108@psu.edu

  18. Symmetry and Balance William H. Bowers – whb108@psu.edu

  19. Appropriate Imagery • Understand what needs to be communicated • Understand how the user thinks about what must be communicated • Must know the visual language of the user’s domain and environment • Culturally dependent William H. Bowers – whb108@psu.edu

  20. Function Oriented Icons • Represent action and verb • Make sure meanings are appropriate for the audience • Group related functions • Keep icons simple • Reuse elements, when possible William H. Bowers – whb108@psu.edu

  21. Branding • Sum of interactions people have with a company • First impressions of product are important • Build customer relationships through branding William H. Bowers – whb108@psu.edu

  22. Principles of Visual Information Design • Two problems (according to Tufte) • Difficult to display multidimensional information on 2D surface • Resolution does not support dense information William H. Bowers – whb108@psu.edu

  23. Tufte’s Grand Principles • Enforce visual comparisons • Show causality • Show multiple variables • Integrate text, graphics and data • Quality, relevance and integrity • Show things adjacent in space • Don’t de-quantify quantifiable data William H. Bowers – whb108@psu.edu

  24. Enforce Visual Comparisons • Compare related variables • Show trends • Compare before and after • Use previews William H. Bowers – whb108@psu.edu

  25. Show Causality • Show consequences • Demonstrate cause and effect William H. Bowers – whb108@psu.edu

  26. Show Multiple Variables • Display if related • Don’t sacrifice clarity William H. Bowers – whb108@psu.edu

  27. Integrate Text, Graphics and Data • Separate keys and legends are less effective • Shifting focus is distracting • http://www.koa.com/where/pa/ William H. Bowers – whb108@psu.edu

  28. Quality, Relevance and Integrity • Insure data supports goals • Insure quality of data • Poor quality or missing data destroys credibility William H. Bowers – whb108@psu.edu

  29. Show Things Adjacent in Space • Don’t superimpose • Show sequential images William H. Bowers – whb108@psu.edu

  30. Don’t De-quantify Quantifiable Data • Graphs are useful to see relationships • Must retain numbers to be meaningful William H. Bowers – whb108@psu.edu

  31. Text • Text forms recognizable shapes • ALL CAPS ARE HARD TO READ • Visually show what • Textually show which • Use high contrast with background • Don’t use less than 10 point fonts • Keep text short William H. Bowers – whb108@psu.edu

  32. Color • Draws attention • Improves navigation and scanning speed • Shows relationships • Seven or more degrades use • Don’t put complementary colors together William H. Bowers – whb108@psu.edu

  33. Standards and Guidelines • Develop for the product • Does not insure a good UI • Must evolve with technology • Should not be rigid rules • Violate only when necessary William H. Bowers – whb108@psu.edu

  34. Questions & Discussion William H. Bowers – whb108@psu.edu

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