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Instructional Design CARP Principles

Instructional Design CARP Principles. MSET 593 Multimedia Literacy Dr. Kingsley. CARP contrast, alignment, repetition, proximity. Major sources: Designing Visual Interfaces, Mullet & Sano, Prentice Hall / Robin Williams Non-Designers Design Book, Peachpit Press.

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Instructional Design CARP Principles

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  1. Instructional Design CARP Principles MSET 593 Multimedia Literacy Dr. Kingsley

  2. CARPcontrast, alignment, repetition, proximity Major sources: Designing Visual Interfaces, Mullet & Sano, Prentice Hall / Robin Williams Non-Designers Design Book, Peachpit Press Slide deck by Saul Greenberg. Permission is granted to use this for non-commercial purposes as long as general credit to Saul Greenberg is clearly maintained. Warning: some material in this deck is used from other sources without permission. Credit to the original source is given if it is known.

  3. CARP • Contrast • Alignment • Repetition • Proximity Robin Williams Non-Designers Design Book, Peachpit Press

  4. CARP • Contrast • make different things different • brings out dominant elements • mutes lesser elements • creates dynamism • Alignment • Repetition • Proximity Robin Williams Non-Designers Design Book, Peachpit Press

  5. CARP (aka: CRAP) • Contrast • Repetition • repeat design throughout the interface • consistency • creates unity • Alignment • Proximity Robin Williams Non-Designers Design Book, Peachpit Press

  6. CARP/CRAP • Contrast • Repetition • Alignment • creates a visual flow • visually connects elements • Proximity Robin Williams Non-Designers Design Book, Peachpit Press

  7. CARP • Contrast • Alignment • Repetition • Proximity • groups related elements • separates unrelated ones Robin Williams Non-Designers Design Book, Peachpit Press

  8. Where does your eye go? • CARP combines to give the viewer cues about how to read the graphic title subtext three points main point sub point Robin Williams Non-Designers Design Book, Peachpit Press

  9. Where does your eye go? • Sometimes boxes do not create a strong structure • CARP can fix it Robin Williams Non-Designers Design Book, Peachpit Press

  10. Where does your eye go? • Some contrast and weak proximity • ambiguous structure • interleaved items Robin Williams Non-Designers Design Book, Peachpit Press

  11. Where does your eye go? • Strong proximity (left/right split) • unambiguous Robin Williams Non-Designers Design Book, Peachpit Press

  12. Examples: Where does your eye go? • Terrible alignment • no flow • Poor contrast • cannot distinguish colored labels from editable fields • Poor repetition • buttons do not look like buttons • Poor explicit structure replaces proximity • blocks compete with alignment

  13. No regard for order andorganization IBM's Aptiva Communication Center

  14. Haphazard layout Mullet & Sano

  15. Repairing the layout Mullet & Sano

  16. Redesigning a layout using alignment Mullet & Sano

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