graphic design the “look & feel” the system of imagery

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Graphic Design The “look & feel” The system of imagery

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Page 1: Graphic Design The “look & feel” The system of imagery

Graphic Design

The “look & feel”

The system of imagery

Page 2: Graphic Design The “look & feel” The system of imagery

Graphic Design

It shares aspects of engineering, but with aesthetic, communicative aspects and consumer appeal.

Page 3: Graphic Design The “look & feel” The system of imagery

Graphic Design

As a practice, it has been around for thousands of years.

Page 4: Graphic Design The “look & feel” The system of imagery

Graphic Design

With the industrial revolution, art and design began to diverge.

Page 5: Graphic Design The “look & feel” The system of imagery

Graphic Design

In the US, it grew into a profession after WWII.

Page 6: Graphic Design The “look & feel” The system of imagery

Graphic Design

It relies on a BALANCE and integration of:

& feel

Page 7: Graphic Design The “look & feel” The system of imagery

Graphic Design

Objective: relies on quantitative studies, like usability and legibility measures. Does the “look and feel” work?

Page 8: Graphic Design The “look & feel” The system of imagery

Graphic Design

Subjective: “look and feel” relies on subjective judgement by experts, depends on contextual factors.

Page 9: Graphic Design The “look & feel” The system of imagery

Graphic Design

Subjective: “look and feel” Culture is learned, cultural meanings change, meanings can be multiple. Uniqueness is valued (not programmable).

Page 10: Graphic Design The “look & feel” The system of imagery

Graphic Design

You cannot empirically measure its subjective aspects, but it is rigorous in its own epistemological realm (knowledge base).

Page 11: Graphic Design The “look & feel” The system of imagery

Graphic Design

It is rigorous in its own epistemological realm.

1. Graphic Design experts.

vs.

2. Deploying graphic design principles (anybody).

Page 12: Graphic Design The “look & feel” The system of imagery

Graphic Design

So what?

Deploying graphic design principles will:

- enhance your ability to communicate w/designers

& feel

Page 13: Graphic Design The “look & feel” The system of imagery

Graphic Design

Deploying graphic design principles will:

- enable you to create more user-friendly interfaces

Page 14: Graphic Design The “look & feel” The system of imagery

Graphic Design

Deploying graphic design principles will:

- enhance the knowledge base of HCI, which is increasingly necessary with millions of users

Page 15: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 15

Agenda:

The Role of Graphic Design

Principles of Graphic Design

Animation/Rollovers

Typography

Color

Icons

Page 16: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 16

Role of Graphic Design

The “look and feel” portion of an interface:

What someone initially encounters

Page 17: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 17

Role of Graphic Design

The “look and feel” portion of an interface:

What someone initially encounters

Sets a framework for understanding content

Conveys an impression, mood

Page 18: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 18

Role of Graphic Design

The “look and feel” portion of an interface:

What someone initially encounters

Sets a framework for understanding content

Page 19: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 19

Role of Graphic Design

The “look and feel” portion of an interface:

What someone initially encounters

Sets a framework for understanding content

Page 20: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 20

Role of Graphic Design

The “look and feel” portion of an interface:

What someone initially encounters

Sets a framework for understanding content

Page 21: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 21

Role of Graphic Design

The “look and feel” portion of an interface:

What someone initially encounters

Sets a framework for understanding content

Page 22: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 22

Role of Graphic Design

The “look and feel” portion of an interface:

What someone initially encounters

Sets a framework for understanding content

Page 23: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 23

Role of Graphic Design

The “look and feel” portion of an interface:

What someone initially encounters

Sets a framework for understanding content

Page 24: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 24

Agenda:

The Role of Graphic Design

Principles of Graphic Design

Animation/Rollovers

Typography

Color

Icons

Page 25: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 25

Principles of Graphic Design

Concept/Metaphor

Hierarchy

Clarity

Consistency

Alignment

Proximity

Contrast

Page 26: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 26

Principles: Concept/Metaphor

Concept: what is the overarching idea that every visual aspect of the interface relates to? (It MUST be relevant)

Metaphor: (Means of “explaining” concept) If you’re building an interface for a grocery application, maybe mimic a person walking through a store with a cart.

Page 27: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 27

Principles: Concept/Metaphor

Concept: what is the overarching idea that every visual aspect of the interface relates to? (It MUST be relevant)

Apple: accessible, fun, familiar; “for the rest of us”

Metaphor: (Means of “explaining” concept) If you’re building an interface for a grocery application, maybe mimic a person walking through a store with a cart. desktop metaphor

Page 28: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 28

Principles: Hierarchy

What are the relative “levels” of importance?

What should the user see first? Second?

Page 29: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 29

Principles: Hierarchy

What are the relative “levels” of importance?

Page 30: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 30

Principles: Hierarchy

.

Page 31: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 31

Principles: Clarity

Every element in an interface should have a reason for being there

Make that reason clear!

Less is more

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Sep 21, Fall 2006 IAT 410 32

Principles: Clarity

White space

Leads the eye

Provides symmetry and balance through its use

Strengthens impact of message

Allows eye to rest between elements of activity (increases legibility)

Used to promote simplicity, elegance, refinement

Page 33: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 33

Principles: Clarity

White space

Page 34: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 34

Principles: Clarity

Page 35: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 35

Principles: Clarity

White space

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Sep 21, Fall 2006 IAT 410 36

Principles: Consistency

Be consistent in every aspect:

In layout, color, images, icons, typography, text

Within screen, across screens

Stay within metaphor everywhere

Platform may have a style guide -- follow it!

Page 37: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 37

Principles: Alignment

Western world

Start from top left

Allows eye to parse display more easily

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Sep 21, Fall 2006 IAT 410 38

Principles: Alignment

Grids

(Hidden) horizontal and vertical lines to help locate window components

Align related things

Group items logically

Minimize number of controls, reduce clutter

Page 39: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 39

Principles: Alignment

Grids - use them

Page 40: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 40

Principles: Alignment

Grids

(Hidden) horizontal and vertical lines to help locate window components

Align related things

Group items logically

Minimize number of controls, reduce clutter

Page 41: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 41

Principles: Alignment

Left, center, or right

Ragged right or justifiedChoose one, use it everywhere

Novices often center thingsHard to read!No definition, calm, very formalUse only in small quantities

Here is somenew text

Here is some

new text

Here issome

new text

Page 42: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 42

Principles: Proximity

Items close together appear to have a relationship

Large distance implies -- no relationship

Time

Page 43: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 43

Principles: Proximity

Items close together appear to have a relationship

Large distance implies -- no relationship

Time

Page 44: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 44

Principles: Contrast

Pulls you in

Guides your eyes around the interface

Supports skimming

Take advantage of contrast to guide user through hierarchy of information; add focus; or to energize an interface with “texture”

Can be used to distinguish active control

Page 45: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 45

Principles: Contrast

Can be used to set off most important item

Allow it to dominate

Ask yourself what is the most important item in the interface, highlight it

Use geometry to help sequencing

Page 46: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 46

Agenda:

The Role of Graphic Design

Principles of Graphic Design

Animation/Rollovers

Typography

Color

Icons

Page 47: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 47

Animation/Rollovers

Blinking

Good for grabbing attention, but easily becomes obnoxious; use very sparingly

Reverse video, bold

Good for making something stand out

Page 48: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 48

Agenda:

The Role of Graphic Design

Principles of Graphic Design

Animation/Rollovers

Typography

Color

Icons

Page 49: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 49

Typography: White space

White space

Leads the eye

Provides symmetry and balance through its use

Strengthens impact of message

Allows eye to rest between elements of

activity (increases legibility)

Used to promote simplicity, elegance, refinement

Page 50: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 50

Typography: Hierarchy

How do you lead the user through visual

information (by visual means)?

Some traditional navigation devices (conventions):Size

Color

Composition (where it is on the rectangle)

Page numbers

Type and Image emphases

Page 51: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 51

Typography

Characters and symbols should be easily noticeable and distinguishable

AVOID HEAVY USE OF ALL UPPERCASE

Studies have found that: mixed case promotes fastest reading and that 55 characters per line is optimal

Page 52: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 52

Agenda:

The Role of Graphic Design

Principles of Graphic Design

Animation/Rollovers

Typography

Color

Icons

Page 53: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 53

Color Attributes

Hue

native color, pigment

Saturation

relative purity, brightness, or intensity of a color

Value

lightness or darkness of a color

Page 54: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 54

Color

Use it for a purpose, not to just add some color in

Page 55: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 55

Color Guidelines

Display color images on black background

Avoid brown and green as background colors

Be sure foreground colors contrast (in both brightness and hue) with background colors

Page 56: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 56

Color Guidelines

Use color sparingly--Design in b/w then add color where appropriate

Use color to draw attention, communicate organization, to indicate status, to establish relationships

Avoid using color in non-task related ways

(experiment coming next)

Page 57: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 57

How many small rectangles

Page 58: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 58

How many small rectangles

Page 59: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 59

How many small ovals

Page 60: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 60

How many small ovals

Page 61: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 61

Find the R

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Sep 21, Fall 2006 IAT 410 62

Find the...

V

R

Z

M

F

G

Q

J

C

TD

W

A

P

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Sep 21, Fall 2006 IAT 410 63

Find the T

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Sep 21, Fall 2006 IAT 410 64

Find the...

V

R

Z

M

F

G

Q

J

C

TD

W

A

P

Page 65: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 65

Color Guidelines

Color is good for supporting search

Do not use color without another redundant cue

Color-blindness

Monochrome monitors

Redundant coding enhances performance

Be consistent with color associations from jobs and cultures

Page 66: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 66

Color Guidelines

Limit coding to 8 distinct colors (4 better)

Avoid using saturated blues for text or small, thin lines

Use color on b/w or gray, or b/w on color

To express difference, use high contrast colors (and vice versa)

Make sure colors do not “vibrate”

Page 67: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 67

Color Palette

Example of Color hierarchy

Page 68: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 68

Color Associations

Red

hot, warning,

aggression, love

Pink

female, cute, cotton candy

Orange

autumn, warm, Halloween, Cell phone

Yellow

happy, caution, joy

Brown

warm, fall, dirt, earth

Green

lush, pastoral, envy

Purple

royal, sophisticated, Barney

Culturally specific, contextually specific

Page 69: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 69

Color Palettes/Suites

Designers often pick a palette of 4 or 5 colors

Variations of 2 colors

Monochromatic (variations of 1 color)

Southwestern (culturally evocative)

Page 70: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 70

Agenda:

The Role of Graphic Design

Principles of Graphic Design

Animation/Rollovers

Typography

Color

Icons

Page 71: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 71

Icon Design

Relies on drawing ability -- hire someone to do it

(here are standards and ways to critique icon design)

Avoid meaningless, gratuitous use of icons

Too many icons quickly become illegible

Page 72: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 72

Icon Design

Represent object or action in a familiar and recognizable manner

Page 73: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 73

Icon Design

Represent object or action in a familiar and recognizable manner

Page 74: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 74

Icon Design

Represent object or action in a familiar and recognizable manner

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Sep 21, Fall 2006 IAT 410 75

Icon Legibility

Limit number of different icons

Make icon stand out from background

Ensure that a singly selected icon is clearly visible when surrounded by unselected ones

Page 76: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 76

Icon Legibility Settlers III

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Sep 21, Fall 2006 IAT 410 77

Icon Legibility

Make each icon distinctive (legible)

but

Make icons harmonious members of icon family

Avoid excessive detail

Accompany with names

(though it shouldn’t be necessary)

Page 78: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 78

Icon Design

Is the symbolic aspect of the icon meaningful?

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Sep 21, Fall 2006 IAT 410 79

Icon Design

Is the symbolic aspect of the icon meaningful?

Page 80: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 80

Icon Design

Is the symbolic aspect of the icon meaningful?

Page 81: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 81

Icon Design

Meaning is ASCRIBED to icons -- they don’t have an essential, measurable “essence.”

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Sep 21, Fall 2006 IAT 410 82

Role of Graphic Design in HCI

The “look and feel” portion of an interface:

What someone initially encounters

Sets a framework for understanding content

Page 83: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 83

Role of Graphic Design in HCI

The “look and feel” portion of an interface:

What someone initially encounters

Sets a framework for understanding content

Page 84: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 84

Role of Graphic Design in HCI

The “look and feel” portion of an interface:

What someone initially encounters

Sets a framework for understanding content

Page 85: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 85

Graphic Design

Like any design job, there must be a logic to the visual design

The logic drives

Color scheme

Materials choices

Lighting style

Fonts

etc.

Page 86: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 86

Eacmples - WarCraft II

2 Teams: Orcs & Humans

Each team has unique biology:

Collection of Team physiques

Unique means of living

Unique culture

Page 87: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 87

WarCraft II

Culture manifests itself:What they eatHow they workHow they liveHow they killHow they die

How they live:Choice of building materialsChoice of fighting styles

Page 88: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 88

WarCraft II

How Orcs live & eat

Hog farms

How humans

Grain farms

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Sep 21, Fall 2006 IAT 410 89

WarCraft II

Orcs do war with offensive spells

Humans have defensive spells

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Sep 21, Fall 2006 IAT 410 90

WarCraft II

Orc People

Green

Horns

Orc Buildings

Bone

Leather

Dark Cast Iron

Page 91: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 91

WarCraft II

Human People

“Flesh tone” humans

Silver armor

Human buildings

Light wood

Light-colored metal (roofs, etc)

Page 92: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 92

WarCraft II

Invading Orc Town

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Sep 21, Fall 2006 IAT 410 93

Examples

Invading human town

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Sep 21, Fall 2006 IAT 410 94

WarCraft II

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Sep 21, Fall 2006 IAT 410 95

WarCraft II

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Sep 21, Fall 2006 IAT 410 96

WarCraft II Problems

This stark contrast causes problems

Why are Orcs chopping wood?

Why is the Orc woodshed a big, hollow log?

Violates the Orc bone-and-leather look

On the sea, similar problems

These problems arise because of game play

Page 97: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 97

Example: Age of Empires/Kings

Logic: Numerous historical civilizations do battle

Each civilization specializes

Special force elements

Special resource-gathering

Special Wonders-of-the-world

Page 98: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 98

Age of Empires/Kings

Historical building style

Historical costume

Page 99: Graphic Design The “look & feel” The system of imagery

Sep 21, Fall 2006 IAT 410 99

Celts

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Sep 21, Fall 2006 IAT 410 100

Celts

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Sep 21, Fall 2006 IAT 410 101

Vikings

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Sep 21, Fall 2006 IAT 410 102

Vikings

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China

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Sep 21, Fall 2006 IAT 410 104

China

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Sep 21, Fall 2006 IAT 410 105

Persia

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Sep 21, Fall 2006 IAT 410 106

Turks

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Sep 21, Fall 2006 IAT 410 107

Turks

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Sep 21, Fall 2006 IAT 410 108

Byzantium

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Sep 21, Fall 2006 IAT 410 109

Age of Kings

Problems

Tough to recognize foreign buildings

Tough to recognize own buildings

Where’s my stables?

All Castles look very similar