Graphic Design: The "Look & Feel" The System of Imagery

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Graphic Design

The “look & feel”


The system of imagery
Graphic Design

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

As a practice, it has been


around for thousands of
years.
Graphic Design

With the industrial revolution,


art and design began to
diverge.
Graphic Design

In the US, it grew into a


profession after WWII.
Graphic Design

It relies on a BALANCE and


integration of:
& feel
Graphic Design

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

Subjective: “look and feel”


relies on subjective
judgement by experts,
depends on contextual
factors.
Graphic Design

Subjective: “look and feel”


Culture is learned, cultural
meanings change, meanings
can be multiple. Uniqueness
is valued (not programmable).
Graphic Design

You cannot empirically


measure its subjective
aspects, but it is rigorous in its
own epistemological realm
(knowledge base).
Graphic Design

It is rigorous in its own


epistemological realm.
1. Graphic Design experts.
vs.
2. Deploying graphic design
principles (anybody).
Graphic Design

So what?
Deploying graphic design
principles will:
- enhance your ability to
communicate w/designers
& feel
Graphic Design

Deploying graphic design


principles will:
- enable you to create more
user-friendly interfaces
Graphic Design

Deploying graphic design


principles will:
- enhance the knowledge
base of HCI, which is
increasingly necessary with
millions of users
Agenda:

The Role of Graphic Design


Principles of Graphic Design
Animation/Rollovers
Typography
Color
Icons

Sep 21, Fall 2006 IAT 410 15


Role of Graphic Design
The “look and feel” portion of an interface:
What someone initially encounters

Sep 21, Fall 2006 IAT 410 16


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

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

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

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

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

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

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

Sep 21, Fall 2006 IAT 410 23


Agenda:

The Role of Graphic Design


Principles of Graphic Design
Animation/Rollovers
Typography
Color
Icons

Sep 21, Fall 2006 IAT 410 24


Principles of Graphic Design

Concept/Metaphor
Hierarchy
Clarity
Consistency
Alignment
Proximity
Contrast

Sep 21, Fall 2006 IAT 410 25


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.

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)
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

Sep 21, Fall 2006 IAT 410 27


Principles: Hierarchy

What are the relative “levels” of importance?

What should the user see first? Second?

Sep 21, Fall 2006 IAT 410 28


Principles: Hierarchy

What are the relative “levels” of importance?

Sep 21, Fall 2006 IAT 410 29


Principles: Hierarchy

Sep 21, Fall 2006 IAT 410 30


Principles: Clarity

Every element in an interface should have a


reason for being there
Make that reason clear!

Less is more

Sep 21, Fall 2006 IAT 410 31


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

Sep 21, Fall 2006 IAT 410 32


Principles: Clarity

White space

Sep 21, Fall 2006 IAT 410 33


Principles: Clarity

Sep 21, Fall 2006 IAT 410 34


Principles: Clarity

White space

Sep 21, Fall 2006 IAT 410 35


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!

Sep 21, Fall 2006 IAT 410 36


Principles: Alignment

Western world
Start from top left

Allows eye to parse display more easily

Sep 21, Fall 2006 IAT 410 37


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

Sep 21, Fall 2006 IAT 410 38


Principles: Alignment

Grids - use them

Sep 21, Fall 2006 IAT 410 39


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

Sep 21, Fall 2006 IAT 410 40


Principles: Alignment
Left, center, or right
Here is Here is
Here is
some some
some
new text new text
new text
Ragged right or justified
Choose one, use it everywhere

Novices often center things


Hard to read!
No definition, calm, very formal
Use only in small quantities

Sep 21, Fall 2006 IAT 410 41


Principles: Proximity

Items close together appear to have a relationship


Large distance implies -- no relationship

Time

Sep 21, Fall 2006 IAT 410 42


Principles: Proximity

Items close together appear to have a relationship


Large distance implies -- no relationship

Time

Sep 21, Fall 2006 IAT 410 43


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

Sep 21, Fall 2006 IAT 410 44


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

Sep 21, Fall 2006 IAT 410 45


Agenda:

The Role of Graphic Design


Principles of Graphic Design
Animation/Rollovers
Typography
Color
Icons

Sep 21, Fall 2006 IAT 410 46


Animation/Rollovers

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

Reverse video, bold


Good for making something stand out

Sep 21, Fall 2006 IAT 410 47


Agenda:

The Role of Graphic Design


Principles of Graphic Design
Animation/Rollovers
Typography
Color
Icons

Sep 21, Fall 2006 IAT 410 48


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
Sep 21, Fall 2006 IAT 410 49
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
Sep 21, Fall 2006 IAT 410 50
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

Sep 21, Fall 2006 IAT 410 51


Agenda:

The Role of Graphic Design


Principles of Graphic Design
Animation/Rollovers
Typography
Color
Icons

Sep 21, Fall 2006 IAT 410 52


Color Attributes

Hue
native color, pigment
Saturation
relative purity, brightness, or intensity of a color
Value
lightness or darkness of a color

Sep 21, Fall 2006 IAT 410 53


Color

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

Sep 21, Fall 2006 IAT 410 54


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

Sep 21, Fall 2006 IAT 410 55


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)

Sep 21, Fall 2006 IAT 410 56


How many small rectangles

Sep 21, Fall 2006 IAT 410 57


How many small rectangles

Sep 21, Fall 2006 IAT 410 58


How many small ovals

Sep 21, Fall 2006 IAT 410 59


How many small ovals

Sep 21, Fall 2006 IAT 410 60


Find the R

Sep 21, Fall 2006 IAT 410 61


Find the...

V C
M
R G
T
Q D P
F
A
Z
W
J

Sep 21, Fall 2006 IAT 410 62


Find the T

Sep 21, Fall 2006 IAT 410 63


Find the...

V C
M
R G
T
Q D P
F
A
Z
W
J

Sep 21, Fall 2006 IAT 410 64


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

Sep 21, Fall 2006 IAT 410 65


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”

Sep 21, Fall 2006 IAT 410 66


Color Palette

Example of Color hierarchy

Sep 21, Fall 2006 IAT 410 67


Color Associations
Culturally specific,
contextually specific

Red Yellow
hot, warning, happy, caution, joy
aggression, love Brown
Pink warm, fall, dirt, earth
female, cute, cotton Green
candy lush, pastoral, envy
Orange Purple
autumn, warm, royal, sophisticated,
Halloween, Cell phone Barney

Sep 21, Fall 2006 IAT 410 68


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)

Sep 21, Fall 2006 IAT 410 69


Agenda:

The Role of Graphic Design


Principles of Graphic Design
Animation/Rollovers
Typography
Color
Icons

Sep 21, Fall 2006 IAT 410 70


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

Sep 21, Fall 2006 IAT 410 71


Icon Design

Represent object or action in a familiar and


recognizable manner

Sep 21, Fall 2006 IAT 410 72


Icon Design

Represent object or action in a familiar and


recognizable manner

Sep 21, Fall 2006 IAT 410 73


Icon Design

Represent object or action in a familiar and


recognizable manner

Sep 21, Fall 2006 IAT 410 74


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

Sep 21, Fall 2006 IAT 410 75


Icon Legibility Settlers III

Sep 21, Fall 2006 IAT 410 76


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)

Sep 21, Fall 2006 IAT 410 77


Icon Design

Is the symbolic aspect of the icon meaningful?

Sep 21, Fall 2006 IAT 410 78


Icon Design

Is the symbolic aspect of the icon meaningful?

Sep 21, Fall 2006 IAT 410 79


Icon Design

Is the symbolic aspect of the icon meaningful?

Sep 21, Fall 2006 IAT 410 80


Icon Design

Meaning is ASCRIBED to icons -- they don’t have


an essential, measurable “essence.”

Sep 21, Fall 2006 IAT 410 81


Role of Graphic Design in HCI
The “look and feel” portion of an interface:
What someone initially encounters
Sets a framework for understanding content

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

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

Sep 21, Fall 2006 IAT 410 84


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.

Sep 21, Fall 2006 IAT 410 85


Eacmples - WarCraft II

2 Teams: Orcs & Humans


Each team has unique biology:
Collection of Team physiques
Unique means of living
Unique culture

Sep 21, Fall 2006 IAT 410 86


WarCraft II
Culture manifests itself:
What they eat
How they work
How they live
How they kill
How they die
How they live:
Choice of building materials
Choice of fighting styles

Sep 21, Fall 2006 IAT 410 87


WarCraft II

How Orcs live & eat


Hog farms
How humans
Grain farms

Sep 21, Fall 2006 IAT 410 88


WarCraft II

Orcs do war with offensive spells


Humans have defensive spells

Sep 21, Fall 2006 IAT 410 89


WarCraft II

Orc People
Green
Horns
Orc Buildings
Bone
Leather
Dark Cast Iron

Sep 21, Fall 2006 IAT 410 90


WarCraft II

Human People
“Flesh tone” humans
Silver armor
Human buildings
Light wood
Light-colored metal (roofs, etc)

Sep 21, Fall 2006 IAT 410 91


WarCraft II
Invading Orc Town

Sep 21, Fall 2006 IAT 410 92


Examples
Invading human town

Sep 21, Fall 2006 IAT 410 93


WarCraft II

Sep 21, Fall 2006 IAT 410 94


WarCraft II

Sep 21, Fall 2006 IAT 410 95


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

Sep 21, Fall 2006 IAT 410 96


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

Sep 21, Fall 2006 IAT 410 97


Age of Empires/Kings

Historical building style


Historical costume

Sep 21, Fall 2006 IAT 410 98


Celts

Sep 21, Fall 2006 IAT 410 99


Celts

Sep 21, Fall 2006 IAT 410 100


Vikings

Sep 21, Fall 2006 IAT 410 101


Vikings

Sep 21, Fall 2006 IAT 410 102


China

Sep 21, Fall 2006 IAT 410 103


China

Sep 21, Fall 2006 IAT 410 104


Persia

Sep 21, Fall 2006 IAT 410 105


Turks

Sep 21, Fall 2006 IAT 410 106


Turks

Sep 21, Fall 2006 IAT 410 107


Byzantium

Sep 21, Fall 2006 IAT 410 108


Age of Kings

Problems
Tough to recognize foreign buildings
Tough to recognize own buildings
Where’s my stables?
All Castles look very similar

Sep 21, Fall 2006 IAT 410 109

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