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Graphic Design The “look & feel”. Graphic Design It shares aspects of engineering, but with aesthetic, communicative aspects and consumer appeal.

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Presentation on theme: "Graphic Design The “look & feel”. Graphic Design It shares aspects of engineering, but with aesthetic, communicative aspects and consumer appeal."— Presentation transcript:

1 Graphic Design The “look & feel”

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

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

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

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

6 Graphic Design It relies on a BALANCE and integration of: & feel

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

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

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

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

11 Graphic Design It is rigorous in its own epistemological realm. 1. Graphic Design experts. vs. 2. Deploying graphic design principles (anybody).

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

13 Graphic Design Deploying graphic design principles will: - enable you to create more user-friendly interfaces

14 Graphic Design Deploying graphic design principles will: - enhance the knowledge base of HCI, which is increasingly necessary with millions of users

15 Sep 3, Fall 2004CS Agenda: The Role of Graphic Design Principles of Graphic Design Animation/Rollovers Typography Color Icons

16 Sep 3, Fall 2004CS Role of Graphic Design The “look and feel” portion of an interface: What someone initially encounters

17 Sep 3, Fall 2004CS 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

18 Sep 3, Fall 2004CS Role of Graphic Design The “look and feel” portion of an interface: What someone initially encounters Sets a framework for understanding content

19 Sep 3, Fall 2004CS Role of Graphic Design The “look and feel” portion of an interface: What someone initially encounters Sets a framework for understanding content

20 Sep 3, Fall 2004CS Role of Graphic Design The “look and feel” portion of an interface: What someone initially encounters Sets a framework for understanding content

21 Sep 3, Fall 2004CS Role of Graphic Design The “look and feel” portion of an interface: What someone initially encounters Sets a framework for understanding content

22 Sep 3, Fall 2004CS Role of Graphic Design The “look and feel” portion of an interface: What someone initially encounters Sets a framework for understanding content

23 Sep 3, Fall 2004CS Role of Graphic Design The “look and feel” portion of an interface: What someone initially encounters Sets a framework for understanding content

24 Sep 3, Fall 2004CS Agenda: The Role of Graphic Design Principles of Graphic Design Animation/Rollovers Typography Color Icons

25 Sep 3, Fall 2004CS Principles of Graphic Design Concept/Metaphor Hierarchy Clarity Consistency Alignment Proximity Contrast

26 Sep 3, Fall 2004CS 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.

27 Sep 3, Fall 2004CS 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

28 Sep 3, Fall 2004CS Principles: Hierarchy What are the relative “levels” of importance? What should the user see first? Second?

29 Sep 3, Fall 2004CS Principles: Hierarchy What are the relative “levels” of importance?

30 Sep 3, Fall 2004CS Principles: Hierarchy.

31 Sep 3, Fall 2004CS Principles: Clarity Every element in an interface should have a reason for being there Make that reason clear! Less is more

32 Sep 3, Fall 2004CS 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

33 Sep 3, Fall 2004CS Principles: Clarity White space

34 Sep 3, Fall 2004CS Principles: Clarity White space

35 Sep 3, Fall 2004CS 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!

36 Sep 3, Fall 2004CS Principles: Alignment Western world Start from top left Allows eye to parse display more easily

37 Sep 3, Fall 2004CS 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

38 Sep 3, Fall 2004CS Principles: Alignment Grids - use them

39 Sep 3, Fall 2004CS 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

40 Sep 3, Fall 2004CS Principles: Alignment Left, center, or right 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 Here is some new text

41 Sep 3, Fall 2004CS Principles: Proximity Items close together appear to have a relationship Large distance implies -- no relationship Time

42 Sep 3, Fall 2004CS Principles: Proximity Items close together appear to have a relationship Large distance implies -- no relationship Time

43 Sep 3, Fall 2004CS 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

44 Sep 3, Fall 2004CS 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

45 Sep 3, Fall 2004CS Agenda: The Role of Graphic Design Principles of Graphic Design Animation/Rollovers Typography Color Icons

46 Sep 3, Fall 2004CS Animation/Rollovers Blinking Good for grabbing attention, but easily becomes obnoxious; use very sparingly Reverse video, bold Good for making something stand out

47 Sep 3, Fall 2004CS Agenda: The Role of Graphic Design Principles of Graphic Design Animation/Rollovers Typography Color Icons

48 Sep 3, Fall 2004CS 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

49 Sep 3, Fall 2004CS 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

50 Sep 3, Fall 2004CS 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

51 Sep 3, Fall 2004CS Agenda: The Role of Graphic Design Principles of Graphic Design Animation/Rollovers Typography Color Icons

52 Sep 3, Fall 2004CS Color Attributes Hue native color, pigment Saturation relative purity, brightness, or intensity of a color Value lightness or darkness of a color

53 Sep 3, Fall 2004CS Color Use it for a purpose, not to just add some color in

54 Sep 3, Fall 2004CS 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

55 Sep 3, Fall 2004CS 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)

56 Sep 3, Fall 2004CS How many small rectangles

57 Sep 3, Fall 2004CS How many small rectangles

58 Sep 3, Fall 2004CS How many small ovals

59 Sep 3, Fall 2004CS How many small ovals

60 Sep 3, Fall 2004CS Find the R

61 Sep 3, Fall 2004CS Find the... V R Z M F G Q J C T D W A P

62 Sep 3, Fall 2004CS Find the T

63 Sep 3, Fall 2004CS Find the... V R Z M F G Q J C T D W A P

64 Sep 3, Fall 2004CS 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

65 Sep 3, Fall 2004CS 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”

66 Sep 3, Fall 2004CS Color Palette Example of Color hierarchy

67 Sep 3, Fall 2004CS 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

68 Sep 3, Fall 2004CS 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)

69 Sep 3, Fall 2004CS Agenda: The Role of Graphic Design Principles of Graphic Design Animation/Rollovers Typography Color Icons

70 Sep 3, Fall 2004CS 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

71 Sep 3, Fall 2004CS Icon Design Represent object or action in a familiar and recognizable manner

72 Sep 3, Fall 2004CS Icon Design Represent object or action in a familiar and recognizable manner

73 Sep 3, Fall 2004CS Icon Design Represent object or action in a familiar and recognizable manner

74 Sep 3, Fall 2004CS 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

75 Sep 3, Fall 2004CS Icon Legibility Settlers III

76 Sep 3, Fall 2004CS 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)

77 Sep 3, Fall 2004CS Icon Design Is the symbolic aspect of the icon meaningful?

78 Sep 3, Fall 2004CS Icon Design Is the symbolic aspect of the icon meaningful?

79 Sep 3, Fall 2004CS Icon Design Is the symbolic aspect of the icon meaningful?

80 Sep 3, Fall 2004CS Icon Design Meaning is ASCRIBED to icons -- they don’t have an essential, measurable “essence.”

81 Sep 3, Fall 2004CS Role of Graphic Design in HCI The “look and feel” portion of an interface: What someone initially encounters Sets a framework for understanding content

82 Sep 3, Fall 2004CS Role of Graphic Design in HCI The “look and feel” portion of an interface: What someone initially encounters Sets a framework for understanding content

83 Sep 3, Fall 2004CS Role of Graphic Design in HCI The “look and feel” portion of an interface: What someone initially encounters Sets a framework for understanding content

84 Sep 3, Fall 2004CS 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.

85 Sep 3, Fall 2004CS Eacmples - WarCraft II 2 Teams: Orcs & Humans Each team has unique biology: Collection of Team physiques Unique means of living Unique culture

86 Sep 3, Fall 2004CS 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

87 Sep 3, Fall 2004CS WarCraft II How Orcs live & eat Hog farms How humans Grain farms

88 Sep 3, Fall 2004CS WarCraft II Orcs do war with offensive spells Humans have defensive spells

89 Sep 3, Fall 2004CS WarCraft II Orc People Green Horns Orc Buildings Bone Leather Dark Cast Iron

90 Sep 3, Fall 2004CS WarCraft II Human People “Flesh tone” humans Silver armor Human buildings Light wood Light-colored metal (roofs, etc)

91 Sep 3, Fall 2004CS WarCraft II Invading Orc Town

92 Sep 3, Fall 2004CS Examples Invading human town

93 Sep 3, Fall 2004CS WarCraft II

94 Sep 3, Fall 2004CS WarCraft II

95 Sep 3, Fall 2004CS 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

96 Sep 3, Fall 2004CS 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

97 Sep 3, Fall 2004CS Age of Empires/Kings Historical building style Historical costume

98 Sep 3, Fall 2004CS Celts

99 Sep 3, Fall 2004CS Celts

100 Sep 3, Fall 2004CS Vikings

101 Sep 3, Fall 2004CS Vikings

102 Sep 3, Fall 2004CS China

103 Sep 3, Fall 2004CS China

104 Sep 3, Fall 2004CS Persia

105 Sep 3, Fall 2004CS Turks

106 Sep 3, Fall 2004CS Turks

107 Sep 3, Fall 2004CS Byzantium

108 Sep 3, Fall 2004CS Age of Kings Problems Tough to recognize foreign buildings Tough to recognize own buildings Where’s my stables? All Castles look very similar


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