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Graphic Design : Graphic Design The “look & feel”


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


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


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


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


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


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


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


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


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


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


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


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


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


Agenda: : Agenda: The Role of Graphic Design Principles of Graphic Design Animation/Rollovers Typography Color Icons


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


Role of Graphic Design : 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


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


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


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


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


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


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


Agenda: : Agenda: The Role of Graphic Design Principles of Graphic Design Animation/Rollovers Typography Color Icons


Principles of Graphic Design : Principles of Graphic Design Concept/Metaphor Hierarchy Clarity Consistency Alignment Proximity Contrast


Principles: Concept/Metaphor : Principles: Concept/Metaphor Concept: what is the overarching idea that every visual aspect of the interface relates to? (It MUST be relevant) Metaphor: (specific subset of concept) If you’re building an interface for a grocery application, maybe mimic a person walking through a store with a cart.


Principles: Concept/Metaphor : 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: (specific subset of concept) If you’re building an interface for a grocery application, maybe mimic a person walking through a store with a cart. desktop metaphor


Principles: Hierarchy : Principles: Hierarchy What are the relative “levels” of importance? What should the user see first? Second?


Principles: Hierarchy : Principles: Hierarchy What are the relative “levels” of importance?


Principles: Hierarchy : Principles: Hierarchy .


Principles: Clarity : Principles: Clarity Every element in an interface should have a reason for being there Make that reason clear! Less is more


Principles: Clarity : 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


Principles: Clarity : Principles: Clarity White space


Principles: Clarity : Principles: Clarity White space


Principles: Consistency : 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!


Principles: Alignment : Principles: Alignment Western world Start from top left Allows eye to parse display more easily


Principles: Alignment : Principles: Alignment Grids - use them


Principles: Alignment : 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


Principles: Alignment : 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


Principles: Alignment : Principles: Alignment Left, center, or right Choose one, use it everywhere Novices often center things No definition, calm, very formal Use only in small quantities (hard to read) Here is some new text Here is some new text Here is some new text


Principles: Proximity : Principles: Proximity Items close together appear to have a relationship Large distance implies -- no relationship Time


Principles: Proximity : Principles: Proximity Items close together appear to have a relationship Large distance implies -- no relationship Time


Principles: Contrast : 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


Principles: Contrast : 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


Agenda: : Agenda: The Role of Graphic Design Principles of Graphic Design Animation/Rollovers Typography Color Icons


Animation/Rollovers : Animation/Rollovers Blinking Good for grabbing attention, but easily becomes obnoxious; use very sparingly Reverse video, bold Good for making something stand out


Agenda: : Agenda: The Role of Graphic Design Principles of Graphic Design Animation/Rollovers Typography Color Icons


Typography: White space : 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


Typography: Hierarchy : 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


Typography : 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


Agenda: : Agenda: The Role of Graphic Design Principles of Graphic Design Animation/Rollovers Typography Color Icons


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


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


Color Guidelines : 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


Color Guidelines : 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)


How many small rectangles : How many small rectangles


How many small ovals : How many small ovals


Find the... : Find the... V R Z M F G Q J C T D W A P


Color Guidelines : 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


Color Guidelines : 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”


Color Palette : Color Palette Example of Color hierarchy


Color Associations : 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


Color Palettes/Suites : 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)


Agenda: : Agenda: The Role of Graphic Design Principles of Graphic Design Animation/Rollovers Typography Color Icons


Icon Design : 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


Icon Design : Icon Design Represent object or action in a familiar and recognizable manner


Icon Design : Icon Design Represent object or action in a familiar and recognizable manner


Icon Design : Icon Design Represent object or action in a familiar and recognizable manner


Icon Legibility : 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


Icon Legibility : 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)


Icon Design : Icon Design Is the symbolic aspect of the icon meaningful?


Icon Design : Icon Design Is the symbolic aspect of the icon meaningful?


Icon Design : Icon Design Is the symbolic aspect of the icon meaningful?


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


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


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


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


Graphic Design : 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.


Eacmples - WarCraft : Eacmples - WarCraft 2 Teams: Orcs & Humans Each team has unique biology: Collection of Team physiques Unique means of living Unique culture


WarCraft : WarCraft 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


WarCraft : WarCraft How Orcs live & eat Hog farms How humans Grain farms


Warcraft : Warcraft Orcs do war with offensive spells Humans have defensive spells


WarCraft : WarCraft Orc People Green Horns Orc Buildings Bone Leather Dark Cast Iron


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


WarCraft : WarCraft Invading Orc Town


Examples : Examples Invading human town


Warcraft : Warcraft


WarCraft : WarCraft


WarCraft Problems : WarCraft 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


Example: Age of Empires/Kings : 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


Age of Empires/Kings : Age of Empires/Kings Historical building style Historical costume


Celts : Celts


Celts : Celts


Vikings : Vikings


Vikings : Vikings


China : China


China : China


Persia : Persia


Turks : Turks


Turks : Turks


Byzantium : Byzantium


Age of Kings : Age of Kings Problems Tough to recognize foreign buildings Tough to recognize own buildings Where’s my stables? All Castles look the same