Graphical Screen Design Part 1: Contrast, Repetition, Alignment, Proximity Lecture /slide deck produced by Saul Greenberg, University of Calgary, Canada Notice: some material in this deck is used from other sources without permission. Credit to the original source is given if it is known Image: R.Williams, Non-Designers Design Book, Peachpit Press
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Graphical Screen Design Part 1: Contrast, Repetition, Alignment, Proximity Lecture /slide deck produced by Saul Greenberg, University of Calgary, Canada.
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Contrast • make different things different• brings out dominant elements• mutes lesser elements• creates dynamism
Repetition
Alignment
Proximity
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Robin Williams Non-Designers Design Book, Peachpit Press
CRAP
Contrast
Repetition • repeat design throughout the interface• consistency• creates unity
Alignment
Proximity
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CRAP
Contrast
Repetition
Alignment • creates a visual flow• visually connects elements
Proximity
Robin Williams Non-Designers Design Book, Peachpit Press
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CRAP
Contrast
Repetition
Alignment
Proximity • groups related elements• separates unrelated ones
Robin Williams Non-Designers Design Book, Peachpit Press
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Original
Proximity
Alignment
Contrast
Repetition
We still need to tune this page, but it’s a better starting point
We still need to tune this page, but it’s a better starting point
The Squint Test
Squint your eyes• step back• what stands out?
Things to look for• foreground / background• dominant vs. muted elements• connections and relationships• hierarchies
Robin Williams Non-Designers Design Book, Peachpit Press
Modifed from Robin Williams Non-Designers Design Book, Peachpit Press
Where does your eye go?
CRAP combines to give you cues of how to read the graphic
Robin Williams Non-Designers Design Book, Peachpit Press
title
subtext
three points
main point
sub point
You know now
Your graphical design friends
Contrast
Repetition
Alignment
Proximity
Articulate:• who users are• their key tasks
User and task descriptions
Goals:
Methods:
Products:
Brainstorm designs
Task centered system design
Participatory design
User-centered design
Evaluatetasks
Psychology of everyday things
User involvement
Representation & metaphors
low fidelity prototyping methods
Throw-away paper prototypes
Participatory interaction
Task scenario walk-through
Refined designs
Graphical screen design
Interface guidelines
Style guides
high fidelity prototyping methods
Testable prototypes
Usability testing
Heuristic evaluation
Completed designs
Alpha/beta systems or complete specification
Field testing
Interface Design and Usability Engineering
Primary Sources
This slide deck is partly based on concepts as taught by:
• Designing Visual Interfaces, Mullet & Sano, Prentice Hall • Robin Williams Non-Designers Design Book, Peachpit Press
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