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design how to see

Design: how to see

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Page 1: Design: how to see

design

how to see

Page 2: Design: how to see

overview

• cognition• design rules• visuals• animation• fonts

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cognition

• gestalt• memory• motivation

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gestalt

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gestalt

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gestalt: figure/ground

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gestalt: proximity

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gestalt: similarity

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gestalt: closure

• We fill in the gaps

Page 10: Design: how to see

gestalt: closure

• We fill in the gaps

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gestalt: continuation

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gestalt: common fate

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gestalt: common region

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gestalt: grouping

• elements that are near each other appear related

• watch the space between unrelated elements• place headings close to their content• corollary:– aligment. people assume lined-up elements are

related. – that’s one reason why we should not center

headings

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memory

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memory

• humans have limited working memory• 5 items• gestalt grouping improves the quantity we can

handle

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motivation

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motivation

• we lose motivation as tasks take longer• lack of feedback makes us give up• answering unnecessary questions• group steps together– install program– wizards

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design rules

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design rules

• purpose of design rules is to:– direct the eye– make relationships clear– teach how to use color– reduce visual complexity– ensure beauty

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design rules

• reduce complexity– occam’s razor– hick’s law– pareto principle– fitt’s law– fibonnaci

• use economics– feedback– mental models

• create beauty– law of thirds– the golden ratio

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reduce complexity

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occam’s razor

• the simplest solution is best– be ruthless about the value of each new thing– remove the unnecessary

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hick’s law

• with every additional option, time it takes to choose one increases– so:– reduce number of options

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pareto principle

• “80/20 rule”• most users will use 20% of your capabilities• identify which ones they do• put those up front• bury other options

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fitt’s law

• time to move to a target is a function of– target size – distance to the target– so make targets bigger and easier to click

• make all the target clickable– no separate state for text on an object

• opposite as well: – give what we want to be hard to click (cancel

buttons) a smaller clickable area

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feedback

• give a user clear indication something has happened, is happening, could happen– hover text (alt text)– focus()– loading bars– highlighting

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use economics

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mental models

• easier to understand & learn new things if based on things we already understand

• model designs off real world situations & objects

• we relate it to our understanding of real life

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motion

• users love it• but never use just for “oo, aah”• always use to– emphasize– guide the eye– show change – show relationships

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animation

• should show relationships• should emphasize • should guide the eye• gestalt: common fate• gestalt: grouping laws

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create beauty

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law of thirds

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the golden ratio

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fibonnaci (yes!)

• found in:– classical creative works– nature

• can be used to :– create visual patterns– create shapes– create organic figures– create grids – dictate sizing and ratios

1, 1, 2, 3, 5, 8, 13, 21, 34, 55

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a quick primer on type

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Fonts (“type”)• face• weight• serif• glyph• baseline• topline• bottom line• ascenders• descenders• kerning• leading• tracking

Page 38: Design: how to see

Fonts (“type”)• face• weight• serif• glyph• baseline• topline• bottom line• ascenders• descenders• kerning• leading• tracking

Page 39: Design: how to see

Fonts (“type”)• face• weight• serif• glyph• baseline• topline• bottom line• ascenders• descenders• kerning• leading• tracking

Page 40: Design: how to see

Fonts (“type”)• face• weight• serif• glyph• baseline• topline• bottom line• ascenders• descenders• kerning• leading• tracking

Page 41: Design: how to see

Fonts (“type”)• face• weight• serif• glyph• baseline• topline• bottom line• ascenders• descenders• kerning• leading• tracking

Page 42: Design: how to see

Fonts (“type”)• face• weight• serif• glyph• baseline• topline• bottom line• ascenders• descenders• kerning• leading• tracking

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thanks