graphical screen design part 1: contrast, repetition, alignment, proximity lecture /slide deck...

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Graphical Screen DesignPart 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

Learning CRAP

Contrast

Repetition

Alignment

Proximity

GridsOther visual design concepts

• consistency relationships• organization legibility and readability• navigational cues appropriate imagery• familiar idioms

CRAP

Contrast • make different things different• brings out dominant elements• mutes lesser elements• creates dynamism

Repetition

Alignment

Proximity

1

2

3

4

5

Robin Williams Non-Designers Design Book, Peachpit Press

CRAP

Contrast

Repetition • repeat design throughout the interface• consistency• creates unity

Alignment

Proximity

1

2 3

4Robin Williams Non-Designers Design Book, Peachpit Press

CRAP

Contrast

Repetition

Alignment • creates a visual flow• visually connects elements

Proximity

Robin Williams Non-Designers Design Book, Peachpit Press

1

2

3

4

CRAP

Contrast

Repetition

Alignment

Proximity • groups related elements• separates unrelated ones

Robin Williams Non-Designers Design Book, Peachpit Press

1

2

3

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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“Lecture materials by Saul Greenberg, University of Calgary, AB, Canada. http://saul.cpsc.ucalgary.ca/saul/pmwiki.php/HCIResources/HCILectures”

Noncommercial — You may not use this work for commercial purposes, except to assist one’s own teaching and training within commercial organizations.Share Alike — If you alter, transform, or build upon this work, you may distribute the resulting work only under the same or similar license to this one.

With the understanding that:Not all material have transferable rights — materials from other sources which are included here are cited Waiver — Any of the above conditions can be waived if you get permission from the copyright holder.Public Domain — Where the work or any of its elements is in the public domain under applicable law, that status is in no way affected by the license.Other Rights — In no way are any of the following rights affected by the license:

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