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Graphic Design Principles for Usable Interfaces
Suzanne Watzman
- Introduction
"Graphic design is essentially about visual relationships- providing
meaning to a mass of unrelated needs, ideas, words and pictures. It is
the designers job to select and fit this materials together- and make
it interesting."
Paul Rand, A Designer's Art
"Form follows function" Louis Sullivan
- In these times, the current environment (think "visual Las Vegas")
- Making things interesting AND useful
- Designers must understand the user's goal: to get what they want and
move on to the next task
- Design must support and enhance user goals
- Understanding user goals is the only path to good design
- Design interprets and presents information so that it can most
efficiently be understood and used
- Defining, then designing the user experience
- Why bad design happens
- All things are designed- defining and deciding what is good design
- Good design is transparent; it just works
- Visual framework reflects/reinforces content/functional goals
- Appropriate solutions
- Makes complex things understandable and useful
- How the medium defines design choices
- Defining a common language: useful terms to know
- Getting to Good Design - a Process for Insuring Success
Getting to good design (many disciplines contribute to a good design)
"daisy" illustration
- How to discover what the problem is
- The Information Design Process:
- an iterative and ongoing process
- insures appropriate and useful design for product lifecycle
- An informed design process includes 3 parts:
- AUDIT: understanding the problems, defining goals discovery
- DEVELOPMENT: design, testing and refining all three are inseparable components
- IMPLEMENTATION: monitoring, updating and refining
- Designer is the user advocate
- Skills required- who is this person anyway
- The Tools for Good Design
Understanding the tools and appropriate choices determines the
difference between a successful solution and one that hinders user
access to the information and overall goals of the product
- Typography
- Typography has a major impact on overall usability
- Appropriate choices must be based on: user requirements, viewing
situation, output devices, resolution, size, color, relationship
to/interaction with other design elements, other technical parameters
- Typographic principles include:
- typographic style (light, bold, italic, condensed, expanded)
- font
- size
- letterform variations (serif, san serif, thick, thin, etc)
- contrast and highlighting
- relationships ("white" space, kerning, letter/word/line spacing,
column width, justified vs. ragged, etc.)
- Readability and legibility depend on many criteria and are impacted
by: letter spacing, word spacing, color, background, resolution
- examples and self-test
- Page Design
- How to define a readable page
- How visual structure/design of the page reinforces the
content/informational structure of the page
- The grid
- The basic tools for structuring a page:
chunking, queuing, filtering, mixing modes, abstracting
- examples and self-test
- Graphic Elements
- Graphic Elements are "visual shorthand"
- Can improve efficiency and save space
- Charts, diagrams, graphics, illustrations, icons
- When to use graphics
- Creating a consistent visual language
- "field of vision"
- examples and self-test
- Color
- Basic principles of color: hue, saturation, lightness, brightness
- Considerations when choosing color (user, viewing device and
situation, cultural impact, other associations, background, contrast,
etc.)
- examples and self-test
- Graphic Standards, Branding/Identity
- What are graphic standards and their value to a good design solution
- What is branding/identity
- Ways to expand a design structure
- Ways to create visual consistency
- Understanding a system of design; beyond the "cookie-cutter" approach
- How to begin to create a set of graphic standards guidelines
- Guidelines for Good Design: Putting it All Together
- There are no rules, just guidelines
- All choices depend on context of viewing, use, technology
- "squint" test
- "visual diagramming"
- "field of vision, peripheral vision
- visual hints and cues
- relationships tell a story (perspective, Italian Renaissance
- paintings)
- how/what the eye sees: determining eye path
- Design guidelines with examples and explanations
Homepage --
Objectives --
Guidelines --
Table of contents --
Advisory board --
Contact us