Human Perception
Chunking
Visual variable
Gestalt Principle of Grouping
Graphic Design Guideliness
Simplicity
Contrast
White Space
Balance
Alignment
Simplicity
-the process of elimination
-it is not simple.
-have a good reason for everything.
-In film, it is called foreshadowing.
Chunking (categorizing)
-Elements of Perception + Memory = Chunks
-simplify by dividing informations.
-bite size for easy storage.
Contrast
-difference along a visual dimension.
-communicates information.
-elements stand out.
Visual variables-by encoding data + drawing distinctions
There are two types of visual variables: Selectivity and Associativity
Selectivity-degree of a single value selected from the entire visual field.
-most variables are selectivity.
-locate objects at a glance.
-shape are not selective.
-it's hard to pick out triangles.
Associativity-opposite of selectivity
-something blends into one another.
Gestalt Principles
1. Proximity
2. Similarity
3. Continuity
4. Closure
5. Area
6.Symmetry
White Space (also known as negative space)- A space between 2 or more elements like text, graphics or other elements which helps separate them from one another.
Balance- act as a gravity of the whole design making the design visually balance by putting certain form of elements in the correct position.
Three types of balance in design:-
a. Symmetrical balance
b. Asymmetrical balance
c. Radial balance
Alignment- Positioning of the text and images so that they are in line with each other.
- to create order
- to organize page elements
- to group items
- to create visual connections
System-Centered Design -----> User-Centered Design (UCD)
UCD shifts focus from the designer of the application to the user of the application.
Difficulties
1) Good design is not equals to a satisfied customer.
2) Collaboration between designer and customers is needed.
3) Evolves by time.
4) If input from the user is wrong, the system will suffer.
UCD - Participatory Design
Problems:
1. Misunderstandings.
2. Interviews are not precise.
3. Never know what happen to the future.
Therefore, solutions... Remember,
1) User are 1st class members in design process.
- active collaborators vs passive participants
2) User consider knows best about the subject.
- know all about work context
3) Iterative process (process of repeating)
- design subjects to revision
Methods of Involving User
Easiest way :- TALK TO THEM
Contextual interviews + site visits
Interview
Prototype
Focus group
Direct Observations
Indirect Observations
Studying Documentary
Problems of Users
- Hard to get a good pool of users to test your products.
- User are not expert designers.
- User is not always right.
References:
http://www.usask.ca/education/coursework/skaalid/theory/cgdt/balance.htm
http://en.wikipedia.org/wiki/White_space_(visual_arts)
http://www.design-lib.com/alignment-in-graphic-design-gd.php
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