Interface Design. An Introduction To Visual Communication in UI Design (PDFDrive)
Interface Design. An Introduction To Visual Communication in UI Design (PDFDrive)
INTERFACE
DESIGN
AN INTRODUCTION TO VISUAL COMMUNICATION IN
UI DESIGN
www.bloomsbury.com
Dave Wood has asserted his right under the Copyright, Designs and Patents Act,
1988, to be identified as author of this work.
ISBN
PB: 978-2-9404-1199-3
ePDF: 978-2-9404-4757-2
Introduction 6
Chapter 1
Visual communication: 8
A standard in designing interaction
Communicating the UI 10
Designing for interactive flow 16
Users are king (you are not) 20
Interview: Steve Krug 28
Case study: We Print Paper website 32
Chapter 2
Gridding interactivity 68
Type as interface 74
Colouring the screen 80
Imagery and the pixel 86
Iconography and metaphor 90
Going with the motion 96
Interview: Mike Kus 100
Case study: Designing a Blu-ray UI 102
Exercise: Visually 106
communicating interactivity
Chapter 6
Glossary 182
Index 186
Picture credits 190
Acknowledgements 191
http://tinyurl.com/examplegrid.
Visual communication:
A standard in designing
interaction
User interface (UI) design brings together
a team of specialists in order to create a
successful interactive experience for the
user. Jorge Frascara, an internationally
renowned professor of communication
design, explains visual communication
as emphasizing the method (design), the
objective (communication) and the medium
(visual) through the manipulation of text and
image into a graphical outcome. As such,
a graphic designer’s visual communication
skills are vital in ensuring a UI’s aesthetic
accessibility. This is done throughout the
entire UI design process.
1.1
1.1
Innovative navigation
The synthesis of strong visual
communication and engaging
coding can create a fantastic
user experience. Canadian
design company GRIP knows
it works. Their website is
innovative in its navigation and
content delivery, and the strong
visual communication attracts
and separates the content.
www.griplimited.com
1.3
User experience
German developer Martin Gauer
uses great coding and quality
visual communication to create
innovative and successful
user experiences.
http://attackemart.in
1.2
www.athlonproduction.com
1.3
www.attackemart.in
1.4
www.designs-on.com
1.5
Breadth of knowledge
Depth of
‘We are what we call
expertise
‘T-shaped’ people. You
need a deep knowledge of
your expertise area, like 1.4
interactive design, but also IDEO T-shaped
designers at work
a broad understanding of
IDEO’s work in designing
many different disciplines. for interaction covers more
And you need to be humble than just interfaces and they
to be able to collaborate actively engage in teams of
T-shaped designers working
with people with different
with developers, psychologists
kinds of knowledge.’ and engineers to create great
– Juho Parviainen, interactive user experiences.
IDEO designer www.ideo.com
1.5
T-shaped design
The idea of ‘T-shaped’ design
knowledge emphasizes the
importance of deep specialist
knowledge alongside a broad
awareness of contextual factors.
‘Interaction designers
answer three questions:
How do you do? How
do you feel? How do
you know?’
– Bill Verplank, designer
and researcher
1.6
...feel?
...know? Tactile
Aural
Visual
?
map
control
path
...DO?
1.6
Interaction loop
If a user knows what to do
then they also need to feel
they’ve achieved it. That means
a mental map, control and
feedback – a loop of interaction
(the illustration is based on a
diagram by Bill Verplank).
1.7
UI Objectives
UI Objectives UI Specifications
UI Specifications Information
Information
Architecture
Architectu
Client Objectives
Client Objectives ContentContent
(ROI) (ROI) Personas
Personas
User Needs
User Needs Functionality
Functionality Wireframes
Wireframes
& Paper& Paper
and Goals
and Goals Prototyping
Prototyping
CONCEPTION
CONCEPTION
VISUALVISUAL
COMMUNICATION
COMMUNICATION
UI FRONT-
UI FRONT- & BACK-END
& BACK-END CODINGCODING
INFORMATION
INFORMATION ARCHITECTURE
ARCHITECTURE
USER EXPERIENCE
USER EXPERIENCE
1.7
Graphic design positioned
In this diagram, the height of the
coloured circles reflects which
design specialism takes the
lead for that part of the process,
and which are in support. This
diagram demonstrates where
graphic designers’ visual
communication roles should be
utilized. As can be seen, it is not
at the very end of the UI
design process.
UI Design
ure UI Design UI Design
UI Design UI Design
UI Design
Front-end
Front-end Back-end
Back-end Final Design
Final Design
COMPLETION
COMPLETION
(main responsibility
(main responsibility
of the graphic
of the graphic
designer)
designer)
(main responsibility
(main responsibility
of the developer)
of the developer)
(main responsibility
(main responsibility
of the information
of the information
architect)
architect)
(main responsibility
(main responsibility
of the UX
of the
designer)
UX designer)
1.8
1.8
Overloading the user
The user may not be as
interactive savvy as the design
team. Don’t overstress them
with feature overload. Find out
what their flow is and design
for them. This ensures that the
user is a constant focus in the
design of the UI. In this example
from Baldur’s Gate, the use of
contextual ‘greyed out’ calls
to action indicates unavailable
options at that point in
the interaction.
1.9
1.9
Users are king
Building upon the diagram on
page 19, which demonstrated
the repositioning of the graphic
designer in the UI design
process, this diagram focuses
on where the user fits into the
design process. Visualized in a
white overlay, it is clear where
the user ‘is’. The user needs
to be a constant focus in the
design of a UI.
eUI Design
UI Design UI Design
UI Design UI Design
UI Design
Front-end
Front-end Back-end
Back-end Final Design
Final Design
COMPLETION
COMPLETION
1.10
1.10
Anatomy of a profile
Ciaran Duffy, in his profiling of
different types of Twitter users,
creates personality archetypes
featuring (1) an image, (2) name,
(3) background information, (4)
goals, and (5) challenges faced.
These fun profiles are similar to
the user information used within
a persona.
1.11
Game profiles
Players of computer games will
be familiar with game character
profiles. To enrich the playing
experience, each character has
a detailed profile and backstory.
It may help to think of a user
persona profile like a playable
game character.
1.11
1.12
Berenice Morella
UX Convert
Country: Italy
Age: 26
About Berenice
Berenice shares an apartment with two
friends in Milan. She is a first year
postgraduate student studying interaction
design at the Domus Academy. She had
worked previously as a junior graphic
designer in Rome before returning to
university to study user experience.
Berenice’s Goals
Wants to reposition Visual Communication
as a stronger influence on the design of
interactions away from the misconception
“I’d like to think that that she can only do the ‘aesthetic bit’ at
my design skills will the end of the project.
help people to have
more enjoyable user Challenges
It can be tedious to analyse the results
experiences” from research on the target user and she
feels that there must be some tool or
technique that will streamline the process.
1.13
The observer takes notes, The user will be given a The test equipment may
or ideally views the test task to perform using the be a laptop, a desktop, a
remotely via a video link. interface. TV or games console.
Task 1
GO
1.13
Usability testing
A simple UI usability test can
be done using a laptop (or
a desktop, a TV or games
console) and a video camera.
Steve Krug suggests testing
about three or four people
(not design staff) to reveal
any UI problems that need
addressing. Prepare a task to
test the UI design, ask each
user to perform that task. An
observer should take notes (or,
ideally, view the test remotely
via a video link) and debrief the
design team afterwards.
1.14
Task 2
GO Simple video camera
to remotely view the
touchscreen.
Camera mounted on a
tripod or some other
mounting.
1.14
Observation
Watching the user remotely
from another room via a video
link allows the design team to
observe how the UI is working.
User testing with a camera
mounted on a tripod (or some
other mounting) allows for
more natural behaviour to be
observed. A user can even be
given a task to perform on a
tablet or a smartphone and it
can be observed.
If you design for people with Would you say that a good
disabilities you’re obviously interface is essentially
going to be more inclusive. Is something that would become
there anything you’ve picked ‘invisible’ because the user
up from your workshops to experience allows people
get the accessibility message to effortlessly get what they
across to young designers? want from the UI?
Design team
The project elloDave,
Staffordshire, UK
elloDave is a young creative agency
based in the UK, with a focus on
Client
designing online and printed marketing We Print Paper
campaigns. This extends to designing
web presences, especially for new
start-up businesses. One such
company, We Print Paper, wanted help
developing a website through which
they could sell their affordable, online
automated printing services. As the
client was a start-up, elloDave had the
benefit of a flexible deadline lasting
over six months.
1.15
www.weprintpaper.co.uk
1.16
1.17
Final version: Illustrator rough
The design of the final UI
aesthetic was first compiled
in Illustrator. The UI elements
were aligned to a grid, with
the accuracy that the vector
program can give.
1.17 1.18
Final version:
Photoshop comp
Finally, the design was
transferred into Photoshop
to separate into modular UI
components. These were set
pixel-perfect, and labelled
ready for coding.
1.18
Through early planning meetings, the The project took six months. In that
design team explored and defined time the user experience went through
the site’s information architecture six iterations before elloDave were
(IA). From the IA, they checked which satisfied. The decisions Ben made on
designs would and wouldn’t work for the visual communication gave visual
the user, and what the client needed affordances (clues or signposts) to the
as a return on their investment. They developer’s code. A suitably restricted
then agreed the technical and aesthetic colour palette emerged to subtly
requirements that would be needed to appeal to the client’s customers.
make the best user experience, and
By working closely with the developer,
therefore sell the client’s product and
Ben broke his final designs down
service. Originally, the website was to
into component parts ready for the
be coded in-house. But with the order
developer to code. Some parts of
process being the main user-centred
the design would be images (labelled
function behind the client’s business
for the developer), others would be
model, more specialist help was
visualized in the code via CSS.
needed from a freelance developer.
Ben clearly demonstrated his
Working hand-in-hand with the
development into a ‘T-shaped’
developer, Ben collaborated on
designer during this project (see page
shaping the aesthetic and code to
15). He began the project as a final
create the desired user experience.
year undergraduate design student,
Through continued dialogue, the
working as a professional graphic
graphic designer and developer
designer for elloDave on day release.
found different ways to design the
Through engaging with each team
aesthetic and push the code. Using
member during the project, he learned
HTML, CSS markup and server-side
exactly what a graphic designer can
programming, the developer
contribute to a complex design project.
connected the file uploader to a
back-end ordering system.
2.1
2.1
WIMP
Windows, icons, menus and
pointers (WIMP) GUIs rely on
input devices, such as a mouse,
to make selections from menus
and icons using the mouse’s
cursor as a pointer. The content
is displayed in windows. WIMPs
are visual affordances for users
to interact with the computer.
Although not as quick as
command lines, these GUIs
are much easier to use for
those of us who are not
computer scientists.
2.2
2.3
2.2
Touch interaction
Within a post-WIMP interface
the design of the interactions
must consider a more direct
input to access the content via
touch.
2.3
Kinect-embodied interaction
Post-WIMP interface design
also needs to incorporate
embodied interaction.
2.4
Ease of use
2.5
Visualization tools
— Microsoft Visio
Home
(Level 1)
Subject 1
(Level 2)
External Link
2.6
Website and DVD
Information architecture is not
just for the Web, it’s for any
interface, such as an app, a
game, a DVD or Blu-ray.
— Level 1
Level 1 of the interaction
includes the main entry point
and immediate subject areas.
Dotted lines indicate navigation
and boxes indicate screens.
— Level 2
The subject areas are often on
the second level of interaction.
Subject 2
(Level 2) — Level 3
The third level of content is
often the specific content within
each subject area. Therefore,
Level 3 offers clear areas for
subject-specific content. In
non-linear navigation, the
connections between levels are
Subject 2 Subject 2 Subject 2 quite complex and need to be
Page 1 Page 2 Page 3 visually communicated simply
(Level 3) (Level 3) (Level 3) through the interface design to
hide the complexity.
2.7
2.8
2.9
athome.nfb.ca/#/athome/home
2.9
Every element
Every visual element placed on
a UI screen should be there for
a reason. Even in this dynamic
data-driven UI from a website
by The National Film Board of
Canada the visual hierarchy
remains clear: the user knows
the title, the navigation and
the content, while the site still
retains a playful edge.
2.10
2.10
Vote Band wireframes
Global and contextual
navigational flow to content are
clearly indicated in these early
wireframe diagrams for the
VoteBand™ app. The flow from
one area to the next is indicated
by the handwritten annotations
(wireframes will be discussed in
the next section).
2.11
2.11
Wireframe development
Wireframes are not the final
design that just needs ‘colouring
in’. It is an active dialogue that
will guide the designer in their
design iterations. When user
flow is understood, a designer in
consultation with the information
architect can help sketch a
wireframe of all that needs
to feature on each interface
screen. This shows the scope
of the elements that need to
be included in the final graphic
design for the interface.
2.12
2.12
Hi-fi wireframing
Once the wireframing dialogue
in the team has happened, and
consensus has been reached
as to the optimum layout that
will help the user achieve
their goals, a more polished
wireframe can be produced to
ensure clarity of communication.
Design team
Finding the flow Fishman
Marketing Inc.,
In a recent marketing campaign for the
Illinois, USA
Chicago-based law firm Vedder Price’s
new London office, Fishman Marketing Client
used eye-tracking technology to test Vedder Price LLP,
two shortlisted website designs. Eye- London, UK
tracking uses cameras to trace a user’s
eye movements around a screen.
The data it generates can be used to
determine how effective a website’s
visual hierarchy is.
2.14
Eye tracking
2.13 The eye-tracking software
follows the user’s eyes around
the UI screen to see what areas
they look at the most. These
areas show up the hottest (red).
2.15
Viewing order
The eye tracking is useful in
establishing the order in which
the visual hierarchy is actually
viewed. This information
is useful for a designer in
evaluating their design decisions
regarding the UI’s aesthetic.
2.14
Fixation order*
*based on average time to first fixation
2.15
60% 56%
50% 47%
40%
30%
24%
20% 18%
19%
15%
10%
0%
Creative Boring Traditional
2.16
Quantitative summary
This bar chart quantitatively
summarizes the data from
the user tests, demonstrating
perception calls on which
design was qualitatively
2.16 more effective.
2.17
2.17
The final outcome
You should end up with
something like this, showing
specific content sections
(colour-coded sticky notes),
and demonstrating parent/
child relationships between the
section main page and its own
content pages. In your version
(A), (B) etc will be replaced with
the links on the homepage. A.1,
B.1 etc will be replaced with the
links on each subject page.
This exercise will allow you to 6 Stick these smaller sticky notes on
understand flow by deconstructing the wall under their ‘parent’ section,
an existing interface. What you grouping them under their subject to
learn can inspire and inform you in show association and context.
any future UI design projects. You
7 Using string, connect these smaller
can conduct this task on your own
sticky notes to each other and to
or in groups, and it only requires
their parent.
four things:
8 After repeating steps 5, 6 and 7 for
— sticky notes in several colours
each section/subject area, use a
— string (different coloured different colour string to connect
cotton, wool or twine would each page BACK to the homepage,
be fine) AND to any other page that is linked.
— Blu Tack (or any reusable Note: For this exercise, stop at LEVEL 3,
wall display putty) even if the chosen website has
more levels.
— a big wall.
Outcomes
Exercise
You should see a very rough hierarchy of
1 Choose an existing small UI.
interactions on the wall across the three
2 Write ‘Homepage’ on a colour content levels. Is the revealed interactive
sticky note and place it centrally on structure far more complex than you
the wall. This is level 1. initially thought it would be? This
technique works for any form of UI (BD/
3 Write on a different colour sticky
DVD, app, even game UI). It makes you
note, each section/subject name
deconstruct the complex flow of how
that appears on the homepage
content is made accessible to
(‘About’, ‘Contact’, etc). Place
the user.
these in a row underneath the
‘Homepage’ note. The colour
change indicates that these pages
are at level 2.
Graphic design
for digital media
This chapter discusses the important
building blocks of graphic design for
digital media, which are crucial for creating
effective visual communication within a UI.
Grids, typography, colour, images, motion,
iconography and metaphor are explained
and put into a context that can be applied
to the design of any UI.
3.2
The Grid System
The use of an underlying grid
allows designers to establish
a clear, effective hierarchy
and thereby allows content
to be clearly accessed. The
Grid System is a very helpful
resource, explaining more about
how to choose and use a grid in
your designs.
www.thegridsystem.org
3.1
3.2
thegridsystem.org thegridsystem.org
3.3
Mafia II
This screenshot from Take Two’s
game Mafia II has an overlay of
action and text safe areas within
The flexible 12-column grid a screen ratio of 4:3. The outer
red rectangle shows the area
A 12-column grid can be reduced to 2-, 3-, where action remains visible
4- or 6-column variations. There are several across all TV screens set at
popular gridded systems in UI design that 4:3. The inner yellow rectangle
come from web design: 960px, 976px, or shows where content that is
1140px width grids. Within the 960px width textual will be safe.
grid, 12 columns would be 60px wide. Each
column would have a buffer of 10px each side, 3.4
allowing for a 20px gutter between columns. Suggested gridded layout
In the 1140px grid, 12 columns would be 84px The BBC GEL (Global
wide with a gutter of 24px. Both have Experience Language)
their benefits. guidelines suggest how to set
out navigation, content and the
styling elements on top of the
underlying grid. The grid can
be more flexible than these
suggestions as other variations
are possible (see page 52).
3.3
3.4
3.5
3.6
Tracking
3.7
Typeface
m
Cap height Sans serif
m
x-height
Em
Baseline
Descender line
Serif
Bowl Ascender Counter form
m
Stem Slab serif
(Square)
Type
Negative
Kerning Kerning
3.7
Anatomy of a typeface
As can be seen in these
diagrams, the anatomy
of a typeface is complex.
Structurally, the typeface can
ascend up to the Cap Height
above the size of a lower-case
letter (x-height), or below the
baseline to the descender line
for those letters such as
lower-case y and g.
Typography manipulates the
typeface through leading,
tracking and kerning to ensure
reading clarity, and also to
create personality in the text.
The complete control a graphic Within a UI, the areas of the interface that are
designer has over static type in print interactive, and therefore clickable, need to
be clear to the user. HTML-coded websites
is not the same with UI design, as have a standard where blue underlined text
user-control makes UI typography indicates a link. Other interactive elements
more dynamic. With touchscreen usually indicate their ‘clickability’ when the
cursor pointer changes to a finger. These
smartphones and tablets, the input is are referred to as ‘visual affordances’ – they
now far more direct than on a PC with communicate a call to action that will lead to
a mouse. As such, the leading on a an outcome.
A UI on a smartphone, as opposed
to a PC, is likely to have fewer
available links, increased leading and
reduced type size. With web UIs some
typographic advances in formatting
coding have balanced out the user-
control, allowing the typography to
work more dynamically. In designing
web UIs, CSS3 has given the designer
more control than ever before over how
type is displayed.
3.8
Leading needs
to comfortably
fit the fingertip.
3.8
Type for fingertips
On a smartphone or tablet,
the amount of space for call to
actions needs to be operated by
a fingertip. Leading that is too
tight will result in an overlap of
each link’s active areas, which
would cause confusion.
3.9
www.art4web.sk/en
3.10
3.9
Type as interface
Within the written content of the
UI, the copy can itself become
the interface. Web design
was built upon hypertext links
moving from page to page via
words turned into navigation.
The blue underlined link is a
basic visual affordance that the
word is a link to a call to action
– although the coloured text
shown here is also a clear call
to action.
3.10
Type hierarchy in grids
In implementing a visual
hierarchy in a grid with type, the
baseline becomes important.
In this example, various type-
based interface elements
range in text height sizes from
36px down to 11px, and are
given various different weights
(bold, capitals, normal). But
each line of text is aligned to
a baseline with the leading
suitably adjusted to ensure that
it remains readable.
3.11
Screen-based colours
Screen-based colours are
displayed here in both their
coded values. The six-digit
hexadecimal value of the colour
and the corresponding RGB and
HSV values are listed next to
each colour swatch.
3.11
3.12b
3.12a–3.12b
Colour perception changes
The selection of a suitable
colour palette will help convey
the correct tone and message
to the user. In these examples
the Scotch Malt Whisky Society
uses a muted and earthy palette
of colours to hint at a secret
buried deep down underground.
The Edinburgh Fringe website
uses a more vibrant palette of
warmer colours to suggest the
creativity during the month-long
cultural festival.
Hexadecimal values
3.13
3.14
Bitmap and vector images
Within this image, the
comparison between icons
created as a bitmap (left) and
icons created as a vector (right)
is clear. When magnified, the
vector image remains sharper
than the bitmap. The bitmap’s
edges can clearly be seen as
being pixelated and anti-aliased.
3.15
Anti-aliasing
The anti-aliasing can be
seen by zooming in to see
the bitmapped icon’s edge.
The green icon and the grey
background use overlapping
gradations of each colour to
soften the edge. When viewed
at 100 per cent, this tricks the
eye into seeing the edge as
smooth rather than jagged.
3.16
www.sensisoft.com
www.sensisoft.com
3.17
3.18
Meanings of icons
If you covered up the labels
Icon design software of these icons, then different
users may interpret each
— AWicons Pro by Lokas Software image differently. Visual
communication in icons fails
— IconWorkshop by Axialis Software when the metaphor or analogy
— Icon Craft by Icon Empire is not clearly understood. If a
universal meaning has yet to be
established then the addition
of textual labels is crucial to aid
user understanding.
Algorithm Wiki
Download Review
3.18
3.19
512 x 512px
3.20
3.21
www.sickcityclub.net 3.21
Sick City Club
With Flash-based interfaces,
video can directly be embedded
as a backdrop to the interface.
In the case of a band’s website,
this makes sense as it helps
to reinforce the band’s brand
with their music at the same
time. In other cases, this will
probably not work for the user
(for example, an insurance UI
that plays a video of a salesman
discussing insurance policies in
the background of the normal UI
content).
www.sickcityclub.net
3.22
Coded animation
Motion in UI doesn’t just
mean media players and video
content. Motion can also be
coded and controlled by the
input (mouse, finger, body).
In this example, by shifting
the position of the cursor, the
camera viewfinder moves
around the scene. This is all
controlled by underlying code.
http://attackemart.in/
camera-parallax-effect/
3.23
3.23
Future Insights Live
When asked to redesign the
new Future Insights event
websites for 2013 Mike Kus
and Neil Kinnish (who worked
on the front-end development)
created a fully responsive
site, which can be found at:
futureinsightslive.com/
las-vegas-2013/.
3.24
3.25
3.24
BD menu
As can be seen from this visual,
the BD menu is quite complex.
However, the visual metaphor
and gridded layout visually
communicate what can be
selected. In the metaphor of
the file drawer, song files are
accessible by clicking on
the tabs.
3.25
The planning stage
Alongside complex information
architecture, a filing system was
structured of categories, such
as memorabilia, press, photos,
etc. Each category in turn had
contextual assets, such as
thumbnails, photo galleries and
captions and sub-screens.
3.26a
3.26b
3.27
3.27
Set the navigation and assets
Using the grid and the baseline,
position the navigation and logo
in a new layer called Navigation.
Add the other content assets,
such as images, icons, footers
and even embedded media
players into another new layer
called Assets. Align these
horizontally within the grid’s
columns and vertically on
each baseline.
Premise
— Software of choice
— A grid – see
http://tinyurl.com/examplegrid
3.28
Set the text to
the baseline
The text forming the body copy
of the content is set at 14pxs
high, and the leading height is
16pxs. Other text such as the
quote, footer, navigation and
header have different leading
heights in proportion to each
different letter height.
3.28
Outcomes
4.1
www.chrisoakley.com/the-catalogue
4.1
Embodied in the world
As we are embodied in the real
world, our own perceptions
of, and the way we interpret,
what we see, hear, taste, smell
and touch help us shape our
individual world. Each person
will perceive and interpret their
interactions in their own way,
but within an interface these
perceptions should be managed
to provide a similar experience
to all users. Image from The
Catalogue, a video created by
artist Chris Oakley in 2004.
4.2
4.2
L.A. Noire
In this game UI from L.A. Noire,
it is clear that the navigation (1)
is the most obvious interactive
part. The typography (2) used
on the wall is really the main
navigation. The use of a chunky
typeface (set in uppercase) and
the labels ensure the user can
perceive these links. Additional
navigation is set further back
in the scene and may be
missed (3).
4.3
IDEO’s method cards
Tools, such as IDEO’s Method
Cards, help the design team
frame their ideas to be more
in tune with how users will
perceive and interpret the
interaction. The cards are
classified as four suits: ‘ask’,
‘watch’, ‘learn’ and ‘try’.
www.ideo.com/work/method-
4.3
cards/.
4.5
www.sickcityclub.net
4.6 4.7
4.8
4.8
The destination – content
The content copy is overlaid
in text boxes on the black
How semiotics works background, which contains
the band’s videos played at
Sender > Intention > Message > full screen. This band review
Transmission > Noise > Receiver > Destination is stepped downwards across
— Sean Hall, This Means This, This Means three horizontal lines. These
That (2007, Laurence King) lines visually suggest the five
staff lines used in musical
composition, and the stepping
of the quote across the lines
suggests musical notation.
4.9
Google doodles
Cultural differences can impact
greatly on UI designs if the
target users are from different
cultures. Google has localized
search engines in different
languages. The Google doodles
that feature over the search box
also feature visual references to
other cultures. This provides an
international and inclusive feel
to the web search.
Remembrance Day
St Patrick’s Day
4.9
Father’s Day
Localization
4.10
4.10
Pflanzen Gegen Zombies –
multi-language design
German and Chinese
editions of the popular
PopCap game Plants vs.
Zombies, accommodating
the longer German words
and the challenges of a
logographic language.
‘Collaboration is a big
deal – you don’t just hand
the project over from
one phase to the next,
because one person’s
input affects what the
whole team is doing.’
– Kristen Kramer
4.11
4.11
The WorldSkills
kiosk interface
The kiosk interface has a simple
five-stage process: the initial
welcoming screen (1); the
camera interface screen; the
sign-up page (2); drop-down
menus help the user to define
themselves (in terms useful for
the client); the profile is set and
the information is displayed on
the video screens (3).
4.12
Copywriting WorldSkills
The interface’s copy is clear,
succinct and very user-friendly.
All the usual information labels
are standardized, making these
areas instantly familiar to
the user.
4.12
The design decisions behind the visual The visitor experience that the kiosk
identity used in the kiosk interface interface communicated was one of
can be deconstructed through ‘inclusion and participation’ within
examining the semiotics. Within the a huge exhibition. The user of the
kiosk interface design, there are many UI was presented with a simple,
signifiers and visual affordances that achievable task. During each of the five
signify meaning. The bold, chunky interactive steps, users knew exactly
display typeface used for ‘I AM…’ what was happening and what their
signifies the central theme of the next action needed to be. As a reward
exhibition – that it is the largest of its for registering, their photograph was
kind AND that the individual visitor displayed on the large video display
is important. The diagonal blocks of in the large exhibition hall welcoming
colour help guide the eye to the white them to the event.
content areas, signifying the important
parts of the screen.
4.13
4.13
The semiotics of WorldSkills
Within the visual communication
of the interface, the semiotics
operates on a subconscious
level, guiding the user. (1) From
“I AM…” the diagonal colour
bars direct the user to the two
areas that need completing.
(2) The two input areas emerge
from the background through
the use of the purple and
the ochre. (3) The blank
human shape (coloured red for
emphasis) gives a subtle visual
affordance that a photograph is
required. (4) The input areas and
action calls are all coded red
with white text. Buttons conform
to W3 web standards, and the
reset button is in a neutral grey.
Premise Outcomes
This exercise focuses on This exercise will help inform your
semiotics, including the user’s visual communication decisions
point of view, the ways in which through deconstructing the semiotics
written copy communicates, and of an existing UI. It can be applied to
cultural contexts. In particular, any UI, and it is recommended that
we will focus on deconstruction you repeat it using different types
and interpretation skills as you of UI. Deconstruction is only part of
will need to put yourself in the the process. You need to learn from
first-person perspective of a user the deconstruction and use what
looking at a UI for the first time. you’ve learned. This exercise can be
This exercise can be repeated combined with the exercise at the
and adapted until it becomes end of Chapter 2 to give you some
second nature. fundamental skills to help you design
You can use this exercise for any future interfaces.
UI, but we will use Whitespace’s
interface for The Scotch Malt
Whisky Society as an example.
4.14–4.17
Deconstruction
To keep this exercise simple,
we will deconstruct a single
UI screen. Follow the
instructions in the exercise
overleaf and refer back to
the images on this page.
4.14
4.15
4.16
4.17
The exercise is split into three parts: Now look at image 4.16.
2. Isolating the signifiers — (1) These two calls to action are visually
communicated in a particular way,
Identify visual elements that you
so what does this sign communicate
think may be semiotic signs. Group
beyond the obvious?
the signifiers that you think may be
suggesting the same message (images — (2) What does this choice of border
4.15–4.17 have already done this communicate?
for you).
— (3) Why use old engraved images
Take each isolated signifier group and on the display? What is the deeper
ask the following: meaning of this for the user?
Collaborating with
the developer
Great UI designs, and great user
experiences, require the designer and the
developer to collaborate. This chapter will
explore positive ways in which the graphic
designer can optimize their communication
with the developer when designing an
interface. Designing for modularity will be
examined both in theory and in practice,
with examples from real design jobs.
5.1
5.2
5.1
www.kicksend.com
Same UI, different platforms
Depending on the platform
detected by the code, a
different version of the UI will
be displayed. Each selected
version of the UI will be
optimized for that platform
and will display the content
differently while maintaining a
common visual identity across
the versions using modularity
of assets.
5.2
Code-controlling structure
In this example, the source code
for the HTML structure of the
website is overlaid on top of the
content. The CSS that controls
the styling and the JavaScript
that controls the interactivity
are not shown. The layout
and structure suggest which
elements are content and which
are assets.
The developer wins, as they will get — Controlling the process of designing from
the design in a way that makes their complexity to simplicity
been built mostly of modular assets — Refining design details to streamline into
and is fast loading. The users win repeatable assets
because they don’t realize this, but — Refocusing on the designer’s crafting of the
get a quick-loading aesthetic user visual communication
That is why designers and developers — Clearer communication with the designer
5.3
5.3
5.4
Image box and image
size ratios
Agreeing a ratio of image
sizes allows the designer
to be creative with placing
images, having the knowledge
that the developer will create
reusable pieces of code to
use throughout a UI that may
contain hundreds of images.
The image boxes shown here
are all in landscape orientation,
but it is equally straightforward
to set a reusable image ratio for
portrait display.
5.4
Modular components
Parts of your design can be
reused elsewhere in the UI.
This includes things like text
and image boxes, navigation
components (buttons), rounded
corners, lines etc. These are
referred to as ‘modules’ and
they fit to the underlying grid.
5.5
5.5 Layered interactive states
Clearly layering, grouping and
labelling interactive states in the
assets will help the developer
understand both the context
and how the visual affordance
(the clues to its function and
use) will work in order to code it.
5.6
PDF reference guide
Once the developer begins to
separate the unflattened digital
file into coded modules, it is
easy to lose sight of how it will
all function as a whole. A PDF
reference guide shows how the
assets will work. There is no
definitive template for an RGB
colour reference guide (see
page 81). The requirements
should be agreed between the
designer and the developer,
and will vary in detail depending
on the project and team. In
its basic form, it is a list of the
colours used in the design in
RGB values and/or
hexadecimal values.
5.6
5.7
5.7
Highlighting modular assets
The assets that are repeated
should be highlighted to draw
attention to them. Once the
different modular assets have
been identified, ensure that the
comp file groups the assets and
their interactive states together.
Labels should be meaningful
and clearly describe what the
layer contains to communicate
to the developer what they need
to code.
I structure all my sites in PHP, I then take the InDesign file and
with HTML inside. If you have I spend a good couple of hours
just an HTML site and you have going through the design, going
ten pages that are all the same through each page (sometimes
layout, you’re going to have to I’ll print it off if it’s a really
make an HTML file for each one complex site). I’ll start with a
of those pages. With PHP it’s marker pen and I’ll circle saying
easier; you only have to make ‘that’s CSS,’ ‘this is an image,’
one file as a structural etc. Where it has to be an image
container so it’s uploading the – it has to be an image. If I can
same file every time. The only do the same thing in CSS3 then
thing it’s changing each time is I’ll do that, purely because it
the content. keeps the file size down. I’ll just
deconstruct the design in that
way, ready to code.
Design team
Creative Griffin,
Preparing to modularize www.
creativegriffin.
Creative Griffin was commissioned
co.uk
to build a website for a new business
venture in the consumer financial Client
service compensation market. Consolidate
In preparation for the launch of Me Ltd
getmyloanfeesback.com, the graphic
designer worked closely with the
developer to break down the client’s
brief into a workable website idea.
5.8
5.9
5.11 5.12
Premise Outcomes
This chapter has discussed This exercise in modularity gets you
modularity of assets and how to examine the design decisions
designers structure their comp you take in the creation of the visual
files of the UI design ready for communication of a UI, so that you
the developer. This exercise will can streamline your design using
help you to begin to think about modular assets where possible.
designing with modularity in mind, It should help prepare you for
and to consolidate it practically. working with a developer, and can
Its aim is to deconstruct several be undertaken even if you currently
variant pages of a UI design don’t have any developers to work
and highlight which assets are with. It can be repeated as often as
repeated and which are not. It will you like with different UI designs, but
help you streamline your design the highlighting of the assets is not
using modular assets and prepare the end of the task. Ensure that you
you for working with a developer. also get used to labelling the layers in
You can use a UI design of your your design software as you go. The
own for this exercise. Choose one more you think about designing for
that has several page variants. If modularity, the quicker you will make it
you can partner up with someone to a normal part of your design process.
do this exercise, then swap your UI
designs with him or her. Doing so will
overcome your familiarity with your
own UI design, making it easier to spot
reusable assets. Use a UI design where
you have the digital file with at least
two page variants in an un-flattened
layered file. The focus is on preparing
a static design for a developer to
code, and not adding the interactivity
to the design.
Exercise
Print out the selection of page variants Now that the comp file has been
from your design comp file at 100 optimized for the developer:
per cent. — Create a PDF version of the UI
Place each printed UI page variant side design showing each page variant.
by side so you can compare them. Also show how any interactive
states on that page will look (such
Identify which assets in the design are as up, down, hover), and annotate
repeated across the page variants. where necessary to explain this
Identify any assets in the design that interaction.
are repeated only on one page. — Name each page (Home page,
With a coloured marker, highlight these Contact etc).
repeated assets. — Create an RGB colour reference
With a different colour marker, highlight guide showing the colours used
any assets that are not repeated. in the design.
Augmenting human
capabilities through
interfaces
In this final chapter, the discussion will
turn from the skills graphic designers need
and the time at which to apply them, to
future technological innovations that may
impact on how interfaces are designed.
We have looked at the change from WIMP
interfaces to post-WIMP interfaces. Now, the
implications of post-WIMP interfaces on the
graphic designer will be explored.
QR (quick response) codes are The colour and contrast of the barcode
all around us – in homes, towns on its background needs to be
and cities around the world. But optimized, otherwise a QR reader will
not everyone notices them or have trouble translating it. The team
understands what they do. The must ensure that the resolution and
QR code is a barcode with the printed size are suitable and that the
capacity to hold tens of thousands underlying grid is usable. There are a
of bits of information, and acts as number of web-based code generators
a shortcut to web-based content (Kaywa and Unitag are two) that will
from the physical world. This convert a data type to a QR code.
is where print meets the digital But the code itself doesn’t have to be
interactive world, as the code is a utilitarian and merely black on white.
printed square that can be found
Graphic designer Jim Divine has
on posters, leaflets, labels, books,
pioneered branding QR codes
magazines or any conceivable
that visually communicate the end
object. The QR code is scanned
destination of the link. He describes
with an app on a smartphone that
this branding of a QR code as a
takes the user to related web-
‘CyberLogo’. The skilful combination
based data. The data types that a
of an illustration or graphic into the
QR code can connect to include
barcode, while maintaining the required
calendars, v- or e-cards, email
formatting, patterns of position,
addresses, geo-locations, phone
alignment and timing, can be very
numbers, URLs, e-tickets
striking. Branding QR codes in such a
and surveys.
fashion aids identification for the user,
thereby increasing the chances of them
Quick response through
scanning it. However, as always, less is
visual communication
more. If the QR code is overused,
The QR code has a direct relevance its impact and usefulness will
to graphic designers, as it acts like a be diminished.
bridge between print and digital. These
are two realms that the designer must
have skills and training in. The QR 6.1
6.2
6.1
CyberLogo
Graphic designer Jim Divine
has developed the possibilities
of embedding a branded visual
identity within the barcoding
information in a QR code. This
‘CyberLogo’ adds a whole new
6.3
level of visual communication
to the QR code by indicating
where the code will take you.
6.2
What does QR do?
QR codes can be printed as
stickers, or directly onto an item.
It can then connect the user to a
range of web-based information
and control. Background
information to the item may be
available as an audio or video
file, or the act of scanning the
barcode could interact within a
multimedia experience.
6.3
How QR works
The QR code is a square
barcode. In three corners
are squares that help the QR
reader app position itself to
decode (1). A smaller square in
the bottom right-hand corner
helps align the reader (2). The
distribution of smaller jagged
splotches contains the digitized
information that connects to the
Web (3).
6.5
QR meets AR
The significance of QR codes
within a specific environment
means contextual information
can be coded into a location.
This could unlock such things
as video stories of a particular
event which happened in that
location. This is where the
potential of QR codes makes a
transition into augmented
reality (AR).
6.4
6.5
6.6
6.6
AR and social networking
These concept designs, made
by Mathew Buckland and
Philip Langley, explore how
AR may impact on social
networking in the future. They
show the amount of overlaid
data, accessed in real time,
that may be required. This
demonstrates a problem with
AR that needs resolving with
regard to functionality, visual
communication and usability.
Too much information overlaid
at any one time will reduce the
communication, not enough
and the user will miss out.
The design team needs to
design for the Goldilocks
(just right) solution, through
experimentation and
user testing.
6.7
6.8
6.8
New York Subway app
This AR app by acrossair is for
locating NY Subway stations.
If you hold the phone flat, all
of the New York Subway lines
are displayed. When the phone
is tilted upwards, the nearest
stations are overlaid on the
screen in relation to the location
and view. The AR interface
loads in real time and displays
directions, distance and lines
available at the nearest stations.
6.9
6.9
Vote Band App
This app concept from graduate
Jacques Peacock allows
users to instantly vote for their
favourite acts during music
events such as a ‘Battle of
the Bands.’ To revolutionize
the audience participation the
app provides a social space
where band details and special
promotions can be aggregated
through close connection to
the Facebook platform. This
augmented social space is still
‘under the glass’ of the touch
screen but the user can feel
instantaneously more informed
about new music and respond
through the touch of a finger
on glass.
6.10
Transparent Screen
In this Transparent Screen
Android app by Sascha Affolter,
the touch screen can be made
to appear transparent (by clever
use of the camera), showing
what’s behind the user’s phone
through the Android apps that
are currently running. This effect
is not the same as AR, but it
does allow the user to interact
with the apps while walking – so
that they can see what they’re
doing and where they’re going
at the same time. Although the
app may have limited uses, it
demonstrates the importance
of an app working with the
6.10
physicality of the display device.
What is the issue with That hooks into the idea of the
embedding so many touch context stuff, because then you
screens in our homes and on have to be more intelligent as
our walls? you can’t place 70 buttons
(as in an old TV remote control)
As with anything that you
on a screen. On a touch screen,
embed in the house, they get
realistically, you can only put
outdated so quickly. Whereas
12 buttons on a screen because
wall-mount an iPad and…
each button has to fit the size
perfect. Two years later you
of a finger. We’re starting to use
need a new iPad? Take it out
that way of thinking, so now it
and plug a new one in. I think
becomes second nature to us
they’ll be slightly limited, but not
when we design.
because we don’t want them
around us, but more that we Do you think that the sense of
want to keep them up to date. texture will be added to future
touch-screen technologies?
So the portability of a touch-
screen device is important? It would be strange if we never
moved that bit further and
The portability is just amazing.
added a sense of texture, and
I think there’ll always be a place,
why shouldn’t it happen? The
especially in the workplace, for
tech is now getting to a stage
laptops for when you want to do
where I think the scientists have
work. But I think when you need
worked out how it can be done.
computers-on-the-go (and let’s
It’s whether it can be done at
admit it, we all need computers-
an affordable price and can
on-the-go in general because
be scaled. Why wouldn’t you
we’re so used to having Google
texture your interface so that
Maps and real-time information)
it’s inviting to touch? And with
that those devices will become
iPads, it’s really messing with
even more portable over time.
peoples’ heads regarding the
Is it helpful to see laptops as visual affordances, because
being predominantly used for how do you represent the
production of ‘content’, while visual affordance of texture
touch-screen tablets are more as a result? This is our first
for consumption of ‘content’? stab at it, and I think over the
next couple of years you’ll see
With production-based stuff,
improvements on the design
you want that picture ‘right
as newer, braver types of
there’ or that text ‘right
designers start to challenge the
there’. Whereas when you’re
possibilities even more.
consuming, you very rarely do
very detailed actions.
6.11
6.12
The design team had quite a few things A visual communication perspective
they needed to understand before was present throughout the entire
designing the UI: the Macallan brand, UI project. The main design team
their target audience, the technology’s was made up of experienced UI
opportunities and constraints, the graphic designers having designed
location for, and the implementation interfaces and apps for clients such
and testing of the UI. They engaged as UK television broadcaster Channel
in site visits to both the distillery 4. Collaborating with Whitespace’s
and Schiphol Airport’s whisky shop, in-house development team and
immersing themselves in the whisky Interface3, the graphic designers
production process – including tasting contributed greatly to a successful
a few drams (glasses of whisky). user experience using cutting-edge
touch-screen technology.
By engaging with the developers
from Interface3, the design team From conception through to the
ensured that their workshopping and coding and the testing of the UI, the
brainstorming of ideas would not graphic designers ensured that the
only exploit the full potential of the visual communication of interaction
PixelSense touch-screen technology, was a success for the entire interface
but their final concept would also be project. The research from the distillery
technically achievable. For example, and airport visits revealed important
the technology relied on light sensitivity insights that would otherwise have
for object recognition to work, so the been missed; these insights added
final interface’s surface would need to a richness of detail to the interactive
be precisely calibrated to the context design. In doing so, Whitespace
of Schiphol Airport’s whisky shop. This delivered a user experience that
led the team to visit Schiphol Airport. smoothly and effectively implemented
This in-depth testing of the UI, from a branded touch-screen experience,
the initial prototyping of ideas through which reflected the luxury positioning
to the user testing of the final design, of The Macallan and answered the
gave the team valuable insight into brief provided.
verifying their design decisions for the
visual communication of the interactive
user experience.
6.13
6.14
6.13 6.14
Interactive for Oscuro bottle Select oak cask
The discussions with Interface3 ‘Aroma trails’ (images of
flagged that users still needed flavours) from the whisky appear
to be able to browse the surface to flow from the tip of the finger
without having to place the touching the screen.
bottle on the screen.
Premise Outcomes
In this final exercise, the focus This final exercise helps you to
is on consolidating your visual understand how functionality and
communication skills in the usability are both important for visual
concept design of an augmented communication. By working within
reality (AR) app. The exercise will the constraints of a small screen with
engage many skills needed to information that would be dynamically
design interfaces: research, user- accessed in real time, there is a
research, information architecture, need for a ‘Goldilocks’ solution
visual hierarchy, navigation, that is functional and that visually
content, graphic design for digital communicates the required information
media, designing an aesthetic in such a way that will be usable by
experience, modularizing another human being. The exercise
and localization. should help consolidate all your visual
communication skills with technical
The aim of this exercise is to
constraints to help you to design
create a concept design for an AR
successful interfaces, which create
app on a touch-screen smartphone
positive aesthetic user experiences.
showing a walk-through of the
information overlays within a
panoramic view of a scene.
— In the template, the smartphone — Once you’re satisfied that the
needs to sit in the top layer with concept is working, finalize it into
another layer below to contain the a design concept that you could
concept design’s AR walk-throughs. show a client.
6.15
6.16
6.15 6.16
Smartphone template Adding the panorama
The smartphone needs to sit on Once you have your panoramic
a top layer in Adobe Photoshop scene, place it into your
(or similar software) with another smartphone template. Don’t
layer below to contain the enlarge either image – you’ll
concept design’s AR lose quality.
walk-throughs.
6.17
6.18
6.17 6.18
Overlaying information Finalizing the design concept
Overlay ALL the information you Through a period of design
have to the file in a new layer. iterations, revise your design,
and where necessary, change
the amount of information
displayed (good copywriting
may help here).
Page numbers in italics denote colour 58, 80, 81, 82, 84, 85
illustrations. colour perception 82
colour theory 84
abjads 122, 182 colour wheel 84
accessibility 31 communication 9, 142
action safe area 70, 182 communication tools 44
additive model 80 comp 140, 146, 182
adjustment layers 182 complementary colours 84, 182
aesthetics 10, 112, 182 computer games 96, 98
Alertbox 52 connectedness 166
algorithm 182 content 78, 116, 121
alpha channel 182 content inventory 44
analogous colours 84, 182 content selection 98
Android 182 context 78, 92, 118
angles 94 contextual information 174
animations 98 contextual navigation 46, 182
anti-aliasing 86, 87, 94, 182 contrasting colours 84, 182
app 182 copywriting 116, 117
Apple 52, 170 Creative Griffin 152
AR see augmented reality cultural perspectives 82
archived video 98 CyberLogo 160, 161
ascenders 68, 182
assets 109, 144, 155, 182 deconstruction 135, 182
Athlon Productions 13 demographics 24, 182
augmented reality (AR) 163, 164, 165, 167, descenders 68, 182
178-9, 180-1, 182 design 9, 114
design team 12
back-end ordering system 35, 182 desktop display 86
Baldur’s Gate 21 destination 118, 121
bandwidth 182 developers 12, 142, 183
bitmaps 86, 87, 94, 182 display typeface 74
bleed 70, 182 dithered 183
Blue-ray 102, 103, 104, 105 Divine, Jim 160
body copy 79, 182 Duffy, Ciaran 24
body text 117 DVD, information architecture 47
brainstorm 182 dynamic grids 73
branding 160
Bridge, Alan 150-1 ease of use 43
browsers 59 elloDave 32-5
buttons 132, 145 em 68, 183
embedded interaction 89
calls to action 79, 98, 114, 182 embedding 173
cascading style sheets (CSS) 35, 72,100, 151, embodiment 113
182 encapsulated postscript files 86, 87
clickability 76 eye tracking 59, 60, 61, 62, 183
clients 22
CMYK colour space 80, 182 first-person experience 114, 142
co-design 182 Fishman Marketing 60
code 182 fixation order 61
code-controlling structure 141 flow solution 44
coded animation 99 fluid grids 183
coder 182 flush left 78, 183
see also developer fonts 183
collaboration 127, 143 see also typeface
warm colours 82
We Print Paper 33
websites 100
information architecture 47
iterative design 33
wireframing 58
white space see negative space
Whitespace 134, 174
widescreen 70
widgets 185
Cover image: courtesy of Sensi Soft Ltd, Page 51: At Home interactive work, P103–105: Courtesy of Shakey Pictures
sensisoft.com courtesy of The National Film Board of shakeypictures.com
Canada. Athome.nfb.ca/#/athome/home
Page 3: People using tablet © Brand Pages 106–109: © Dave Wood
New Images, courtesy of Getty Images Page 53: VoteBandApp © 2013 Jacques
Peacock jacquespeacock.com Page 113: Images from The Catalogue,
Page 11: courtesy of Grip Limited, a video created by artist Chris Oakley in
griplimited.com Page 55: sketched wireframe courtesy 2004. © Chris Oakley 2004
of Sockyung Hong, vimeo.com
Page 13: top image courtesy of Athlon, Page 115: top image L.A. Noire
athlonlondon.com; bottom image Page 57: wireframe © 2013 screenshots courtesy of Rockstar
courtesy of Martin Gauer, attackemart.in Jacques Peacock jacquespeacock.com Games,Inc.; bottom image courtesy
of IDEO, ideo.com
Page 14: designs-on.com courtesy Page 60–63: VedderPrice.com variations
of IDEO ideo.com screenshots courtesy of Fishman Page 117: courtesy of Grip Limited,
Marketing Inc. griplimited.com
Page 15: Character render
© Danny Hull, 2013. All rights reserved Page 64: courtesy of Alan MacFarlane Pages 119–121: sickcityclub.net
images courtesy of Brown & White,
Page 17: Interaction loop illustration Page 69: top image Resolution Guide richbrown.info
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