design - home | college of computingstasko/6750/talks/09-design.pdf · 2007-02-06 · mynatt, jeff...

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Design Design John Stasko John Stasko Spring 2007 Spring 2007 This material has been developed by Georgia Tech HCI faculty, and continues to evolve. Contributors include Gregory Abowd, Al Badre, Jim Foley, Elizabeth Mynatt, Jeff Pierce, Colin Potts, Chris Shaw, John Stasko, and Bruce Walker. Permission is granted to use with acknowledgement for non-profit purposes. Last revision: January 2007. 2 6750-Spr ‘07 Agenda Agenda Design challenges Design challenges Idea generation Idea generation Design principles Design principles Graphic design Graphic design

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Page 1: Design - Home | College of Computingstasko/6750/Talks/09-design.pdf · 2007-02-06 · Mynatt, Jeff Pierce, Colin Potts, Chris Shaw, John Stasko, and Bruce Walker. Permission is granted

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DesignDesign

John StaskoJohn Stasko

Spring 2007Spring 2007

This material has been developed by Georgia Tech HCI faculty, and continues to evolve. Contributors include Gregory Abowd, Al Badre, Jim Foley, Elizabeth Mynatt, Jeff Pierce, Colin Potts, Chris Shaw, John Stasko, and Bruce Walker. Permission is granted to use with acknowledgement for non-profit purposes. Last revision: January 2007.

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AgendaAgenda

•• Design challengesDesign challenges

•• Idea generationIdea generation

•• Design principlesDesign principles

•• Graphic designGraphic design

Page 2: Design - Home | College of Computingstasko/6750/Talks/09-design.pdf · 2007-02-06 · Mynatt, Jeff Pierce, Colin Potts, Chris Shaw, John Stasko, and Bruce Walker. Permission is granted

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DesignDesign

dilbert

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DesignDesign

•• Is it easy?Is it easy?

Page 3: Design - Home | College of Computingstasko/6750/Talks/09-design.pdf · 2007-02-06 · Mynatt, Jeff Pierce, Colin Potts, Chris Shaw, John Stasko, and Bruce Walker. Permission is granted

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DifficultiesDifficulties

•• Good design can be very challengingGood design can be very challenging

•• Why?Why?

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Why is Design Difficult?Why is Design Difficult?

•• 1. Increasing complexity/pressure1. Increasing complexity/pressure–– Number of things to control has risen Number of things to control has risen

dramaticallydramatically

–– Display is increasingly symbolic/artificialDisplay is increasingly symbolic/artificial

–– Feedback is more complex and subtleFeedback is more complex and subtle

–– Errors are increasingly serious/costlyErrors are increasingly serious/costly

Page 4: Design - Home | College of Computingstasko/6750/Talks/09-design.pdf · 2007-02-06 · Mynatt, Jeff Pierce, Colin Potts, Chris Shaw, John Stasko, and Bruce Walker. Permission is granted

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Why Difficult?Why Difficult?

•• 2. Marketplace pressures2. Marketplace pressures–– Time is moneyTime is money

–– Adding functionality (complexity) is now easy Adding functionality (complexity) is now easy and cheapand cheap

–– Adding controls/feedback is expensiveAdding controls/feedback is expensive

–– Design usually requires several iterations Design usually requires several iterations before successbefore success

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Why Difficult?Why Difficult?

•• 3. People often consider cost and 3. People often consider cost and appearance over human factors designappearance over human factors design–– Style over substanceStyle over substance

–– Bad design may not be visibleBad design may not be visible

Page 5: Design - Home | College of Computingstasko/6750/Talks/09-design.pdf · 2007-02-06 · Mynatt, Jeff Pierce, Colin Potts, Chris Shaw, John Stasko, and Bruce Walker. Permission is granted

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Why Difficult?Why Difficult?

•• 4. Creativity is challenging4. Creativity is challenging–– Can’t just make a copyCan’t just make a copy

–– Want creativity, but want pragmatismWant creativity, but want pragmatism

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Idea CreationIdea Creation

•• Ideas come fromIdeas come from–– ImaginationImagination

–– AnalogyAnalogy

–– Observation of current Observation of current practicepractice

–– Observation of current Observation of current systemssystems

•• Borrow from other Borrow from other fieldsfields–– AnimationAnimation

–– TheatreTheatre

–– Information displaysInformation displays

–– ArchitectureArchitecture

–– ......

How do we create and develop new interface ideas and designs?

Page 6: Design - Home | College of Computingstasko/6750/Talks/09-design.pdf · 2007-02-06 · Mynatt, Jeff Pierce, Colin Potts, Chris Shaw, John Stasko, and Bruce Walker. Permission is granted

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Interface MetaphorsInterface Metaphors

•• MetaphorMetaphor -- Application of name or Application of name or descriptive term to another object which descriptive term to another object which is not literally applicableis not literally applicable

–– Use: Natural transfer Use: Natural transfer -- apply existing apply existing knowledge to new, abstract tasksknowledge to new, abstract tasks

–– Problem: May introduce incorrect mental Problem: May introduce incorrect mental modelmodel

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Idea CreationIdea Creation

•• Other methods for creating and Other methods for creating and developing interface ideasdeveloping interface ideas–– ??

Page 7: Design - Home | College of Computingstasko/6750/Talks/09-design.pdf · 2007-02-06 · Mynatt, Jeff Pierce, Colin Potts, Chris Shaw, John Stasko, and Bruce Walker. Permission is granted

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Idea Creation MethodsIdea Creation Methods

•• 1. Consider new use for object1. Consider new use for object

•• 2. Adapt object to be like something else2. Adapt object to be like something else

•• 3. Modify object for a new purpose3. Modify object for a new purpose

•• 4. Magnify 4. Magnify -- add to objectadd to object

•• 5. Minimize 5. Minimize -- subtract from objectsubtract from object

•• 6. Substitute something similar6. Substitute something similar

•• 7. Rearrange aspects of object7. Rearrange aspects of object

•• 8. Change the point of view8. Change the point of view

•• 9. Combine data into an ensemble9. Combine data into an ensemble

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Overall Guidelines for DesignOverall Guidelines for Design

•• 1. Provide a good conceptual model1. Provide a good conceptual model–– User has mental model of how things workUser has mental model of how things work

–– Build design that allows user to predict Build design that allows user to predict effects of actionseffects of actions

•• 2. Make things visible2. Make things visible–– Visible Visible affordancesaffordances, mappings, constraints, mappings, constraints

–– Remind person of what can be done and Remind person of what can be done and how to do ithow to do it

Norman’s advice

Page 8: Design - Home | College of Computingstasko/6750/Talks/09-design.pdf · 2007-02-06 · Mynatt, Jeff Pierce, Colin Potts, Chris Shaw, John Stasko, and Bruce Walker. Permission is granted

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Design Guidelines/PrinciplesDesign Guidelines/Principles

•• General guidelines (advice) to help create General guidelines (advice) to help create more usable systemsmore usable systems

•• Can be subtle, even contradictoryCan be subtle, even contradictory

&

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Design PrinciplesDesign Principles

•• 1. Use simple and natural dialog in user’s 1. Use simple and natural dialog in user’s languagelanguage–– Match user’s task in a natural wayMatch user’s task in a natural way

–– Avoid jargon, technoAvoid jargon, techno--speakspeak

–– Present exactly info that user needsPresent exactly info that user needs

Insufficient funds to withdraw $100

X.25 connection discarded dueto network congestion. Locallimits now in effect

VS.

Less is more!Fewer unnecessary windows, prompts, dialogs

Page 9: Design - Home | College of Computingstasko/6750/Talks/09-design.pdf · 2007-02-06 · Mynatt, Jeff Pierce, Colin Potts, Chris Shaw, John Stasko, and Bruce Walker. Permission is granted

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““Fun” ExamplesFun” Examples

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Design PrinciplesDesign Principles

•• 2. Strive for consistency2. Strive for consistency–– Sequences, actions,Sequences, actions,

commands, layout,commands, layout,terminologyterminology

–– Makes more predictableMakes more predictable

HelpCancelOK

ApplyCancelDone

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Design PrinciplesDesign Principles

•• 3. Provide informative feedback3. Provide informative feedback–– Continuously inform user about what is Continuously inform user about what is

occurringoccurring

–– Most important on frequent, substantive Most important on frequent, substantive actionsactions

–– How to deal with delays?How to deal with delays?

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Design PrinciplesDesign Principles

•• 4. Minimize user’s memory load4. Minimize user’s memory load–– Recognition is better than recallRecognition is better than recall

–– Describe required input format, include Describe required input format, include example and defaultexample and default

–– Use small # of generally applicable Use small # of generally applicable commands commands

Date _ _ - _ _ _ - _ _ (DD-Mmm-YY, e.g., 02-Aug-93)

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Design PrinciplesDesign Principles

•• 5. Permit easy reversal of actions5. Permit easy reversal of actions–– Undo!Undo!

–– Reduces anxiety, encourages Reduces anxiety, encourages experimentationexperimentation

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Design PrinciplesDesign Principles

•• 6. Provide clearly marked exits6. Provide clearly marked exits–– Don’t want the user to feel trappedDon’t want the user to feel trapped

–– ExamplesExamples•• Cancel button on dialogsCancel button on dialogs

•• Interrupt/resume on lengthy operations Interrupt/resume on lengthy operations (modeless)(modeless)

•• Quit Quit -- can exit anytimecan exit anytime

•• Reset/defaults Reset/defaults -- restore on a property sheetrestore on a property sheet

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Design PrinciplesDesign Principles

•• 7. Provide shortcuts7. Provide shortcuts–– Enable frequent users to perform oftenEnable frequent users to perform often--used used

operations quicklyoperations quickly•• Keyboard & mouseKeyboard & mouse

•• Navigation between windows/formsNavigation between windows/forms•• ReuseReuse

–– Provide history systemProvide history system

- abbreviations- menu shortcuts- function keys- command completion- double click vs. menu selection

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Design PrinciplesDesign Principles

•• 8. Support internal locus of control8. Support internal locus of control–– Put user in charge, not computerPut user in charge, not computer

–– Can be major source of anxietyCan be major source of anxiety

Enter next commandvs.Ready for next command

Page 13: Design - Home | College of Computingstasko/6750/Talks/09-design.pdf · 2007-02-06 · Mynatt, Jeff Pierce, Colin Potts, Chris Shaw, John Stasko, and Bruce Walker. Permission is granted

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Design PrinciplesDesign Principles

•• 9. Handle errors smoothly and positively9. Handle errors smoothly and positively

•• 10. Provide useful help and 10. Provide useful help and documentationdocumentation

–– (More to come later in course on these two)(More to come later in course on these two)

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Good & Bad DesignsGood & Bad Designs

•• www.baddesigns.comwww.baddesigns.com

•• www.iarchitect.comwww.iarchitect.com

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Graphic DesignGraphic Design

Let’s explore the details more…Let’s explore the details more…

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Who Needs Substance When You’ve Got Style?Who Needs Substance When You’ve Got Style?

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Graphic DesignGraphic Design

•• The “look & feel” portion of an interfaceThe “look & feel” portion of an interface

•• What someone initially encountersWhat someone initially encounters–– Conveys an impression, moodConveys an impression, mood

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Graphic DesignGraphic Design

•• It shares aspects of design practices in It shares aspects of design practices in engineering and CS, but focuses on the engineering and CS, but focuses on the cultural, symbolic & affective aspects. cultural, symbolic & affective aspects.

•• “useful, usable, desirable”“useful, usable, desirable”

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Graphic DesignGraphic Design

•• As a practice, it has As a practice, it has been around for been around for thousands of years.thousands of years.

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Graphic DesignGraphic Design

•• With the industrial With the industrial revolution, art and revolution, art and design began to design began to divergediverge

•• Design for massDesign for mass--production production -- of of printing, of artifactsprinting, of artifacts

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Graphic DesignGraphic Design

•• In the US, graphic design In the US, graphic design develpopeddevelpoped into a into a profession after WWIIprofession after WWII

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Graphic DesignGraphic Design

•• Relies on a BALANCE and integration of:Relies on a BALANCE and integration of:

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Graphic DesignGraphic Design

•• Objective:Objective: relies on quantitative studies, like usability relies on quantitative studies, like usability testingtesting

•• Does the “look” Does the “look” work?work?

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Graphic DesignGraphic Design

•• Subjective:Subjective: “look” relies on subjective “look” relies on subjective judgementjudgement by by experts, and depends on experts, and depends on contextualcontextual factorsfactors

•• “look” is contextual, based on culture“look” is contextual, based on culture

–– Culture is learnedCulture is learned

–– Cultural meanings changeCultural meanings change

–– There can be multiple meaningsThere can be multiple meanings

•• Uniqueness is valued (not programmable)Uniqueness is valued (not programmable)

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Graphic DesignGraphic Design

•• You cannot empirically measure the You cannot empirically measure the subjective aspects, but there is a subjective aspects, but there is a discipline to its study discipline to its study

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Graphic DesignGraphic Design

•• Is rigorous in its own realmIs rigorous in its own realm

1. Graphic Design 1. Graphic Design expertsexperts

vs.vs.

2. Applying graphic design principles 2. Applying graphic design principles Our goal in this courseOur goal in this course

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Graphic DesignGraphic Design

•• So what?So what?

•• Knowing graphic design principles will:Knowing graphic design principles will:–– Enhance your ability to communicate Enhance your ability to communicate

w/designersw/designers

–– Enable you to create more userEnable you to create more user--friendly friendly interfacesinterfaces

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Design PhilosophiesDesign Philosophies

•• My personal preferences:My personal preferences:–– Economy of visual elementsEconomy of visual elements

–– Less is moreLess is more

–– Clean, well organizedClean, well organized

Page 21: Design - Home | College of Computingstasko/6750/Talks/09-design.pdf · 2007-02-06 · Mynatt, Jeff Pierce, Colin Potts, Chris Shaw, John Stasko, and Bruce Walker. Permission is granted

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Graphic Design PrinciplesGraphic Design Principles

•• MetaphorMetaphor

•• ClarityClarity

•• ConsistencyConsistency

•• AlignmentAlignment

•• ProximityProximity

•• ContrastContrast

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MetaphorMetaphor

•• Tying presentation and visual elements Tying presentation and visual elements to some familiar relevant itemsto some familiar relevant items–– e.g., Desktop metaphore.g., Desktop metaphor

–– If you’re building an interface for a grocery If you’re building an interface for a grocery application, maybe mimic a person walking application, maybe mimic a person walking through a store with a cartthrough a store with a cart

Page 22: Design - Home | College of Computingstasko/6750/Talks/09-design.pdf · 2007-02-06 · Mynatt, Jeff Pierce, Colin Potts, Chris Shaw, John Stasko, and Bruce Walker. Permission is granted

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ExampleExample

www.worldwidestore.com/Mainlvl.htm

Overdone?

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ClarityClarity

•• Every element in an interface should Every element in an interface should have a reason for being therehave a reason for being there–– Make that reasonMake that reason

clear too!clear too!

•• Less is moreLess is more

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ClarityClarity

•• White spaceWhite space–– Leads the eyeLeads the eye

–– Provides symmetry and balance through its Provides symmetry and balance through its useuse

–– Strengthens impact of messageStrengthens impact of message

–– Allows eye to rest between elements of Allows eye to rest between elements of activityactivity

–– Used to promote simplicity, elegance, class, Used to promote simplicity, elegance, class, refinement refinement

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ExampleExample

Clear, cleanappearance

Opinion?

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ConsistencyConsistency

•• In layout, color, images, icons, In layout, color, images, icons, typography, text, …typography, text, …

•• Within screen, across screensWithin screen, across screens

•• Stay within metaphor everywhereStay within metaphor everywhere

•• Platform may have a style guidePlatform may have a style guide–– Follow it!Follow it!

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ExampleExample

Home page Content page 1 Content page 2

www.santafean.com

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AlignmentAlignment

•• Western worldWestern world–– Start from top leftStart from top left

•• Allows eye to parse display more easilyAllows eye to parse display more easily

•• “Read“Read--flow” principleflow” principle

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AlignmentAlignment

•• GridsGrids–– (Hidden) horizontal and vertical lines to help (Hidden) horizontal and vertical lines to help

locate window componentslocate window components

–– Align related thingsAlign related things

–– Group items logicallyGroup items logically

–– Minimize number of controls, reduce clutterMinimize number of controls, reduce clutter

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AlignmentAlignment

•• Grids Grids -- use themuse them

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Grid ExampleGrid Example

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AlignmentAlignment

•• Left, center, or rightLeft, center, or right

•• Choose one, use it everywhereChoose one, use it everywhere

•• Novices often center thingsNovices often center things–– No definition, calm, very formalNo definition, calm, very formal

Here is somenew text

Here is some

new text

Here is some

new text

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ProximityProximity

•• Items close together appear to have a Items close together appear to have a relationshiprelationship

•• Distance implies no relationshipDistance implies no relationship

Time:

Time

Page 28: Design - Home | College of Computingstasko/6750/Talks/09-design.pdf · 2007-02-06 · Mynatt, Jeff Pierce, Colin Potts, Chris Shaw, John Stasko, and Bruce Walker. Permission is granted

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ExampleExample

Name

Addr1

Addr2

City

State

Phone

Fax

Name

Addr1Addr2

CityState

PhoneFax

Name

Addr1Addr2

CityState

PhoneFax

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ContrastContrast

•• Pulls you inPulls you in

•• Guides your eyes around the interfaceGuides your eyes around the interface

•• Supports skimmingSupports skimming

•• Take advantage of contrast to add focus Take advantage of contrast to add focus or to energize an interfaceor to energize an interface

•• Can be used to distinguish active controlCan be used to distinguish active control

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ContrastContrast

•• Can be used to set off most important Can be used to set off most important itemitem–– Allow it to dominateAllow it to dominate

•• Ask yourself what is the most important Ask yourself what is the most important item in the interface, highlight ititem in the interface, highlight it

•• Use geometry to help sequencingUse geometry to help sequencing

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ExampleExample

www.delta.com

Importantelement

Old

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UI ExerciseUI Exercise

•• Look at interface and see where your eye Look at interface and see where your eye is initially drawn (what dominates?)is initially drawn (what dominates?)

•• Is that the most important thing in the Is that the most important thing in the interface?interface?

•• Sometimes this can (mistakenly) even be Sometimes this can (mistakenly) even be white space!white space!

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ExampleExample

Disorganized

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ExampleExample

Visual noise

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ExampleExample

Overuse of3D effects

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Economy of Visual ElementsEconomy of Visual Elements

•• Less is moreLess is more

•• Minimize borders and heavy outlining, Minimize borders and heavy outlining, section boundaries (use section boundaries (use whitespacewhitespace))

•• Reduce clutterReduce clutter

•• Minimize the number of controlsMinimize the number of controls

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Coding TechniquesCoding Techniques

•• BlinkingBlinking–– Good for grabbing attention, but use Good for grabbing attention, but use veryvery

sparinglysparingly

•• Reverse video, boldReverse video, bold–– Good for making something stand outGood for making something stand out

–– Again, use sparinglyAgain, use sparingly

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Project Part 1Project Part 1

•• Questions?Questions?

•• Due on Thursday (2 copies, at start of Due on Thursday (2 copies, at start of class)class)

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UpcomingUpcoming

•• Continuing graphic designContinuing graphic design

•• PrototypingPrototyping