principle of design final

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Design and Information The term design refers to a deliberate and systematic process of analysis and synthesis that 1) begins with the identifying of a problem, 2) comprises the intellectual creative effort of an originator, and 3) concludes with a concrete plan or blueprint for a solution. This may be drawings, plans, schemes and specifications.  Design areas represent many parts of human activities. Examples are apparel design, archit ectural desig n, ceramics design, communic ation design , costume desig n, craft design, document design, editorial design, engineering design, environmental design, exhibition design, fashion design, fine arts design, furniture design, glass design, graphic design, image design, ind ust ria l des ign , inf ormatio n des ign , ins tructi on des ign , ins tructi ona l message des ign , interaction design, interface design, interior design, it design, landscape design, light design, manufacturing design, mechanical design, message design, molecular design, ornamental design,  pacage design, pattern design, persuasion design, poster design, product design, se rvice design, text design, textile design, type design and urban design.  Design science is a large field of academic research, education and training. There are common problem areas regardless of what we design. !n a common terminology the top level may be named "#amilies.$ %ext level may be called $&enera.$ The third level is "'pecies$ (or disciplines). Each subect matter consists of a number of courses. !n five design families the cla ssif ica tion dep end s on the pur pos e wit h the des ign . *e can des ign arte fact s, dif fer ent mes sages, per for man ces, systems and pro cesses, and our own env ironme nts . These des ign families are call ed artefact des ign , mes sage des ign , per for man ce des ign , sys tems des ign or systems envelopment, and environment design. +ll are hold together with design philosophy, the sixth design family .  Design  science (left) includes six design families (right): artefact design (1), message design (2),  performance design (3), systems design (4),environ ment design (5), and design philo sophy ()! 1

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Design and Information

The term design refers to a deliberate and systematic process of analysis and synthesis

that 1) begins with the identifying of a problem, 2) comprises the intellectual creative effort of an

originator, and 3) concludes with a concrete plan or blueprint for a solution. This may be

drawings, plans, schemes and specifications.

 Design areas represent many parts of human activities. Examples are apparel design,

architectural design, ceramics design, communication design, costume design, craft design,

document design, editorial design, engineering design, environmental design, exhibition design,

fashion design, fine arts design, furniture design, glass design, graphic design, image design,

industrial design, information design, instruction design, instructional message design,

interaction design, interface design, interior design, it design, landscape design, light design,

manufacturing design, mechanical design, message design, molecular design, ornamental design,

 pacage design, pattern design, persuasion design, poster design, product design, service design,

text design, textile design, type design and urban design.

 Design science is a large field of academic research, education and training. There are

common problem areas regardless of what we design. !n a common terminology the top level

may be named "#amilies.$ %ext level may be called $&enera.$ The third level is "'pecies$ (or 

disciplines). Each subect matter consists of a number of courses. !n five design families the

classification depends on the purpose with the design. *e can design artefacts, different

messages, performances, systems and processes, and our own environments. These design

families are called artefact design, message design, performance design, systems design or 

systems envelopment, and environment design. +ll are hold together with design philosophy, the

sixth design family.

 Design

 science (left) includes six design families (right): artefact design (1), message design (2),

 performance design (3), systems design (4),environment design (5), and design philosophy ()!

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+ group of design disciplines all deal with the design of messages. The main components

in message design are "ords, visuals and forms. These main components may be used in many

different ways to produce, transmit and interpret messages of various inds in different

communication situations. epending on the different obectives of the messages we can see

different "message design genera.$ These groups are graphic design, information design,

instruction design, mass design, and persuasion design.

#he message design family (left) includes five design genera (right): graphic design (1),

information design (2), instruction design (3), mass design (4), and persuasion design (5)!

 $essage design (-) is an interdisciplinary field of nowledge. !t encompasses

influences and facts from more than fifty established disciplines and areas of research. The main

areas of research may be divided into six groups with "base disciplines.$

 $essage design ($D) is interdisciplinary and encompasses influences and facts from more

than fifty esta%lished academic disciplines and areas of research!

1.  &anguage disciplines such as drama, graphic design, linguistics, rhetoric, semiotics,

verbal languages, visual languages and visual literacy.

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2.  'rt and aesthetic disciplines such as aesthetics, computer graphics, film and cinema,

iconography, iconology, illustration, and photography.

3.  nformation disciplines such as computer science, information processing, and library

and information science.

. ommunication disciplines such as communication theory, education technology,

information design, information technology, information theory, instructional design,

instructional message design, instructional technology, ournalism, media studies, persuasive

design, planned communication, television and video.

5! *ehavioural and cognitive disciplines such as cognitive science, didactics, information

ergonomics, pedagogy, psychology, and sociology!

/. *usiness and media production technology disciplines such as business economics and

management, information economics, information management, law, technologies for  production and distribution of media.

This "message design model$ is a theoretical model showing that different disciplines

influence and contribute to the area of messa+ll message design disciplines have got a

theoretical as well as a practical component and message designers need to have theoretical

nowledge as well as practical sills.ge design

!n 1003 *ileman noted "ommunication can be udged successful only when it conveys the

information it sets out to convey. This is as true for visual modes as it is for verbal modes.$ 4ere

"visual modes$ include all inds of visual language, and "verbal modes$ include verbal

language. 5ecause the solution of any information design problem is determined by the

interaction between the instrumental and user constraints #lach and omingue61 preferred to

tal about +usecentred design!-

-o3 provided the following short definition of the concept information design

" nformation design is the arrangement of organi6ation models to provide context and meaning

for the information.$

"!n order to satisfy the information needs of the intended receivers information design

comprises analysis, planning, presentation and understanding of a message 7 its content,

language and form. 8egardless of the selected medium, a well9designed information material,

with its message, will satisfy aesthetic, economic, ergonomic,as well as subect matter 

re:uirements.$

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!n information design the main obective is to provide information materials needed by

the interpreter in order to perform specific tass. The information interpreters might be seen as

"doers.$ They may develop new sills, understandings, and experiences2.

+s an area of nowledge information design rests on a foundation, which can be

expressed in four basic statements 1) ! is multidisciplinary. 2) ! is multidimensional. 3)

Theory and practice cooperate in !. ) There are no firm rules in !.

+t present the genus information design includes three disciplines. They are named

ommunication design, nformation design, and  .resentation design. !n all parts of message

design it is important to mae a clear distinction between the actual content, the message itself,

and the representation of that message. This representation is often called information material 

or information set 

There Are No Firm Rules in ID

+ll information materials must be legible and readable. They should also be well worth

reading for members of the intended audience. The information designer should not view

communication as complete until the intended audience can understand the messages. -odels for 

design processes include cognitive as well as practical activities and aspects. 'hadrin discuss

seven and 8owland ten design process activities, or design process steps2. The (final) design

represents the outcomes of each specific design process, such as processes, products, services,

and systems. ;n a theoretical level the intention of an overall design process, including

a number of process activities, might be the same regardless of the specific design area.

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 ' design processes starts "ith a commission ()! #he goal is to produce a final design (D), to %e

used as a master for production of a num%er of representations (/) or artefacts!

Message Design Principles

+ number of authors have offered design principles, a ind of "fundamental truths$ in

different areas of design, such as data graphics1  general design2, message design3,instructional design4, instructional message design5, information design . 'ome of these

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message design principles are rather broad and general, while others are :uite specific. 4owever,

all message design principles should contribute to the design of effective and efficient messages,

information materials, and learning materials. These principles can be seen as a set of guidelines

for the message design process.

!ncorrect information in newspapers deceives many thousands of readers, and

incorrectness on television may influence millions of viewers.

Tufte offers six design principles1 that will result in graphical integrity in the display

of quantitative information:

1. The representation of numbers, as physically measured on the surface of the graphic

itself, should be directly proportional to the numerical :uantities represented.

2. lear, detailed, and thorough labelling should be used to defeat graphical distortion

and ambiguity. *rite out explanations of the data on the graphic itself. <abel important

events in the data.

3. 'how data variation, not design variation.

. !n time9series displays of money, deflated and standardi6ed units of monetary

measurements are nearly always better than nominal units.

. The number of information9carrying (variable) dimensions depicted should not

exceed the number of dimensions in the data.

/. &raphics must not :uote data out of context.

&ood designs are intriguing and curiosity provoing, drawing the viewer into the wonder 

of the data. Tufte noted that graphical competence demands three quite different skills:

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 1) The substantive,

 2) The statistical,

 3) The artistic.

 =et most graphical wor today, particularly in news publications, is under the direction

of a single expertise7the artistic. +llowing artist7illustrators to control the design and content of 

statistical graphics is almost lie allowing typographers to control the content, style, and editing

of prose. 'ubstantive and :uantitative expertise must also participate in the design of data

graphics, at least if statistical integrity and graphical sophistication are to be achieved.

The design process includes cognitive as well as practical aspects and activities.

8owland1 has studied the process of design across a number of professions. According to himmain principles of a general process of design include the following characteristics:

1. esigning re:uires a balance of reason and intuition, an impetus to act, and an ability

to reflect on actions taen.

2. The design process is a learning process.

3. esigning is a goal9directed process in which the goal is to conceive and reali6e some

new thing.

. The design process is dependent on the designer and on what he or she designs.

. The new thing that results from designing has practical utility.

/. esign re:uires social interaction.

>. esigning involves problem solving, but not all problem solving is designing.

?. !n designing, problem understanding and problem solving may be simultaneous or 

se:uential processes.

0. esigning involves technical sills and creativity and rational and intuitive thought

 processes.

 Studies of processes of message design resulted in the following list with twelve design

 principles to be used in the production of information and instruction:

1. !ntroduce novel or unexpected events at the start of instruction.

2. !nform learners of expected outcomes.

3. 8ecall relevant prere:uisite information.

. @resent only relevant information.

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. ;rganise content and present "organisers$.

/. @rogress from simple to complex.

>. @rovide prompts and cues.

?. Aary the information presented.

0. @resent examples and non9examples.

1B. @rovide appropriate practice.

11. @rovide immediate feedbac or nowledge of results.

12. 8eview and repeat.

Csing a large number of visual examples -alamed offers designers six principles for 

creating graphics and visual language that people may understand. These principles are

1. ;rgani6e for perception. ("5y understanding how viewers initially analy6e an image,designers can structure and organi6e graphic so it complements human perception.$)

2. irect the eyes. ("+ designer or illustrator can assist this process by purposefully

guiding the viewerDs eyes through the structure of a graphic.$1)

3. 8educe realism. ($There are times when the ideal expression of a message can be

achieved through visual shorthand. +n effective way to do this is to reduce the

realistic :ualities embedded in a graphic.$)

. -ae the abstract concrete. ("Aisual thining is an integral aspect of cognition, an d

the visuali6ing of abstract concepts helps us understand the world and communicate

about it.$)

. larify complexity. (!nformation is complex when it is voluminous, dense, and

lacing in structure.)

/. harge it up. (The common assumption that art evoes emotion is reliably supported

through brain research. *hen viewers loo at both pleasant and unpleasant pictures,

they consistently demonstrate an emotional reaction indicated by pronounced brain

activity that does not occur when they loo at neutral pictures.$)

Message Design Tools

The design process and sub9processes are performed with message design. Tools that is

suitable for the type of representation that is selected during an early phase of the wor. -ain

message design tools include text (printed and spoen), symbols, pictures (drawings and

 photographs), typography and layout, sound and sound effects. These tools have different

 properties that offer and restrict the foundations for communication.

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Writing process:! The physical act of writing or drawing ones thoughts with the help

of a pen and paper, or a eyboard, or a mouse and a computer, does not usually re:uire a great

deal of time. !t may tae more time to wor out how the content of the message may be divided

 between verbal and visual representations than to actually formulate the contents. *riting

 processes are relatively independent of the language used.

 !essage contents9 5efore we can design information material it is important to

decide which area and which sub9areas as well as which ind of relationships we wish to

describe for the intended audience. Aerbal messages wor well when the content of the message

is analytical, detailed, logical, narrative, theoretical, and se:uential. Aisual messages are

 preferred when content is emotional, holistic, immediate, spatial and visual. #or complex

messages combined verbal and visual representations may be the best choice.

 Structure9 !t is important to arrange information from the most important to the least

important1. The information designer should limit the content and elements in the design to what

your audience needs and group related information to show that it is related. Elements should be

aligned with others to help the audience navigate through them.

 "evel of detail9 'ubect matter experts often spend far too much time and effort

describing very small, and for them, "interesting$ details because they happen to have easy

access to information about these details. 4owever, these details may be of no interest at all to

the audience. 5efore starting to draw or write, it is important to decide which level of detail we

need to wor on. !t is often :uite important to avoid too many details.

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 #umber of levels9  8eaders have difficulty understanding the organisation and

structure of text when there are more than three or four levels. 4owever, in scientific and

technical documentation more levels may often be re:uired.

Typographic variation9 <ayout and typographic variation provides a large number 

of possibilities to mae the structure clear. The graphical form should help the reader to benefit

from the contents of a document. To this end, we can easily clarify the structure of a document

with a distinct table of contents and explicit headings, shown in differentiated, consistent, and

well9thought9out typography. 4eadings, introductions, the main body of the text, and picture

captions should be presented in a consistent "ay throughout the entire document. The same

applies to series of related documents. ;n the other hand, different types of documents can be

rendered in different graphical forms. !t is an advantage to the reader to be able to recogni6e

different inds of documents on sight, for example, a factual study boo, a yearboo, a glossary,

an encyclopaedia, or an instructors guide, on the basis of the different graphical forms.

&raphical form must be adapted to the various needs and special re:uirements of each type of 

document.

$olour : olour can be used to clarify the structure of a text. ertain parts of the text

may be printed with colours or printed on top of bacgrounds in different colours. The use of 

colour should be consistent .

 %eadings:- 4eadings should be used to mae the subect matter readily apparent, and

indicate the relative importance of different items in the document1. 'pace and the actual

 placement of a heading should be used to enhance the hierarchic structure2. 4eadings in

different type versions aid comprehension of the text content.

Providing Clarit

The legi%ility of a graphical message is determined by the technical design of texts and

 pictures, that is, their clarity. The information designer will have to mae the content stand out

clearly from the bacground. !n general information materials should be as clear, simple,

unambiguous and transparent as possible. *e should avoid unusual typefaces, as well as fonts

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that are too small or too large. *e read words in a text as "pictures$, not letter by letter. Typeface

and font si6e must be adapted to meet the limitations of the medium and technical production. +

message has good legibility if it is easy to read and if the reader can easily see and distinguish all

different parts of the message. <egibility can be measured rather obectively and its :uality is

assessable whether we understand the content of the message or not. issatisfaction with the

execution of a message may also cause dissatisfaction with the content of the message.

Therefore the information designer has to consider the legibility of text printed on paper,

displayed and proected on screens, as well as legibility of pictures, legibility of layout, legibility

of symbols, legibility of numerals, and legibility of colours.

 "egibility of Text 

The concept "legibility of text$ refers to a textDs external properties1. These are properties

such as letter si6e, inter9line distance, line length, the distance between letters, the number of 

letters per line, the distance between words, headings, the subdivision into paragraphs, headings

in the margin, the layout, colour of the printing in and paper, the paper :uality, etc. These

different external properties have not been found to have a drastic effect on legibility as long as

the text is presented within the framewor of variation normally found in contemporary boos.

#urthermore legibility refers to production and material :uality, environmental conditions, room

lighting and temperature, noise level, et cetera.

 "egibility of &rint !edia

+ printed text in boos, handouts, reports and other printed documents must have good

legibility. Therefore the information designer will have to

Cse clear, direct, simple and transparent typography.

Cse a common typeface, between nine and twelve @ica points, for continuous text in a

 boo, a pamphlet, or a report.

8estrict the number typefaces and only use a few per information material.

Typefaces

uring the little more than BB years of western printing history, probably more than

/B,BBB typefaces have been designed. ifferences are often subtle. !t is not always possible to

see the differences without special training. + complete assortment of characters of the same

style and si6e is called a "font of type.$ *e read words in a text as patterns or even as a series of 

"word pictures,$ not letter by letter1. The distinctive details and the explicit forms of words may11

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facilitate word recognition. The uni:ue properties of each instruction should be a guide to

selection of a suitable typeface.

The /oman type style includes most of the typefaces in modern printing. These typefaces

have serifs, finishing stroes at the ends of the letterforms. 'erif typefaces are often considered

to be easier to read than sans serif typefaces, except for small letter si6es. 5aserville, 5erling,

5ooman, &aramond, %ew entury 'choolboo, @alatino, and Times %ew 8oman can be used

successfully for the body text in boos, pamphlets and reports. -odern newspaper typefaces

include &ulliver, 'tone, 'wift, and Ctopia.

 /oman type style (left) and 0ans serif type style (right)! n this example "e can compare

aramond and eneva of the same sie! 0ans serif typefaces have no serifs on the characters.

They provide uniform weight when there are less9than9optimal reading conditions and are often

used for headings, labels in pictures, legends and tables. 4elvetica typefaces may be the most

widely used among the sans serif typefaces

in the world today

&enerally speaing common typefaces are easier to read than uncommon ones1. @rivate

documents may invite the use of ornate and stylish looing fonts2. @rofessional documents,

however, re:uire maximum legibility.

0erifs on characters mae it easier to follo" horiontal text lines! #his "ord is very hard 

to read!

#he upper parts of letters shape images of "ords! #his "ord is easy to read!

0erifs are terminal stroes, normally at the top and %ottom of the main stroes of letters in a

 /oman type style! #his is typeface is called aramond!

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8unning text in a boo, a pamphlet and a report that should be read in a continuous

manner should be set between nine and twelve @ica points1. 4ere B7B characters will result in

a line that is >70B millimetre in length. The longer the line is, the larger the type si6e should be.

The shorter the line is, the smaller the type si6e can be. The x9height is important. Typefaces with

large x9 heights manage well with smaller type si6es than typefaces with small x9heights.

 "ine "ength

!t is easy to change the length of lines. The length of a line will affect reading speed. The

longer the lines the wider the vertical space between them needs to be. 8eaders tend to dislie

 both very short and very long lines. Tiner made extensive studies of ypography. 4e wored

with characters in si6es of nine to twelve @ica points and recommended ten to twelve words per 

line. This results in a line length of eight to ten centimetres. There are, however, several other 

recommendations of line length. Fuite often the optimum line length seems to be about 1 1G2alphabets 7 2 characters. This is nine to eleven centimetres with optimum character si6e, ten to

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twelve points, at a normal reading distance. + text column may be widened up to 12B713B

millimetres to accommodate more text, and still be easy to read for an experienced reader. !t is

:uite clear that too wide lines impair reading. !n my opinion the maximum line should not have

much more than /B7>B characters. This is except for boos intended for highly silled readers.

The optimum line length should be found for each individual purpose and each audience. osts

often force people to use more characters on each line, so that the total number of pages can be

reduced.

 'nterline (istance

The interline distance, interline spacing, line space, or vertical spacing is the vertical

distance between the baselines in a text. + 1B9point text may be set on a 129point line in Times.

This is written as 1BG12, and read as "ten on twelve.$ The term "leading$ refer to the extra space

 between the lines, the$line7to7line$ spacing. !n this example the interline distance is 12 points,

and thus the leading is two points. <eading is important for legibility. The longer the lines, the

larger the vertical distance should be. The reader needs to be able to find the start of the next line

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without any trouble. !n general, the opinion is that as the line length increases, the need for more

leading and larger type increases.

Text leading should be open enough so the readers donDt lose their place, straying into

lines above or below them while trying to focus on one. #or maximum legibility1 of the running

text in a boo a leading should be between one to three points when text si6e and line length are

optimal. Texts on wall charts and overhead transparencies need morespace between the lines.

hildren and inexperienced readers need more leading than experienced readers. Typefaces with

small x9 heights manage well with less leading than typefaces with large x9heights. &enerally

speaing, one can use the type si6e plus 173BH to determine this ratio.

 Spacing 

'pace between words and between letters varies in each line. #irst the computer system

adds "word spacing$ and then, if the space between words becomes too excessive, the system

will add "letter spacing.$ Aisual design should be based on perceptual, rather than on physical

 phenomena. The distance between words shall be smaller than the distance between lines, and

larger than the distance between characters. 'pace between elements should be used as a

legibility tool2. 'pace between letters in text should not be too loose, or too tight. *hen a capital

+ and a capital A are set together there is too much space between the letters. *ith erning 

selected pairs of letters can be pushed together and overlap to create a better optical visual

spacing between the letters. Ierning is important for headings in boos, handouts, pamphlets,

reports and other printed documents, and also for texts on ;4 transparencies and wall charts. !t

isnDt worthwhile erning any type under 1? points

 "egibility of &ictures

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@ictures must have good legibility in all inds of information and learning materials. The

information designer should

Cse picture elements that are bold and large enough.

Cse a style guide for picture elements in schematic pictures.

'et words in images and pictures bold and large enough to read.

+ "good$ visual has a high level of picture :uality. !t is well worth reading and is

executed so as to be legible and readable and be displayed in an optimum context in an

appropriate format. The visual should convey information without ambiguity. !t should be stylish

and attractive, and is often, but not necessarily, also aesthetically pleasing. + schematic drawing

has good legibility if it is easy to read, from the viewpoint that the reader should easily be able to

see and distinguish all the different parts of the schematic picture.

+ "poor$ visual has a low level of picture :uality. !t displays poor legibility and poor 

reading value. !t conveys information poorly, is seldom aesthetically pleasing, and often

ambiguous. &raphics and schematic pictures can help readers see and comprehend complex

 patterns. +ll inds of visuals should contain essential information and have a good contrast

 between figure and ground.

 "egibility of "ayout +n "informative layout$ must have good legibility. Therefore the information designer 

should

Cse standard page si6es with standard grids for pre9planning of pages.

Cse a clear and simple layout.

Cse arrows, bullets, lines, and symbols in various coloursJ also margin notes,

repetition, and space to highlight relevant information.

The purpose of wor with graphic design is to find a suitable presentation for the content

with respect to the receiver, the subect matter, the medium, and the financial situation. + layout

is the result of wor with graphic design. *ithin a given area, such as a page in a boo, a poster,

a label, a computer screen, or a proected image the designer may alter the design of headings,

margins, ornaments, pictures, space, symbols, and text. eliberate typographic variation is used

to present the content in the text in a clear way. The observations on which the "&estalt theory$

is based form a basic part of the graphic designerDs craft nowledge1. These principles might be

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seen as relatively inflexible "perceptual rules$ that act as a fundamental constraint for the

typographer alongside such conventional rules as the left9to9right direction of the writing system.

The page9

 #or reports, and similar documents, it is reasonable to use one, two, or three columns on

the page2. !n multi9columnar layouts the narrow columns should have unustified lines3. !n a

 ustified text the distances between the words are too long, creating white "rivers$ of space in the

text columns. onsistent use of columns will help to establish a regular pattern throughout a

 proect. There are many possibilities for 

 placement of the page numbers. They should be clear and easy to find. Csually readers are liely

to loo for page numbers in the margin at the bottom of the page2. 4owever, this should not to

 be considered a rule.

 %eadings:

+ttract the attention of the readers, mae the subect matter readily apparent, and indicate

the relative importance of items. !n order to increase the contrast it is a good idea to use larger as

well as bolder type when headings are printed in colour. 4eadings on different hierarchic levels

will provide the readers with reference points and help them organi6e information cognitively for 

 better retention and recall. 4eadings

shall be placed above and close to the following text. This distance shall be smaller than the

distance to the previous paragraph.

 "egends:

!n information design the main function of legends (or captions as they also are called) is

to help the reader select and read the intended content in the picture. *e need to tell the readers

what we want them to see and learn from the illustration. Thus pictures in information materials

should always have legends. This is the only way to assure that information conveyed by these

 pictures is clear and unambiguous.) @hotographs nearly always need a partnership with words

that will confirm, clarify and reinforce their messages. Each picture should have a legend,

unless two pictures or a series of pictures are closely together. + legend may be placed in many

ways. The legend should always be located close to the picture. 8eaders usually expect to find

the legends beneath the pictures. 4owever, legends can also be placed above, to the left, or to the

right, of the picture, but never inside the picture frame.

The legend and the picture should interact as parts of a whole. + legend can have a

heading as an additional lin between the picture and the legend. + good legend title provides ashort summary of the combined information. The title of a legend should be short and distinct.

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The legend should have a different typographic si6e or even a different typeface so it can be

easily distinguished from the main text. The legends should not be in negative form in a colour 

 picture since the slightest misalignment in printing maes the legends extremely difficult to read.

 %ever mae the legend type larger than the main text. The title of the legend could be printed in

 boldface.

 Space and margins:

 'pace is an important tool in typography1 "!t is space that separates letters from each

other. !t is space (with punctuation) that separates phrases, clauses and paragraphs from each

otherJ and it is space (with headings and sub headings) that separates subsections and chapters

from one another.$ onsistent spacing in a document will help the readers to

!ncrease the rate of reading because they are more able to see redundancies.

+ccess the more personally relevant pieces of information.

'ee the structure of the document.

The text9face is surrounded by margins a header (or top margin) and footer (or bottom

margin), an inner and an outer (or outside) margin. They provide space for comments, headings,

illustrations, page numbers and personal notes. -argins also provide space to hold a document

while reading it. 4eadings, margins and "empty$ space can be used to aid communication when

used in a consistent way. + general guideline may be to mae all margins one inch on a standard

 page1. 4owever, margins vary a lot. !n one study of right hand pages top margins varied between

1 7 3 millimetres2. The variation was / 7 3 for the right margins, 1 7 3 for the bottom

margins, and ? 7 2? millimetres for the left margins. The biggest variation was almost nine times.

!egi"ilit of #m"ols

The use of symbols has a long tradition and various symbols can be used to aid

communication. The information designer should

Cse distinct colours and simple graphical elements to design symbols that will

function in any si6e.

esign solid figures with a distinct contrast to the bacground.

Cse characters and graphical elements that are bold, distinct and large enough.

!egi"ilit of Numerical $alues

 %umerical data and information can be presented in tables and in graphs! + table in aninformation material must have good legibility.

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Therefore the information designer should

Tables

Cse type between ? and 129point si6e for table cells.

Cse vertically oriented tables.

Cse rounded off numbers.

)raphs

ompare lengths of variables to show their relationships.

ompare areas of variables to show their parts of a whole.

Cse actual figures in graphs when accuracy is needed.

!egi"ilit of Colour

olours used in information materials must have good legibility. Therefore the

information designer should

Cse a light or a dar bacground colour appropriate to the content, and then use a

colour with good contrast for the figure or text.

-ae sure that differences between colours are clear and obvious.

ombine colours with shape in warning signs.

Providing #implicit

8eadability is determined by how well the contents and the presentation of the contents

are adapted to the readers. Today readability of a message involves the readers ability to

understand the style of text, the style of pictures and the style of graphical form. The choice of 

words, symbols, and picture elements creates the style. The readability is determined by content

and formulations, and how well the language and style are adapted to the readers.

There is a close relationship between guidelines that are aimed at providing  simplicity

and guidelines that are aimed at facilitating perception, processing and memory. 'implicity in a

message will result in easier and more efficient perception, processing and memory of that

message. The information designer has to consider the readability of text, the readability of 

 pictures, as well as the readability of graphical form. @roviding simplicity in text, illustrations,

and graphical form is probably one of the most important principles in information design. !t

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Reada"ilit of !aout

The style of the graphical form is decided by the specific choices of typefaces for headings,

running text, legends, and also the use of ustification, number and placement of columns,

number and placement of pictures and tables, the use of colour cues, et cetera. +ll informative

layouts must have good readability. Therefore the information designer should

reate standard pages for different information materials.

+void dull, exciting, provocative, or too uncommon graphical designs.

8eview typography and layout for consistency of readability.

Reada"ilit of #m"ols

+ message may be communicated to the receiverGs or interpreterGs with several different

symbols. + symbol may be used to communicate several different messages. @eople have to learn

the meaning of the important symbols within their own society. Therefore the information

designer should

Cse colour, position, si6e and shape.

Cse a combination of pictographs and words.

Cse realistic figures rather than abstract forms.

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Reada"ilit of Numerical $alues

 %umerical data and information can be presented in tables and in graphs! + table in an

information material must have good readability.

Therefore the information designer should

@rovide all the information the learner will need in the table.

&roup items in a clear way.

@ut target entries to the left of the answers.

Reada"ilit of Maps

-aps must have good readability. Therefore the information designer should

8estrict the number of visual symbols on maps.

Ieep it as simple as possible.

5e consistentK !nconsistencies will confuse the readers.

 

Reada"ilit of Colour

olours that are used in information materials must have good readability.

Therefore the information designer should

Cse colour to emphasi6e or to play something down.

Cse colour to show differences or similarities.

Cse colour to help readers recall information and to find things.

C&MP'T(R #&FT)AR(

Computer soft*are, or ust soft*are, is the collection of computer programs and

related data that provide the instructions telling a computer  what to do. *e can also say software

refers to one or more computer programs and data held in the storage of the computer for some

 purposes. @rogram soft"are performs the  function of the  program it implements, either by

directly providing instructions to the computer hardware or by serving as input to another piece

of software. The term was coined to contrast to the old term hard"are (meaning physical

devices). !n contrast to hardware, software is intangible, meaning it Lcannot be touched$.

'oftware is also sometimes used in a more narrow sense, meaning application soft"are only.

'ometimes the term includes data that has not traditionally been associated with computers, such

as film, tapes, and records.

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(%amples of computer soft*are include:

 'pplication soft"are includes end9user applications of computers such as "ord 

 processors or  video games, and  /. soft"are for groups of users.

 $iddle"are controls and co9ordinates distri%uted systems!

 .rogramming languages define the syntax and semantics of computer programs. #or 

example, many mature baning applications were written in the ;5;< language,

originally invented in 100. %ewer applications are often written in more modern

 programming languages.

0ystem soft"are includes operating systems,   which govern computing resources.

Today large applications running on remote machines such as e%sites are consideredto be system software, because the end9user interface is generally through a graphical 

user interface , such as a "e% %ro"ser .

#est "are is software for testing hardware or a soft"are pacage!

 6irm"are is low9level software often stored on electrically programmable memory

devices. #irmware is given its name because it is treated lie hardware and run

(LexecutedL) by other software programs.

'hrin ware is the older name given to consumer9bought software, because it was

often sold in retail stores in a shrin"rapped   box.

 Device drivers control parts of computers such as dis drives , printers , D drives ,

or computer monitors.

@rogramming tools help conduct computing tass in any category listed above. #or 

 programmers, these could be tools for de%ugging  or reverse engineering  older  legacy systems in

order to chec   source code compati%ility

Tpes of soft*are

@ractical computer systems divide soft"are systems into three maor classes

0ystem soft"are ,

  .rogramming soft"are and

 'pplication soft"are,

+lthough the distinction is arbitrary, and often blurred.

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#stem soft*are

0ystem soft"are provides the basic function for computer usage, which can be divided into

operating system and support system. 7perating system  is the most basic soft"are. 0ystem

 soft"are helps run the computer hardware and computer system. !t includes a combination of the

following

 Device drivers

7perating systems

0ervers

8tilities

indo" systems

0ystem soft"are is responsible for managing variety of independent hard"ares, so that

they can wor together harmoniously. #or the system soft"are , computer users and other 

software regard the computer as a whole and need not give concern on how

every hard"are wors. The purpose of systems soft"are is to unburden

the applications  programmer   from the often complex details of the particular computer  being

used, including such accessories as communications devices ,  printers, device readers, displays

and eyboards, and also to partition the computers resources such as memory and processor timein a safe and stable manner. Examples are 9  $icrosoft indo"s , &inux , and   $ac 70 9 !

Programming soft*are

 .rogramming soft"are usually provides tools to assist a programmer in writing computer 

 programs, and software using different programming languages in a more convenient way. The

tools include

ompilers

ebuggers

!nterpreters

<iners

Text editors

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+n  ntegrated development environment  (!E) is a single application that attempts to manage all

these functions.

Application soft*are

'ystem software does not aim at a certain application fields. !n contrast, different application

 soft"are offers different  function based on users and the area it served. 'pplication soft"are is

developed for some certain purpose, which either can be a certain program or a collection of 

some programmes, such as a graphic browser or the data %ase management system!  'pplication

 soft"are allows end users to accomplish one or more specific (not directly computer 

development related) tass. Typical applications include

!ndustrial automation

5usiness software

Aideo games

Fuantum chemistry and solid state physics software

Telecommunications (i.e., the !nternet and everything that flows on it)

atabases

Educational software

-athematical software

-edical software

-olecular modeling software

!mage editing

'preadsheet

'imulation software

*ord processing

ecision maing software

+pplication software exists for and has impacted a wide variety of topics.

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#oft*are topic

Architecture

Csers often see things differently than programmers. @eople who use modern general

 purpose computers (as opposed to em%edded systems, analog computers and supercomputers)

usually see three layers of software performing a variety of tass platform, application, and user 

software.

1.  &latform software: .latform includes the firm"are, device drivers, an operating system,

and typically a graphical user interface which, in total, allow a user to interact with the

computer and its  peripherals (associated e:uipment). @latform software often comes bundled

with the computer. ;n a .  you will usually have the ability to change the platform

software.

2.  Application software:   'pplication soft"are or +pplications are what most people thin 

of when they thin of software. Typical examples include office suites and video games.

+pplication software is often purchased separately from computer hardware. 'ometimes

applications are bundled with the computer, but that does not change the fact that they run as

independent applications. +pplications are usually independent programs from the operating

system, though they are often tailored for specific platforms. -ost users thin of compilers,

databases, and other Lsystem softwareL as applications.

3. *serwritten software:  nduser development  tailors systems to meet users specific

needs. Cser software includes spreadsheet templates and "ord processor  templates. Even

email filters are a ind of user software. Csers create this software themselves and often

overloo how important it is. epending on how competently the user9written software has

 been integrated into default application pacages, many users may not be aware of the

distinction between the original pacages, and what has been added by co9worers.

Documentation

-ost software has soft"are documentation so that the end user  can understand the

 program, what it does, and how to use it. *ithout clear documentation, software can be hard to

useMespecially if it is very speciali6ed and relatively complex lie  .hotoshop or 'uto'D.

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eveloper documentation may also exist, either with the code as comments andGor as

separate files, detailing how the programs wors and can be modified.

!i"rar

+n executable is almost always not sufficiently complete for direct execution. 0oft"are

li%raries include collections of functions and functionality that may be embedded in other 

applications. ;perating systems include many standard 'oftware libraries, and applications are

often distributed with their own libraries.

#tandard

  'ince software can be designed using many different programming languages and in many

different operating systems and operating environments , soft"are standard   is needed so that

different software can understand and exchange information between each other. #or instance,an email  sent from a $icrosoft 7utloo  should be readable from ahoo; $ail  and vice versa.

(%ecution

omputer software has to be LloadedL into the computers storage (such as the hard

drive or  memory). ;nce the software has loaded, the computer is able toexecute the software.

This involves passing instructions from the application software, through the system software, to

the hardware which ultimately receives the instruction as machine code. Each instruction causes

the computer to carry out an operation 7 moving data, carrying out a computation, or altering the

control of instructions.

ata movement is typically from one place in memory to another. 'ometimes it involves

moving data between memories and registers which enable high9speed data access in the @C.

-oving data, especially large amounts of it, can be costly. 'o, this is sometimes avoided by

using LpointersL to data instead. omputations include simple operations such as incrementing

the value of a variable data element. -ore complex computations may involve many operations

and data elements together.

+ualit and relia"ilit

'oftware :uality is very important, especially for commercial and system software

lie -icrosoft ;ffice, -icrosoft *indows and <inux. !f software is faulty (buggy), it can delete

a persons wor, crash the computer and do other unexpected things. #aults and errors are called

L bugs.L -any bugs are discovered and eliminated (debugged) through software testing.

4owever, software testing rarely 7 if ever 7 eliminates every bugJ some programmers say that

Levery program has at least one more bugL (<ubarsys <aw). +ll maor software companies,

such as -icrosoft, %ovell and 'un -icrosystems, have their own software testing departmentswith the specific goal of ust testing. 'oftware can be tested through unit testing, regression

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testing and other methods, which are done manually, or most commonly, automatically, since the

amount of code to be tested can be :uite large. #or instance,  %+'+ has extremely rigorous

software testing procedures for many operating systems and communication functions. -any

 %+'+ based operations interact and identify each other through command programs called

software. This enables many people who wor at %+'+ to chec and evaluate functional

systems overall. @rograms containing command software enable hardware engineering and

system operations to function much easier together.

!icense

The softwares license gives the user the right to use the software in the licensed

environment. 'ome software comes with the license when purchased off the shelf, or an ;E-

license when bundled with hardware. ;ther software comes with a free software license,

granting the recipient the rights to modify and redistribute the software. 'oftware can also be in

the form of freeware or shareware.

Patents

  'oftware can be patentedJ however, software patents can be controversial in the software

industry with many people holding different views about it. The controversy over software

 patents is that a specific algorithm or techni:ue that the software has may not be duplicated by

others and is considered an intellectual property and copyright infringement depending on the

severity.

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References

L*ordreference.com *ord%et 2.BL. @rinceton Cniversity, @rinceton, %N. 8etrieved 2BB>9

B?910.

'oftware..(n.d.). Dictionary!com 8na%ridged (v 1!1). 8etrieved 2BB>9B913, from

ictionary.com websitehttpGGdictionary.reference.comGbrowseGsoftware

4ally, -ie (2BB>0). lectronic %rains<0tories from the da"n of the computer age.5ritish 5roadcasting orporation and &ranta 5oos, <ondon. !'5% 19?/2B>9//39.

<eonhardt, avid (Nuly 2?, 2BBB). LNohn Tuey, ?, 'tatisticianJ oined the *ord

'oftwareL. %ew =or Times.

 Tying +rrangements and the omputer !ndustry igidyne orp. vs. ata &eneral

L-'% <ibraryL. 8etrieved 2B1B9B/91.

v. Engelhardt, 'ebastian (2BB?) LThe Economic @roperties of 'oftwareL, Nena Economic

8esearch @apers, Aolume 2 (2BB?), %umber 2BB?9B.(in +dobe pdf  format)

L*hy ;pen 'ource !s The ;ptimum Economic @aradigm for 'oftwareL  by an Iaminsy

1000

 Adams, J., & Chambers, R. (1962). Response to simultaneous stimulus of two

sense modalities. Journal of Experimental Psychology, 63,

12!19".  Ameri#an $s%#holoi#al Asso#iation. (2''1). The Publication Manual of the

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html

 Ander, J-. (2''). Trede spr!"et # "ommuni"ation med $era

sinnen./to#0holm o0frlaet Arena i samarbete med ild o#h 3rd A0ademin.

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 Ar#her, +., 4ritani, ., 5imes, +. +., & arrios, . (19"). 7a#eism 7i8e /tudies of 

/e +ifferen#es in 7a#ial $rominen#e.  Journal of Personality and %ocial

Psychology, &', :2!:2.