visual design principles & practices for web and mobile apps
DESCRIPTION
These slides are from a one-day class designed to help product teams bridge the gap between applications that look great or are highly functional. This class, given with the Boston UXPA, provides guidelines and examples about how to make visual design decisions that reinforce usability best practices and create interfaces that people value. Participants learn the characteristics of “visually usable” apps to know what to shoot for, and get an introduction to the visual design “tools” for digital apps – layout, type, color, imagery, and controls and affordances – and how to use them to create appealing applications people can easily understand and use.TRANSCRIPT
Visual design principles& practicesfor web and mobile apps
Tania Schlatter & Deborah Levinson
UX & IA UX & IA + UI & visual design
Nimble Partners
Work intentionally blurred – under NDA
Schedule
9-9:15 am Intros 9:15-9:35 Visual usability & UX. Meta-principles 9:35-10:15 Exercise 1: storytelling through abstraction 10:15-10:30 Break 10:30-11:30 Lecture: the meta-principles 11:30-12:00 Exercise 2: design personas 12:00-1:00 pm Lunch 1:00-2:10 Lecture: the visual usability tools 2:10-2:50 Exercise 3: applying what you’ve learned 2:50-3:00 Discussion & wrap up
Complex, functional apps, not simple apps
Visual is part of the experience!
...so why do some organizations treat it as a separate effort?
MailChimp.com @ 2009 Mint.com @ 2012
Focusing on interface as a key part of the UX makes a difference
Does this interface inspire you to apply for a job?
Details matter. One of these is “just right.”
Is this for me?
Focusing on interface as a key part of the UX
makes a difference.
• It makes a difference to people who are evaluating your app or org.• It makes a difference to people who use your app.
• It makes a difference to design and development team morale.• It makes a difference to your organization’s bottom line.
We can do better.
Tog says:
• Error prevention
• Fitts' Law
• Latency Reduction
• Recognition rather than recall
4 graphic design principles:Contrast, Repetition, Alignment, Proximity = CRAP
iOS 6 Human Interface Guidelines’ Principles:
• Aesthetic integrity• Consistency• Direct manipulation• Feedback• Metaphors• User control
Android Design Principles:
• Enchant me
• Simplify my Life
• Make me Amazing
Gestalt principles:
1 Proximity2 Similarity3 Prägnanz
(Figure-Ground)4 Symmetry5 "Common Fate"6 Closure
NN/G’s reports have 2,397 usability guidelines!
Usability.gov guidelines
iOS 7 Human Interface Guidelines:
• Defer to content• Provide clarity• Let color simplify the UI• Use system fonts• Embrace borderless buttons• Use depth to communicate
Consistency, Hierarchy & Personality
Consistency: establishing or adopting appropriate patterns
Hierarchy: calling attention to the most important things
Personality: choosing appropriate expressive characteristics
Consistency, hierarchy & personalityare communicated via “the tools”
of visual design: layout, type, color, imagery+
controls & affordances
from Understanding Comics by Scott McCloud
Schedule
9-9:15 am Intros 9:15-9:35 Visual usability & UX. Meta-principles 9:35-10:15 Exercise 1: storytelling through abstraction 10:15-10:30 Break 10:30-11:30 Lecture: the meta-principles 11:30-12:00 Exercise 2: design personas 12:00-1:00 pm Lunch 1:00-2:10 Lecture: the visual usability tools 2:10-2:50 Exercise 3: applying what you’ve learned 2:50-3:00 Discussion & wrap up
Telling a story with consistency, hierarchy, and personality
Exercise 1
• Use the principles to help tell a simple story
• Use 4 colors of paper and 4 frames
• Share stories in teams
• Group: discuss which principles were used and how
- How did you establish consistency?
- How did you establish hierarchy?
- How did you convey personality?
Schedule
9-9:15 am Intros 9:15-9:35 Visual usability & UX. Meta-principles 9:35-10:15 Exercise 1: storytelling through abstraction 10:15-10:30 Break 10:30-11:30 Lecture: the meta-principles 11:30-12:00 Exercise 2: design personas 12:00-1:00 pm Lunch 1:00-2:10 Lecture: the visual usability tools 2:10-2:50 Exercise 3: applying what you’ve learned 2:50-3:00 Discussion & wrap up
Consistency: managing expectations and patterns
Like spoken language, a UI must have patterns or conventions so people can understand.
Meta-principles: consistency
Goal: de"ne a consistent framework that can #ex
Internal consistency
Establish patterns within your app and use them consistently to create visual language.
Meta-principles: consistency
Differences in function – style
Differences in types of text – font
Differences in content types – layout
Indicating difference is important to communicating effectively as well
Meta-principles: consistency
External consistency
Decisions about consistency are linked to overall app strategy and UX.
Meta-principles: consistency
MS Word
Consistency helps ease changes through familiarity.
External consistency
Inconsistency helps differentiate.
Meta-principles: consistency
MS Word
750 Words
Some expectations can be anticipated, some cannot
situation
User
location
age, background
experience
Past experiences and interpretations Active experience and interpretation
delivery method and topic
expectation
interpretation
patterns
active screen
other screens
other applications
other screenssame application
Meta-principles: consistency
Goal: balance familiarity with strategic differences.
If your users share similar characteristics and are familiar with an existing app, why not make everything consistent?
Why not just copy another app?
Why not just use the iOS or Android standards?
Meta-principles: consistency
Starting with defaults
Defaults are a good starting point – but visual cues could help use and these apps lack distinct personalities that can help make them successful.
Meta-principles: consistency
Hierarchy: defining meaningful differences
• Consistency is about making decisions about how and where elements appear, look and behave to take advantage of expectations.
• Hierarchy is about indicating differences that help people know how the app works, what’s important, and what to do.
Meta-principles: hierarchy
Unclear hierarchy
Meta-principles: hierarchy
Improving hierarchy
Meta-principles: hierarchy
Gestalt principles
Psychological principles outlining perception of spatial relationships
• Proximity implies grouping
• Similarity implies grouping
• Figure and ground imply space and hierarchy
• Our eye is drawn to differences
Help us understand how to place things
Contrast is the key ingredient
Meta-principles: hierarchy
http://graphicdesign.spokanefalls.edu/tutorials/process/gestaltprinciples/gestaltprinc.htm
Color: muted vs. saturated
Treatment: plain vs. fancy
Stylistic details affect visual hierarchy
Meta-principles: hierarchy
The more elements you have, the harder it is to establish a clear hierarchy.
Complexity adds to the challenge
Meta-principles: hierarchy
Meta-principles: personality
Personality: characteristics that affect interpretation
“[P]erceptions of interface aesthetic are closely related to apparent usability and thus increase the likelihood that aesthetics may considerably affect system acceptability.” - Noam Tractinsky
Meta-principles: personality
How much appeal do we need?
Goal is not novelty for novelty’s sake – the app equivalent of Stark’s Alessi gold-plated juicer
http://www.flickr.com/photos/dickyfeng/6254476990/
Meta-principles: personality
Functionality vs. appeal
Meta-principles: personality
Terms to help qualify design aesthetics
Terms used to gauge website appeal in 2004 paper from Noam Tractinsky and Talia Lavie
• Classical: organized, clean, symmetric
• Expressive: design harmony, color harmony, dynamic expression
Classical
http://www."ickr.com/photos/edwardlangley/8318320976/
Expressive
http://www."ickr.com/photos/wwarby/4790992757/
Meta-principles: personality
Thoughtful decisions about expression and differentiation grounded in:
1. users and context
• brain: how people see and understand
• individual: age, demographics, experiences & expectations
• situation: device, setting, goals
2. what is being communicated by whom
• content: what is being represented
• sender: who the information & interactions are from
Criteria for decisions about personality
Meta-principles: personality
• How much appeal do you need?
• How much expression do you need?
Visual usability = useful appeal:
Select type, color, and images, and present them in keeping with the content, users, and organization.
Selecting expressive qualities
Meta-principles: personality
How functional does it need to be?
http://www.wired.com/entertainment/theweb/magazine/17-09/ff_craigslist_makeover
Selecting expressive qualities
Meta-principles: personality
Selecting expressive qualities
How narrow is the user base?
Meta-principles: personality
Selecting expressive qualities
Is there a lot of competition?
Meta-principles: personality
Selecting expressive qualities
Do the expressive qualities support cognitive mapping?
Meta-principles: personality
Selecting expressive qualities
Are the characteristics appropriate for the situation?
VS.
Meta-principles: personality
Selecting expressive qualities
Are the characteristics appropriate for the situation?
Gathering visual interface design requirements
• What are the business’ application goals?
• What do we know/what can we learn about the users?
• What are technical implications?
+• What personality do we want to convey?
Schedule
9-9:15 am Intros 9:15-9:35 Visual usability & UX. Meta-principles 9:35-10:15 Exercise 1: storytelling through abstraction 10:15-10:30 Break 10:30-11:30 Lecture: the meta-principles 11:30-12:00 Exercise 2: design personas 12:00-1:00 pm Lunch 1:00-2:10 Lecture: the visual usability tools 2:10-2:50 Exercise 3: applying what you’ve learned 2:50-3:00 Discussion & wrap up
Exercise 2
• De"ne the personality for a weight-loss app: mobile phone version of SuperTracker for teens
• Goal: begin to de"ne an appropriate personality for your app.
• de"ne 5-7 traits for your app – what it should be like
• complete a personality map
Resources: MailChimp example, simple ad-hoc personas, existing app
https://www.choosemyplate.gov
login: uxpatutorial pw: uxp4!
Need to be able to state your reasons for your decisions!
http://aarronwalter.com/design-personas/
Schedule
9-9:15 am Intros 9:15-9:35 Visual usability & UX. Meta-principles 9:35-10:15 Exercise 1: storytelling through abstraction 10:15-10:30 Break 10:30-11:30 Lecture: the meta-principles 11:30-12:00 Exercise 2: design personas 12:00-1:00 pm Lunch 1:00-2:10 Lecture: the visual usability tools 2:10-2:50 Exercise 3: applying what you’ve learned 2:50-3:00 Discussion & wrap up
The visual usability tools
• Layout
• Type
• Color
• Imagery
• Controls and affordances
Contrast is the key to using the tools effectively to create consistency, hierarchy, and personality.
Tools: intro
Tools: layout
Layout
• Position/location of elements needs to match #ow – tease #ow out of user scenarios.
• Interface standards (e.g., iOS) provide familiarity, but may not match user’s #ow.
• Some position conventions, like search on the web, are written in stone at this point and would need a major reason to change.
Tools: layout
Interpreting flow with layout
Tools: layout
Example: Epicurious iPhone app
Typical scenarios:
• “It’s really hot today. What can I cook outside on the grill so I don’t have to heat up my kitchen?”
• “I want to "nd a chicken recipe for dinner.”
• “I have zucchini, peppers, and beef. What can I make with those ingredients?”
Tools: layout
Feature implications
• Each scenario implies a different type of search
• Seasonal/promotional searches get priority – timely, demonstrate Epicurious’ unique value
• Guiding people to more detailed search options is another high priority
Tools: layout
Layout reveals hierarchy of information
Time-sensitive info comes "rst. Common ingredient searches come "rst.
Tools: layout
Creating relationships: grouping
Tools: layout
Creating relationships: nesting
Tools: layout
Alignment
• Alignment provides organization, supports page #ow
• Default should be #ush left. Decide what needs to be treated differently from there.
• Align to fewest possible (grid) lines.
Tools: layout
Avoid common mistakes
• Provide just enough information
• Align elements unless emphasizing difference
• Group like elements
• Position elements to help make hierarchy clear
Tools: type
Type
• For functional apps, choose type for readability
• Type size and weight = contrast = hierarchy and impact
Tools: type
Choosing type
• More choices than ever: Google Fonts, Typekit, embedding with @font-face ...
• But less is more: choose two or three weights of one typeface, or a couple weights of only two typefaces, one of which is for “visual accent”
Expression is possible with one font!
http://www.thinkingwithtype.com/contents/text/#Project:_Hierarchy
Tools: type
Epicurious’ typography
Helvetica in roman and bold weights doing 95% of the work with two typographic accents
Tools: type
Century Gothic (original)
Helvetica Light Rockwell LightEurostile
Experiments with the accent font
Tools: type
Choose type personality wisely
Tools: type
Avoid common type mistakes
• Default: use one clear typeface with a variety of weights
• Use type styles as the grammar of your visual language – as a consistent system
• Apply type styles to similar information across templates
• Try emphasizing difference and/or directing the eye with contrast via size and color before using an expressive font
Tools: color
Color
• Draws the eye
• Helps establish hierarchy
• Makes relationships visible
• Adds aesthetic appeal and conveys personality
Tools: color
Hue and saturation
• Hue: what we perceive as distinct colors
• Saturation: relative purity of color compared to gray
• Both factor into color contrast
Traffic light Olympics app Saturated + muted
Tools: color
Tints and shades
• Tints are lighter hue variations; shades are darker ones
• Using tints with shades creates contrast
Tools: color
Color and contrast
Color contrast is contextual – it #uctuates and depends on the whole
Same color, different warm/cool effect
Muted color, saturation effect changes based on contextual colors
Tools: color
Tips for choosing color to create contrast
• Type color must contrast sufficiently with background
• Pick a “lead” color that will either have the job of conveying personality or will support a palette of colors used in small amounts
• Pick an accent color to highlight small controls or important information
• Shades and/or tints make palettes work
Tools: color
Tips for choosing color to create contrast
Too much contrast – “visual spanking”
Polite use of contrast
Tools: color
Tips for choosing color
It’s not the color; it’s the use of the color that makes it work or not.
In two of these three examples, use of red is successful.
Color template
“lead” color shade, tint or tone
lighter tint or tone
even lighter tint or tone
accentcolor
text color darker shadeor tone
lighter tintor tone
even lighter tint or tone
supportcolor
shade, tint or tone
lighter tintor tone
even lighter tint or tone
add shades, tints, and tones if needed
add colors if needed
shade, tint, or tone
of accent color
Tools: color
Epicurious color palette
accentcolor
“lead” shades, tints and tones
secondaryaccent color
text color
“lead” color
Tools: color
Tools: color
Avoid common mistakes
• Use color to emphasize similarities and differences, which support use
• Color has its own tone of voice – shout or whisper with intent
• Follow accessibility guidelines for color use and contrast
Tools: imagery
Imagery
Imagery has to play a role. It has a job to do:
General
Speci!c
Purpose Type Presentation
Role Subjectmatter Qualities
Strategic Tactical
Early in process Later in process
• Draw attention
• Provide explanation or show detail
• Represent content
• Express feeling, brand, or style
• Invite interaction
• Reinforce similarities or differences
Tools: imagery
Types of imagery
Photography
• Use when realism matters
• When people consider a visit, or a purchase of goods or personal services
Video
• Use when explaining a process
• Describing details best revealed through motion
Tools: imagery
Animation
• Giving the gist of a process, not the details
• Communicating with diverse cultures, where details might not translate
• When motion helps convey personality
• When still images aren’t enough, or novelty is needed
Types of imagery
Tools: imagery
Types of imagery
Logos
• On a product or branded service
• To represent a product
• To represent parent organization
Tools: imagery
Icons
• When you can represent something with a simple picture, and want to add variety for visual interest
• When app standards call for an icon
• Non-obvious icons should include type
• Icons with the same role should use the same style
Symbols
• Represent object, action, or idea, but don’t need to resemble it
• Use when communicating something your audience universally understands
• Use when common symbols exist for the concept represented
Types of imagery
Tools: imagery
Types of imagery
Charts and graphs, including interactive data visualizations
• When visually representing factual or quantitative data with enhances understanding
• When comparing data sets to quickly understand differences
• Need visual relationships to other elements – all graphics need to speak the same language.
• Manipulate contrast and hierarchy with choice of color and size to highlight signi$cance.
Tools: imagery
Types of imagery
Maps
• Use when people need to "nd a destination or visualize relationships between locations
• When providing visual reference for a location adds meaning/recognition/context
Tools: imagery
Types of imagery
Patterns: repeated areas of an image
Tools: imagery
Types of imagery
Textures: image effects that change the surface of the screen
Tools: imagery
Types of imagery
Backgrounds: any image or solid color appearing behind content
Gradations: "elds of one or more colors varying in shade to give the illusion of depth
Tools: imagery
Types of imagery
Use patterns, textures, backgrounds, or gradations when their content adds meaning:
• Affecting mood
• Conveying sense of space or depth
• Differentiating sections of content
• Communicating personality or brand
• Connecting visual design across platforms and mediums
Tools: imagery
Avoid common mistakes
• Only use images that play a role in the overall story
• Choose the right type of image for the job
• Present images clearly
• Design and present images of the same type consistently
• Include a caption or supporting info unless image meaning is obvious
Tools: controls & affordances
Controls and affordances
• Apply to visual usability because visual design can help or hinder identifying a control and revealing its affordances
• “Visual” extends to motion here: rollovers, sliding drawers, control animation, etc.
• Details matter, especially for app personality
• Styling controls supports personality
Tools: controls & affordances
Default vs. custom
Tools: controls & affordances
Cross-platform personality
Tools: controls & affordances
Cross-platform personality
Tools: controls & affordances
Avoid common mistakes
• Only interactive areas should feel interactive; read-only areas should not
• Provide feedback
• Apply visual design to form controls
Schedule
9-9:15 am Intros 9:15-9:35 Visual usability & UX. Meta-principles 9:35-10:15 Exercise 1: storytelling through abstraction 10:15-10:30 Break 10:30-11:30 Lecture: the meta-principles 11:30-12:00 Exercise 2: design personas 12:00-1:00 pm Lunch 1:00-2:10 Lecture: the visual usability tools 2:10-2:50 Exercise 3: applying what you’ve learned 2:50 -3:00 Discussion & wrap up
Strive for useful appeal
• Select color, type, and images to indicate similarities/differences, relative importance, and behavior.
• Get the cognitive mapping right.
• Use expressive visual characteristics to create discernible patterns – so similarities and differences are clear.
Selecting expressive qualities
Apply: overall tips
Exercise 3
• Work in groups of 3. Evaluate the wireframes in terms of consistency, hierarchy and personality.
• Imagine, discuss and sketch options and variations the next round. How can you design using the three principles?
- Think about consistency. What needs to be consistent? - Manipulate the layout to help with hierarchy. - How would you apply visual design to these or other controls
to address/improve consistency, hierarchy, and personality?
• Fill out the Visual Lexicon template.
Use the content/features provided. ~15 mins.
Dropbox: http://bit.ly/1aCnceD
• Share what would change, why, and how.
Schedule
9-9:15 am Intros 9:15-9:35 Visual usability & UX. Meta-principles 9:35-10:15 Exercise 1: storytelling through abstraction 10:15-10:30 Break 10:30-11:30 Lecture: the meta-principles 11:30-12:00 Exercise 2: design personas 12:00-1:00 pm Lunch 1:00-2:10 Lecture: the visual usability tools 2:10-2:50 Exercise 3: applying what you’ve learned 2:50-3:00 Discussion & wrap up
Thank you!
Tania [email protected]
@taniaschlatter
Debby [email protected]
@nimblepartners@visualusability