visual usability: principles & practices for designing great web and mobile app uis
DESCRIPTION
These slides are from a one-day tutorial presented at the UXPA 2013 conference. The class is designed to help product teams bridge the gap between applications that look great or are highly functional. This class 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 Usability:
Visual Design Principles and Practices for Creating Great Web and Mobile Application Interfaces
Tania Schlatter and Deborah Levinson
UX & IA UX & IA + UI design
http://www.!ickr.com/photos/comedynose/7865159650/
Define an appropriate target
Work toward the goal
http://www.onecenteryoga.com/default.asp?iID=GFKEEK&item=GFMDDH
Schedule
9-10:30am Intro and lecture: what is visual usability?
Exercise 1: storytelling through abstraction
10:30-11am Break11:00am-12:30pm Review exercise 1
Lecture: the meta-principles of visual usability
Exercise 2: personality design requirements
12:30pm-1:45pm Lunch
1:45pm-3:00pm Lecture: the visual usability tools 3:00pm-3:30pm Break
3:30pm-5:15pm Exercise 3: applying what you’ve learned to a sample app
Digital interfaces communicate visually via:• layout/position • type• color• imagery• controls and motion
People look for patterns to understand what we see
How these tools are used affect interpretation.
The “tools”
The “tools”Everything we put forth is interpreted
High tech?
What can I do here?
Is this for me?
What is this?
How does it help me?
• Attractive things work better (Don Norman)
• Presentation affects interpretation and use
• Appearance and function must work together
• Role-agnostic approach – concerned with what and not who
Visual usability
• There are many design principles, but we focus on three:
• Consistency
• Hierarchy
• Personality
The meta-principles
125 in Universal Principles of Design, but no “personality”
Why these three?
Pattern of visual design issues in our heuristic reviews and usability tests
• people not seeing what to do
• people not understanding what they see
• people expecting something different than what they see
Patterns of recommendations
Consistency: place elements similarly from screen to screen
Hierarchy: call attention to most important areas to guide the eye
Patterns of recommendations
Personality: determine how an application should feel to its users to dictate how things should look in a way that is appropriate for the organization.
Consistency
In order for communication to occur, an app must have patterns or conventions with shared or discernible meaning.
Consistency is the key to the interface functioning as a system and a visual language.
User expectations play a role in perception of consistency
Base decisions on what users expect as well as app goals
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
External consistency
Are the application’s design, content, and behavior similar to other applications used by the same audience?
• Is your application part of a family or suite?
• Are there particular UI patterns that your users expect based on using other apps?
Internal consistency
Establish patterns within your app and use them consistently to create visual language.
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?
Starting with defaults
Defaults are a good starting point to create usable apps – but these results lack distinct personalities, and clearer visual cues could help use.
Differences in function
Differences in types of text
Differences in content elements
Indicating difference is important to communicating effectively
Defining differences: hierarchy
Consistency is about making things look and behave the same to take advantage of user familiarity and expectations
Hierarchy is about indicating differences that help people know how the app works, what’s important, and what to do.
Gestalt principles
Psychology principles outlining perception of spatial relationships
• Proximity implies grouping
• Similarity implies grouping
• Regular, simple patterns imply grouping
Help us understand how to place things
Which dot is more important?
Which is more important?
Other characteristics of hierarchy
Treatment: plain vs. fancy
Color: saturated (center) vs. muted
Hierarchy and complexity
Vs.
Unclear hierarchy
Improving hierarchy
• Reduce/hide elements to show what’s necessary #rst• Make most important clearly biggest and in most prominent spot
Personality
• Don Norman’s framework from Emotional Design: Why We Love (or Hate) Everyday Things
• Visceral design: appearance
• Behavioral design: pleasure and effectiveness
• Re!ective design: self-image, personal satisfaction, memories
Applying Norman’s framework to app design
2. Behavioral
User interpretation forms over time Content and delivery characteristics
1. Visceral
“Looks good – can I do what I wan
t?”
“This app is a great tool for me.”
3. Re!ective
Contentexpectation
“I can do most of what I want, ma be more
if I t
r.”
interpretation
How much appeal do we need?
Goal is not the app equivalent of Stark’s Alessi gold-plated juicer
http://www.flickr.com/photos/dickyfeng/6254476990/
Functionality vs. appeal
How “likable” does an app need to be?
Appeal affects interpretation of use
• Helps people know what to do, how to do it; makes people feel positive about your app
• “[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 http://www.sigchi.org/chi97/proceedings/paper/nt.htm)
• Necessary degree of appeal varies based on situation and application, but you cannot not communicate with what you put forth.
Terms to help qualify design aesthetics
• Terms used to gauge website appeal in 2004 paper from Noam Tractinsky and Talia Lavie (Assessing dimensions of perceived visual aesthetics of web sites. International Journal of Human-Computer Studies, (60), 269-298)
• 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/
Thoughtful decisions about:
• use
• expression or differentiation
grounded in:
• how people understand
• what is being communicated by whom
Criteria for aesthetic appeal
• 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
Selecting expressive qualities
How narrow is the user base? More focused users = more expressive personality may be appropriate
Selecting expressive qualities Wide user bases still want appeal. Classical aesthetics used to reveal structure and direct the eye are appropriate
http://www.wired.com/entertainment/theweb/magazine/17-09/ff_craigslist_makeover
Selecting expressive qualities
Is there a lot of competition?The more competition, the more style plays a role.
Selecting expressive qualities
How functional is your app? There are ways to make your highly functional application appealing in ways that support use
Smart, effective,appropriate, attractive
Selecting expressive qualities
Are the messages your UI sends appropriate for the situation of use and audience?
VS.
Business casual
High school?
Selecting expressive qualities
Do the qualities support cognitive mapping?
Does blue indicate water sports?
What color indicates cycling?
Strive for useful appeal
• Select color, type, and images to indicate similarities/differences, relative importance, and behavior.
• Get the cognitive mapping right.
• Limit expressive visual characteristics to create discernible patterns – so similarities and differences are clear.
When expression aids consistency, helps establish visual hierarchy, and is appropriate for the content, use, and organization, you have visual usability.
Exercise 1
Telling a story with consistency, hierarchy, and personality: Little Blue and Little Yellow
Exercise 1
Telling a story with consistency, hierarchy, and personality
A. Intro: Little Blue and Little Yellow - 6 mins.
Use the principles and tools to tell a simple story.
B. Using four colors of ripped paper and 4 frames, students will tell part of a simple story. Materials will be supplied – 4 sheets with frames, 4 colors each. 14-19 mins.
C. Share stories in teams. 10 mins
D. Discuss which principles were used and how. 10 mins.
• How did you establish consistency?
• How did you establish hierarchy?
• How did you establish personality?
Translating to features & pixels
In app design:
• Content and features are presented through layout, type, color, imagery and controls. Like the ripped paper, these are abstractions.
• Choose and use the tools to establish consistency and hierarchy and express appropriate personality, as in the exercise.
Consistency (what people expect)+Personality (expressive qualities that create affinity)+Hierarchy (creating clear organization)
people can make sense of what they see quickly, like Little Blue and Little Yellow
Requirements & constraints
Exercise 1: color, ripping, frames
Real-world:
• Company logo, brand standards
• Features/content
• User characteristics
• Technology platform
Gathering visual interface design requirements
• What are the application goals?
• What do we know/what can we learn about the users?
• What are technical implications?
• Document in brief – the rationale for current and future decision-making
situation
Users
location
age, background
goals
experience
delivery method& topic
expectation
interpretation
User situation, characteristics,& expectations
Organization’s goals, content, & delivery method
research & scenarios of use methods of delivery types of contentorganization’s goals
Organization Stakeholders/team
location situation
age, background
experience
role
location situation
age, background
experience
role
location situation
age, background
experience
role
patterns
Gathering visual interface design requirements
• Business goals
• Pointers to brand or identity standards that apply
• Technical information, such as platform
• Survey of competitors
• Content type
• User research
• User scenarios
• Adjectives describing the ideal personality
• A proposed approach, or starting point for the visual design
A Design Brief helps de#ne the area you have to design in. It may contain:
Exercise 2: design persona
De#ne personality of a weight-loss app – a version of SuperTracker for teens
• Goal: de#ne adjectives, traits, brand personality, voice, and engagement methods or approaches
• Format: tablet or phone
• See existing app for functionality:
https://www.choosemyplate.gov
http://aarronwalter.com/author/
Exercise 2: design persona
When reviewing docs:
• Popular apps for teens: what does this tell us about expectations?
• Personas: what does this tell us about devices? What about characteristics for appropriate app personality?
• Competitor apps: what, if anything, is appropriate for our users? Why or why not?
When reviewing decisions:
• Need to be able to state your reasons for your decisions.
• Rationale needs to be grounded in the information provided.
• See functionality at https://www.choosemyplate.gov
login: uxpatutorial pw: uxp4!
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.
Layout
• Position/location of elements needs to match !ow.
• Tease !ow out of user scenarios. Treatment (size, color, #nish) affects this.
• 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.
Interpreting flow with layout
Does the layout help us know what to do?
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?”
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
Layout reveals hierarchy of information
Time-sensitive info comes #rst. Common ingredient searches come #rst.
Creating relationships: grouping
Creating relationships: nesting
Nesting elements implies relationship with parent element
Grouping and nesting is clear in some areas and not in others
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.
Avoid common layout mistakes
• Provide just enough information
• Align elements unless emphasizing difference
• Group like elements
• Position elements to help make hierarchy clear
Type helps convey hierarchy
• For functional apps, choose type for readability
• Type size and weight = contrast = hierarchy and impact
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
Epicurious’ typography
Helvetica in roman and bold weights doing 95% of the work with two typographic accents
Century Gothic (original)
Helvetica Light Rockwell LightEurostile
Experiments with the accent font
Choose type personality wisely
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
Color
• Draws the eye
• Helps establish hierarchy
• Makes relationships visible
• Adds aesthetic appeal and conveys personality
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
Tints and shades
• Tints are lighter hue variations; shades are darker ones
• Using tints with shades creates contrast
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
Color and contrast
How much contrast do you want? Where do you want to draw the eye, and why?
• Which element is the “star” of the screen? Which elements are supporting players?
• Do you need to draw attention to many small controls? Consider an accent color.
Color and error messaging
Too much contrast – “visual spanking”
Polite use of contrast
Tips for choosing color
• 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
Tips for choosing color
It’s not the color; it’s the use of the color that makes it work or not.
Netflix successfully uses red as a background color, to draw the eye to important elements, and help to communicate their brand
Target successfully uses red to create visual hierarchy and communicate their brand
Santaner does not use red successfully. Too much red, too many similar sizes of red elements, too evenly distributed
Tips for choosing color
Color used strategically to direct the eye.
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
Epicurious color palette
accentcolor
“lead” shades, tints and tones
secondaryaccent color
text color
“lead” color
Avoid common color mistakes
• Not enough contrast
• Too much contrast
• Too many colors
• Not enough color
• Use of color as the only means of differentiation
• Color applied randomly, not strategically or systematically
Imagery
Images need to play a role:
• Draw attention
• Provide explanation or show detail
• Represent content
• Express feeling, brand, or style
• Invite interaction
• Reinforce similarities or differences
Defining rationale for imagery
There are strategic and tactical aspects of each image type and image
General
Speci!c
Purpose Type Presentation
Role Subjectmatter Qualities
Strategic Tactical
Early in process Later in process
Photography
Use when realism matters, for example when people are considering a place to visit, or a purchase of goods or personal services
Video
Use when explaining a process, for example when describing details best revealed through motion
Animation
• Use when giving the gist, not the details
• When motion helps convey personality
• When still images aren’t enough to attract attention, or novelty is needed/appropriate for the personality
Logos
Like a !ag represents a country, logos are visual symbols that represent a product, service or organization
Symbols
• Represent an object, action, or idea, but don’t need to look like what they represent
• Use when communicating something universally understood by your audience
Icons
• Use when you can represent something with a simple picture, and want to add variety for visual interest
• When app standards call for an icon
Cute, but any relationship to content, org, or users?
Icon tips
• Non-obvious icons should include type.
• All icons that play the same role need to use the same style.
These food icons are consistent in style and have type to be completely clear.
Data visualizations:
• Use when visually representing factual or quantitative data with charts, graphs, etc. enhances understanding
• When comparing multiple data sets to quickly understand differences
http://fathom.info/salaryper/
Can I click this?
More on charts & graphs
• All graphics that play the same role need to speak the same visual language.
• Manipulate contrast and hierarchy with choice of color and size to highlight signi#cance.
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
Maps
Maps
Textures
Image effects that change the surface of the screen
Backgrounds
Any image or solid color appearing behind content
Gradations
Fields of one or more colors varying in shade give the illusion of depth
Patterns, textures, backgrounds, gradations
Use when content of pattern or texture 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
Avoid common imagery mistakes
• All images need to play a role
• Present images clearly
• Present only essential info. in an image
• Design and present images of the same type consistently
• Include a caption or supporting info unless image meaning is obvious
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
Default vs. custom
Consistent cross-platform personality through styling of controls
Cross-platform personality
Avoid common mistakes
• Only interactive areas should feel interactive; read-only areas should not
• Provide feedback
• Apply visual design to form controls
Exercise 3
• Applying what you’ve learned to a sample application: mobile version of SuperTracker for teens
• We provide rough wireframes as a starting point, along with the information from the design brief exercise.
Step 1: Analyze wireframes for consistency, hierarchy, and personality.
• What would improve them? Discuss in your group. Why?
• Option: rework the wireframes to improve them.
Step 2: Use “the tools” to communicate consistency, hierarchy, and personality for the screens provided.
• If you don’t have time to try something, write down your rationale or thinking for the choices you’d make.
Exercise 3