Designing Visual Interfaces
Communication
Oriented
Techniques
Kevin Mullet
Darrell Sano
SunSoft Press
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‘SunSoft Press
‘AProntice Hall TieTable of Contents
Introduction
The Mass We'e In
‘What Visual Designers 00
Artand Design
Functional vs. Aesthetic Conceins
Form, Funetion, and the Question of Universal Aesthetic
Design and ationalty
Elegance and Simplicity
Princiies
nity
Refinement
commen Enors
Clutter and Visual Nowe
interference Between Compating lernents
Using Explicit Structure asa Crutch
Belabocng the Obvious
(Overy Lira Translation,
Excessive Detail end Embalishment
Table of Contents
2
29
30
3
32
EsGratuitous Dimensionaty 3
Ail ofthe Above os 6
Techniques a
Reducing a Design tts Essence 38
Feguarzing the Elements of a Design a
Combining Elerents for Maximum Leverage 46
Scale, Contrast, and Proportion
Background: Visual Variables
Principes 7
Carty 58
Harmony 8
‘Activity we
Restraint 8
Common Erors . 69
Insutficiont Contrast 8
Excessive Contrast 70
Visual interference n
Spatial Tension : 2
Overextension 3
‘Awhward Dimensions 4
Techniques 6
‘The Sauint Test 6
Establishing Perceptual Layers 6
Sharpening Visual Distinctions 80
Integrating Figure and Ground a
Organization and Visual Structure .. cy
Background: Perceptual Organization a
Principles 98
Grouping 9
Hierarchy : 9
Relationship 99
Balance 102
Common Ears 105
Haphazard Layout 105,
Contcting Symmetries 108,
'v Table of ContentsAmbiguous intemal Relationshins 107
Aligning Labels but rt Controls 108
Alignment Within but not Across Controls 109
Folge Svucture 10
Excossve Display Density m
Al ofthe Above a2
Techniques 19
Using Symmetry to Ensure Balance 4
Using Alignment ro Establish Visual Relationships 18
‘Optical Adjustment for Human Vision 122
SSaping the Display with Negative Space 126
Module and Program wt
Background: Grid Based Design 133
Principles 137
Focus 138,
Frexiity 141
Consistent Application vas
commen Ears “7
Arcivary Component Posivons: 7
‘Abitrary Component Dimensions, 148
Fandom Window Sizes end Layouts 149
Unrelated Icon Sizes anc imagery 180
Inconsistent Control Presentations 181
Inconsistent Visual Language 182
Techniques 152
Reinforcing Structure through Repetition 154
Establishing Modular Units 158
Creating Grid Based Layout Programs 162
Image and Representation
Background: Semiotics m
Princes 5
Irnmeiacy 176
Generaty 179
Coheswveness v2
CCharscteraation 185
Table of ContentsCommuricabilty 168
Common Erors 191
Mistoacng Syntax 191
Poorly Integrated Structure 12
Dominant Secondary Elements 198
Using Type as image 194
Using Images for Abstract Concepts 198
Images Based on Obscure Alusions 196
Culture or Language Dependencies 7
Offensive or Suggestive imagery 198
Techniques : 199
Selacting the Right Vehicle 200
Refinement through Progressive Abstrsction 208
Coordination to Ensure Visual Consistency 208
‘So What About Stylo? ..
Princites 25
Distnctiveness 216
Itearity 28
Comprenensiveness 2a
Appropriateness 228
‘commen Enors a
Unwarranted Innovation 2
Combining Uncelatod Elements 228
Peril Futilment 229
Internal and Extemal Inconsistency 230
Incompatible Concepts 232
Techniques 238
‘Mastering the Sivie ne
Working Across Stvies 238
Extending and Evolving the Ste 202
Conchision sane 247
Further Information
About the Authors
Table of ContentsForeword
I recently tried out a spreadsheet package that was installed on the corpo-
rate-wide computer net accessible through my workstation, Immediately
after firing it up, I was struck by its primitive visual appearance. It spoke
“stone-age design” and I simply couldn't get myself to use that ugly-looking,
1 program, Admittedly, I was in a somewhat unusual situation since [had
just started using a networked computer with access to a myriad of different
software that had already been installed. If I had bought the package myself
as part of a small set of tools, I would obviously had invested more time in
exploring its possible hidden charms.
As software gets closer to achieving commodity status, users can be expected
to make very rapid choices between the huge number of offerings available
fon the net, and just as I did, they will immediately discard any interface that
looks boring, obsolete, or too confusing. Think of home users flipping
through 500 channels of cable TV and then multiply by a factor of several
thousands to match the smorgasbord of options on the Internet, commercial
subscription services, and major corporate nets. Alternatively, to mention a
current commercial product, think of Apple's Software Dispatch CD-ROM,
which is distributed to large numbers of home computer owners with demo
copies of 75 applications: Each of these applications would ar best have a
‘minute oF two in which to seduce the customer. Intuitive appeal will thus be
essential for the survival of sofeware products in the future. In fact, we maynot even talk about software as “products” any more ifthe model turns out
to be more that of service provision through subscription and browsing.
Graphic design isthe first and the last part of the user interface observed by
the user. Immediately when novice users start up a new software package
they are confronted by its visual design and the possibilty of a profusion of
icons, windows, panes, and dialog boxes. Even after having graduated to
the expert user stage, people still have to look atthe icons and other visual
design elements oftheir favorite software every day. Would you want to live
in a house where the bedroom was painted in an ugly combination of
brown and purple? Probably not, but you may spend more time looking at
the visual interface elements of your favorite software than you do looking
at your bedroom walls
In the bedroom wall example, people might buy the house anyway and then
paint over the wall with a more agreeable color. This example leads me to
consider an excuse some developers have for not providing a satisfactory
visual interface to their products: “the user can just customize the design to
his or her individual taste!” Leaving the design to the users isthe ultimate
abdication of the designer's responsibilty to provide a quality product, and
‘many studies have shown that users are in fact very poor designers and
often customize their interface in ways that are detrimental to their produe~
tivity (€4. by using color combinations that are known to cause reduced
readability of screen text). Even though there are often reasons to allow
users to customize some aspects of their environment, i is absolutely essen-
tial for the designer to give the users a carefully thought-out set of defaults
to start out with, Also, users will be much more likely to end up with an
appropriate customized design if they are given some pre-specified (and
‘well-designed) options to chose from as done, for example, in the
Pantone®ColorUP™ set of recommended color combinations for presenta-
tion slides.
This book gives many systematic steps one can go through to improve the
visual design characteristics of an interface. Mullet and Sano succeed in
demonstrating that graphic design is not a black art but a very engineering-
like discipline with its own rules, Also, just as in other types of engineering,
the rules sometimes conflict and one has to make appropriate trade-offs to
arrive at the design that best satisfies the needs at hand. One thing I partic-
ularly like about this book is that it makes it clear that graphic design in theser interface business is nor just a matter of aesthetics. There is much more
at stake than simply pretty pictures, and good graphic design can signif
cantly improve the communicative value of the interface, leading to
increased usability
System usability has many components, including ease of learning, efficiency
of use, memorability, reduced number of user errors, and subjective satisfac-
ton. Good graphic design can improve all these quality attributes, though of,
course graphic design is only one element of overall user interface design,
and one should employ systematic usability engineering methods in addition
+o the principles of graphic design discussed in this book.
I is amazing how much software gets released with horrible interfaces.
because the developers did not bother to apply a few simple graphic design
principles like those explained in this book. For example, I recently saw a
system where the concept of a “queue” was represented by an icon of a bil-
Jiard ball (“cue ball,” get it?) Such visual puns may be fun to throw around
in a design session bur they ace often detrimental to the novice user trying to
make sense of a new visual environment. Also, of course, this product would
bbe dead on arrival ifit was ever exported to a non-English speaking country.
‘There is no substitute for having “real” graphic designers involved from the
beginning in the design of any important interface with major visual ele-
‘ments. Given this fact, other user interface professionals are still often called
"upon to get involved in graphic design. This book makes it possible for the
larger community of interface designers to improve their graphic design
skills and understanding of graphie design concepts. Nor only will his
enable them to communicate better with thei visually trained colleagues on
interdisciplinary teams, but it will also enable them to do some designs on
their own. Face it, we will never bring in enough professional graphic
designers to fine rune every last dialog box in al the interfaces in the world,
but at leat there is no excuse any longer for leaving those dialog boxes to
the tender mercies of people with zero understanding of graphic design.
Jakob Nielsen,
Mountain View, California
May 1994Preface
‘ols st pln torr trea, and iconrl In shor. it
Emit Ruder
‘ypoaranhy
This book describes a set of fundamental techniques used routinely by prac-
titioners of communication-oriented visual design. With alittle practice,
these techniques can be applied by anyone ro enhance the visual quality of
graphical user interfaces, data displays, and multimedia documents. Because
all gaphical user interfaces (GU1s) are communication systems, their design
should be held to the same standards of functional and aesthetic relevance
that have evolved over the centuries for traditional print media. While the
new electronic media differ greatly from print in many important ways
= they are inherently dynamic, for example, and their raster displays provide
lower resolution but greater freedom to manipulate color and contrast —
there is nevertheless a significant static component to all interactive displays,
‘and much of the knowledge gained from centuries of print design is directly
applicable within this domain, Our focus is on optimizing the static displays
that provide ehe building blocks for any dynamic, interactive system.
‘The approach we describe has its roots in the rational, functional aesthetic
seen in modern graphic design, industrial design, and architecture. We
believe thar the orientation, process, and training of these visual design dis-
ciplines ace especially well-suited to the problems of visual interface design.
Unfortunately the typical software developer, development manager, or
Jhuman factors engineer receives little or no formal training in these areas.
Designing Visual Interfaces atempts to address this problem by describing a
number of important design cules and techniques internalized by every
retacevisual designer through coursework and studio experience. While we don't
mean to imply that readers of this book will be instantly transformed into
expert (or even proficient) visual designers, we believe there are neverthe-
less valuable insights that can be exploited with minimal training in afew
basic “tricks of the trade.” Although mastery ofthese techniques depends
‘on a heightened sensitivity born of extensive practice, the guiding princi-
ples are not overly difficult to understand and most can be applied immedi-
ately ~ even imperfectly ~ to produce noticeable improvements in real-
‘world product development.
This book is a direct outgrowth of a tutorial (Applying Visual Design:
Trade Secrets for Elegant Interfaces) we have presented at various profes-
sional conferences {the X Technical Conference, INTERCHI'93, and CHT'94,
among others) over the past several years. Feedback from tutorial attend-
«ees confirms that practical applicability is a reasonable claim. Numerous
non-designers have credited the tutorial with stimulating their interest in
farther study as well as their successful application of the techniques we
describe to produce a visible impact on their user interface designs. While
‘we do not mean to suggest that professional design talent is unnecessary,
‘we would be delighted to see the book fill precisely ths role. In addition,
wwe have been particularly surprised and pleased with the postive response
from graphic designers who have taken the tutorial, We welcome this
«endorsement of communication-oriented design principles and we hope
that graphic designers will find the book equally stimulating.
‘The basic plan of the cours is reflected in the arrangement of chapters in
the book, the choice and structuring of the examples, and the presentation
of the techniques themselves. Because the typical reader is engaged in com-
mercial product development, we strive to keep the focus on visual phe-
‘nomena as they are manifested in current software products. Instead of the
usual organization (e.g. color typography, layout) seen in the typical aca-
demic design curriculum, we present our topics in an order that relates
them to the specific problems of Gut design, Following the Introduction, in
which we characterize the discipline of visual design and qualify our own
particular niche within it, we present six chapters addressing the major
visual concerns in present-day GUY's: Elegance and Simplicity addresses
poorly scoped or overly complex designs; Scale, Contrast, and Proportion
describes ways to establish clear yet harmonious contrasts within a compo-
sition or coding system; Organization and Visual Structure explains how
Prtaceto exploit characteristics of human perception to structure displays more
effectively; Module and Program describes how to extend the structure of
idual display to produce a unified system spanning many displays;
Image and Representation provides guidance on the production and effec-
tive use of abstract and concrete imagery; and finally, So What About Style?
considers common Gut standards and cross-platform design issues. Each
chapter begins with an overview of several important Principles governing
the phenomena in question and concludes with a description and step:b}
step summary of three or four practical Techniques relating to the phenom-
cena just described. Marking the boundary berween these discussions in each
chapter is a catalog of Common Errors drawn from existing GUI applica-
tions and environments to illustrate problems to avoid.
Designing Visual Interfaces will be useful to anyone responsible for design-
ing, specifying, implementing, documenting, or managing the visual appear-
ance of any form of computer-based information display. Software
engineers and development managers, in particular, are our primary audi-
‘ence, both because these groups may have little exposure to the ideas we
present and because successful interface design is impossible without their
active participation and support. Readers from the psychological and
human factors communities should be more familiar with the principles and
effects we describe, but visual design particularly its aesthetic component
= will still be unfamiliar territory for most. Practicing graphic designers will
be familiar with most of the techniques we describe, but they too should
find the application to interface design both interesting and informative. We
hope every reader will gain a new perspective on product development as
‘well as an appreciation for the contribution visual design can offer their
products and users, Whether you're doing the work yourself, participating.
in a design team, or directing the work of others, this book should help you
understand your communication problem, establish reasonable design
goals, and evaluate your progress toward them.
‘The principles we describe ~ and the examples we present ~ are truly generic
in that they are equally applicable to any of the existing GUt standards.
‘While the implementation ofa particular design goal may vary from widget
set to wider se, the principles of effective visual communication do not.
Many of our examples happen to have been drawn from the OPEN LOOK
‘Guan open Gui standard found primarily in UNIX environments-which
ray be unfamiliar to some readers. There are two reasons for ths. First, a8employees of Sun Microsystems, much of our own work has been in OPEN
LOOK during the past several years, so examples of both good and bad
design were readily at hand. More importantly, OPEN LOOK remains the
only Gut standard attempting to address-however imperfectly-many of the
‘communication oriented principles we describe, o its in many cases the
only available example of a particular design goal. To learn more about
OPEN LOOK, see the Functional Specification (Sun, 1989) and Application
Style Guide (Sun, 1990),
Like any large project, Designing Visual Interfaces would not have been
possible without the cooperation and support of many individuals and
“organizations. We are deeply indebted to all those who offered their time,
‘heir material, or simply their advice and encouragement during the devel
‘opment of the project. Without their help this book would not have been
possible. In addition to the many we cannot thank individually, we would
like to explicitly acknowledge the following friends, associates, and col
leagues for their generous contributions.
For help in selecting examples of good design and/or permission to
reproduce copyrighted work, we thank: Deirdre Quinn, Melinda
Maniscalo, Neil Shakery, and Sarah Haun a Pentagram; Erik
Spiekermann, Terry Irwin, and Bill Hill at MetaDesign, Mark Johnson,
and Mark Goldberg at The Understanding Business; Peter Spreenburg at
IDEO; Stephanie Harwood at Clement Mok designs, Ine; Crag Syverson
and Julian Schmidt a fogdesigns Josef Mille-Brockmann; Armin and
Dorthea Hofmann; Rudi Ruegg; Paul Rands Inge Druckrey; Phillip Meges;
Linda Meyers at the Division of Publications, US Nacional Park Services
Martin Fox at RC Publications, Ines Lynn Briber at Michael Graves,
Architects; Eric P. Chan and Jeff Miller ar Ecco Design, Amy Edelson at
Swatch US; Audrey Hirschfeld at Sony, Bob Panzer at VAGA, Professor
Emeritus Shozo Sato, Northern California Cente for Japanese Art and
Aesthetics and the University of Hlinois at Urbana-Champaign.
For artwork and examples from various hardware and sofeware products,
‘we thank: Debra Coelho at Sun Microsystems Computer Corporation,
‘Tony Hoeber at Go Corporation; Lorraine Aochi at Apple Computer, Ines
Heidi Bollan at NeXT Computer; Steve Anderson at Hewlett-Packard,
‘Todd Fearn at Visual Cybernetics, Gabriella Pacini of Regis Mackenna,
and Alesha Marie Guyot of Sunnyvale, California,
PrefaceMany people provided helpful comments on earlier drafts. We are especially
srateful for comments, suggestions, and insight provided by Diane Schiano,
Mihai Nadin, Rob Mori, Jay Guyor, Jarrett Rosenberg, Sean Curry, Jakob
‘Nielsen, Rolf Molich, and Stacey Ashlund,
Phyllis Bregman at Prentice-Hall and Karin Ellison at SunSoft Press showed
Patience and encouragement throughout the often arduous publication
process. Management support from Bob Glass and Rick Levenson in
SunSoft and from Nancy Yavne and Kevin Whiting in SunPro was also
invaluable.
Finally, we extend our special thanks to Jakob Nielsen for the Foreword and
to Jean Orlebeck for the cover design.Introduction
To designs much mote han sly oats, ere, o even
‘o-ost to 9d voli and mening tomes, osm,
‘lot to mos. to any 0 arate. fo persue, ond pethaDe|
Paul Ran
Design, Form, and Chaos
‘This book is about visual design for graphical user interfaces. We have found
the orientation, process, and training ofthe visual design disciplines to be
especially well-suited to the problems of graphical user interface (GU)
design. When we speak of the visual design disciplines, we include communi-
cation-oriented graphic design (often described as visual communication
design), industrial design, and architecture (including interior space design).
‘These are the professions concerned most directly with the user’s experience
‘of a form in the context ofa specific task or problem, as opposed to its func
tional or aesthetic qualities in isolation. Other visual disciplines ~ such as
painting, sculpture, illstration, filmmaking, or photography — while they
have mach in common with the visual design disciplines, rypically adopt a
‘more specialized focus or a less applied orientation. Other design disciplines
~ including most branches of engineering ~ also have substantial overlap,
particularly in process and methodology, but they tend to focus largely or
ven exclusively on functional isues, often atthe expense of aesthetics.
Visual design attempts 0 solve communication problems in a way that is at
‘once functionally effective and aesthetically pleasing,
By communication, we mean the full process by which the behavior of one
sgoal-seeking entity comes to be affected by that of another through the recip-
rocal exchange of messages or signs over some mediating physical channel.
Research in communication theory (see Cherry, 1978) has investigated the
statistical properties of communication channels, the structure of language
rvscon‘The Mess We're In
systems, the psychological and social characteristics of message senders and
receivers, and the effectiveness of various coding techniques. All ofthese fac-
tors must be considered in communication-oriented design. Even more fun-
damental is te feld of semiotics ~ the general theory and practice of signs
(Peirce, 1931, Mortis, 1938) — which we review briefly in Chapter Six. The
‘g0al of communication-oriented design isto develop a message that can be
accurately transmitted and correctly interpreted, and which will produce the
desired behavioral outcome after it has been understood by its recipient.
‘We refer frequently to visual language, by which we mean the visual charac-
teristics (shape, size, postion, orientation, colo rexture, ec.) of a particular
set of design elements (point, line, plane, volume, etc) and the way they are
related to one another (balance, rhythm, structure, proportion, et.) in solv-
ing a particular communication problem. Any language system defines both
4 universe of possible signs and a set of rules for using them. Every visual
language thus has a formal vocabulary containing the basic design elements
from which higher-level representations are assembled, and a visual syntax
describing how elements may be combined within that system. We will re-
turn to these topics shortly, but frst we must review the state of the art.
‘With afew notable exceptions, present-day GUI applications leave much to
be desired from a communication standpoint. The arrival of GUt technology
hhas opened up new degrees of freedom in the use of color, typography, and
imagery. Most of the world’s character-based applications are rapidly being.
ported to Microsoft® Windows™ (hereafter denoted simply as Windows),
the Macintosh, or OSF/Motif (a Gut for UNIX workstations). The results are
‘reminiscent ofthe early days of desktop publishing, when computers first
save people without the appropriate background and skills the mechanical
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capacity to produce “realistic” printed materials. While the technical level of
production was indeed impressive, the aesthetic quality left much to be
desired simply because powerful tools had been placed in the hands of peo-
ple without the training needed to use them correctly. Today's GUI applica-
tions suffer from exactly the same problem, as shown in Figures 1-4.
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Ironically, given the graphical nature of the Gut revolution, imagery is one of
the biggest problems. The Windows user, in particulas, has been “blessed”
with a hieroglyphic outpouring of foo! bars, icon bars, button bars, help
bars, QuickAccess bars, SpeedBars, and Smarticons. The vast array of icons
needed to satisfy this burgeoning demand {it is now customary to provide a
configurable toolbar with an icon for each function in one’s application)
combined with the need to support low-resolution 16-color displays has led
to an astonishing proliferation of low-quality images (1, see also 212-218,
Note: our convention is to cite figures parenthetically by number only, with
rmudti-part examples labeled from left to right: (a), (6). (c) et.) that sacrificeCoarse far ouch hnage nO
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valuable communication bandwidth in a well-intentioned pursuit of graphi-
cal gitz and “fun.” Unfortunately, many of these images are so poorly
designed as to be practically unintelligible, even when (as is rarely the case)
there some degree of consistency across (or even within) applications.
Even in a well designed and fairly well standardized environment such as the
Macintosh desktop, it has proven difficult to stem the tide of application-
specific styles, arbitrary mappings, and idiosyncratic imagery (2). Flexible
authoring environments such as HyperCard extend the “naive desktop pub-
lisher” phenomenon to the design of even the GUI primitives themselves. The
situation isn’t much better in the Windows world, where atleast four major
“house styles” are now evident among mainstream applications (Berst, 1992
4a-b), In fairness to application developers, existing user interface toolkits
have provided very litle support for communication-oriented visual design.
In fact, most toolkits impose unnecessary design restrictions as aside effect
of their own implementation or internal architecture.
Another problem that has been around as long as the GUI itself is evidene in
the haphazard, devil-may-care arrangements of conteols in windows and
dialog boxes (3). In fact, the typical application interface was probably
structured more effectively in the days of character-oriented displays, sincethe limited number of positions in a character-mode screen had to be man-
aged more carefully ~ and permitted less variation in the first place ~ than
today’s high-resolution raster displays. Basie principles of visual organiza
tion developed through centuries of experience with print media have rarely
been applied to the on-screen media, and communication has suffered as a
result.
Graphical interfaces have generated a prodigious body of research (Shu,
1988, Eades and Tamassia, 1989, Myers, 190) leading to dozens of com-
mercial products based on visual programming, program visualization, and
‘graphical data display. A wide variety of scheduling tools, project manage-
ment systems, and personal information managers, not to mention visual
progcamming environments (4) employ visual representations to help users
make sense of complex serial dependencies and interleaving or concurrent
processes. Despite their commercial success, these applications are plagued
by the generally low quality of their visual displays. There appears to be a
tacit assumption in each of these areas that simply using a graphical display
will automatically confer all the benefits of effective visual presentation on a
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complex problem domain. Unfortunately, a spatial representation must use
visual (and non-visual) language effectively for the potential of graphical dis-
plays to be realized. The fact that it takes a very good picture to be worth a
thousand words has rarely been appreciated within this domain (one notable
‘exception can be seen inthe elegant BALSA algorithm simulation environ-
ment [Brown and Sedawick, 1984). The use of color has created similar
problems. The limitations of a small color palette have long been com-
pounded by the tendency to fil the color table with colors that are easy to
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describe digitally. Ths practice inevitably produces the familia range of
intense, over saturated colors that sill predominates in many computer dis
plays. Eventually, the problem should diminish as displays with higher color
resolution become the norm, but better solutions will only arse if the prob:
Jems with current displays are recognized. As with any dimension of visual
language, color can enhance communication, but only fit is used correctly(Of course we don’t mean to imply that the industry has been completely
without success in the area of visual design. On the contrary ~ a number of
successful products have led the way with excellent visual solutions. Most of
the familiar operating environments, for example, employ some visual ele-
ments, and occasionally a comprehensive visual language, that are effective
for thei target markets (5). These elements sueceed from a visual design
standpoint largely because their sponsors have made the commitment t0
involve professional designers. For large system software vendors, the invest
‘ment is easily justified by th leverage gained in standard user interface tool-
sits that can be re-used by all developers.
Unfortunately, development organizations have rarely shown the same
vision at higher levels ofthe software food chain, and much of the momen-
tum provided by standardized toolkits has been squandered asa result.
Today, simply using the low-level rootkit components does lite to ensure a
high quality (or even a style guide compliant) application because the wary
the pieces are put together is usually as important as the pieces themselves.
‘The remainder ofthis book will describe ways in which these higher level
Jssues can be addressed. We expect that real success will only be achieved
through close collaboration between system-sensiized visual and conceptual
designers and desiga-sensitized software engineers and managers. The rest of
this introduction describes the feld of visual design and the contribution
that a competent visual designer can make to che development team.
Design is nor something that can be applied after the fac, when the funda-
‘mental organization of the product has already been determined ~ though
this is indeed a common misconception. To be effective, design must be an
integral part of the product development lifecycle. The process employed by
visual designers is comparable to the typical engineering methodology. An
initial understanding of the problem based on thorough background
rescarch is followed by an iterative cycle of generation and evaluation until
the solution that best meets the requirements is selected for production. The
designer serves typically as a planner, coordinator, and orchestrator of many
specialist subcontractors. Areas of direct responsibilty typically include
background research and problem definition; high level design and concept!
program development; planning, coordination, and design specification;
production supervision and quality control. Some designers produce their
‘own copywriting, illustration, photography, or pre-press production, but
more commonly these tasks are contracted out to production specialists.
srodvstion
What Viewal
Designers Do‘Art and Design
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The designer is not an artist, atleast notin the sense in which that term is
commonly understood. This remains a point of confusion for many in the
software industry. The aris, like the poet, is engaged in the manipulation of
the formal qualities ofa particular medium to produce an aesthetic response.
[Aside from the technical ability of the artisan and the imitations of the
‘medium, there are few if any constraints on the forms produced by the artist.
That forms can be taken from their original context and experienced on
their own terms isa central tenet of modern art. This concept underlies the
work of modem artists from surrealist sculptor, painter, and conceptual art-
{st Marcel Duchamp to abstract expressionist painter Jackson Pollock (6.
‘The designers 8 vauly Herat person, uta an edtors
‘xpected by toning and innaton to be versed in ge 98
Freer, but acl the fom an orist by socupatonse 9 oeurd
{stoveterto th teres = post,
Douglas Martin
Bock Design
Artis valued for its originality and expressiveness. Its focus is on individual
artifacts crafted through the manual and aesthetic virtuosity of the artist.
Design, in contrast, is valued for its frness toa particular user and task. Cer-
tainly, design is concerned with producing a life-enhancing aesthetic experi-
tence where possible, but the design aesthetic is always related to the
intended function of the resulting product. Design is focused on the specification of products intended for mass production and widespread distribu:
tion. Whereas art strives to express fundamental ideas and perspectives on
‘the human condition, design is concerned with finding the representation
best suited to the communication of some specific information. The choice
and arrangement of elements in the concert poster by Inge Druckrey (7), for
example, are constrained by the need to effectively communicate the date,
‘ime, place, and event in question. The elegant manner in which this infor
mation is conveyed within the context of a formal aesthetic statement that
reinforces and enhances the message is a hallmark of good design.
Designers are constantly asked to resolve conflicting demands imposed by Funetional va.
the problem, the budget, the schedule, and the desired quality level. As in Aesthetic Concerns
any engineering discipline, trade-offs must be continuously identified, evalu-
ated, and decided on the basis of the best information available. Among the
1n sources of contention isthe apparent opposition of functional
and aesthetic criteria. Communication-oriented visual design views these
forces not as irreconcilable opponents, but as symbiotic components of
every high-quality solution,
rues Dean by Inge
rene
tintin 9Some ofthe best examples ofthe synergy between form and function ean be
seen in the dynamic compositions and active constructivist typography of
the so-called Dutch Constructivists including Piet Zwart, Paul Schuitema,
sind Gerard Kijan, among others ~in the 1920's and 1930’. Faced with the
seed to produce visually interesting advertising material for some rather
sedinary looking industrial equipment, telephone cabling, and public ut
tis, theve designers turned the problem on its head by celebrating rather
thon obscuring the formal characteristics ofthe products being advertised,
Unconventional orientations and viewing angles and dynamic graphical
devices ~ including photomontage and superimposition ~ were used t0
‘underscore relationships among elements throughout the composition.
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cove ypegphy, ana wtivig graphs Beets avs
{hs avertaoment cent by Goad Kon fore Dutch
ow funnel
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Gerard Kiljan’s poster for the Dutch PTT (8), for example, uses diagrammatic
‘elements and close-ups of callers superimposed in multiple ayers upon a
“Gramatic aerial view to show the telephone's ability to transcend physical
distance. Note how closely the elements in each layer work together to con-
vey the message of the poster while a the same time producing an aestheti
Cally delightful statement. Similar effects can be seen in the advertising
materials and catalog spreads produced by Piet Zwart and Paul Schuitema
(0), Unusual framing, scale, and viewing perspectives are in each case used
yo tvcuetionto produce images that are visually arresting and yet intimately related to the
product itself. Superimposed graphical devices (the square on the left; the
Circle on the right) are again used to draw the viewer's atention to a partic:
ular area of the display and co relate elements to one another. By drawing
attention first ro the advertisement as a whole, and only secondarily to the
image of the product, the formal aesthetics of the design complement the
information content of the advertisement.
Good design defuses the tension between functional and aesthetic goals pre
cisely because it works within the boundaries defined by the functional
requirements of the communication problem. Unlike the fine ats, which
steom|
cnventoral vowing a9 and namie compostion~ which suparmpased rail
‘a 2 functoral le by hghighang te prac these ns
J" Pet ZardWAGA, New Yor 1983 and Paul Schuterra
exists for their own sake, design must always solve a particular real-world
problem. Functional criteria govern the range of possibilities that can be
explored; aesthetic possibilities that are not compatible with this minimum
standard of usability must be quickly discarded, if chey are considered at all,
Fortunately, there is almost always a wide latitude for aesthetic expression
within these bounds, and experienced designers realize that solving a prob:
lem in a manner that is uniquely appropriate brings an aesthetic satisfaction
all its own,Form, Function, and
Universal Aesthetic
30: Good seston sume, sot wives Graca, economy, and ttness of pups canbe
{ten Both the monument Reman earton fom Tra Colm the eins
Jeoanese gardena's acstous
‘The timeless quality ofa classic design is immediately apparent. From the
‘majestic capital leterforms of the Roman inscription (10-a) to the towering
[grace of the cathedral’ apse to the simple, natural forms of traditional Japa-
nese craftsmanship and design (10-b) the human race has delighted informs
reflecting widespread agreement on basic qualities of scale, rhythm, propor
tion, balance, harmony, and craftsmanship. The same formal characteristics
have been appreciated in advanced civilizations throughout human history
and they are central to any coherent philosophy of design. An elegant sol
tion is both an artistic and an intellectual achievement that ~ while it may
ome to be taken for granted ~ never becomes tite or irrelevant.
Modern design arose out of the Arts and Crafts movement of the late 19th
Century, which in turn had its roots in the depredations of the early years of
the industrial revolution. Inthe torrent of manufactured goods that followed
the introduction of mass production, there was little concern for the quality
of the design, the integrity of the materials, or the humanity of the produc-
‘ion process. The resurgent concern for quality ~ in materials and construc-
‘tion as well as design — fueled a manufacturing explosion that has continued
ever since. Phillip Megas (1992) writes that, “the history of design isthe his11: Snatr cabinetry snows te sre sagas of evan purely uticaa option when
‘rata ae sna ntogty Does 8 wrcsran-emed wl Sahoo’ 03),
{he spa ago aust? Pmotog'any by hoe Freeman,
tory of technology and craftsmanship.” While design today remains
‘grounded in mass production, che technology of manufacture is viewed as 2
means rather than an end. The ultimate focus is on the appropriateness of
the design in relation to both the function the product i intended to fulfill
and the materials from which it is constructed.
[An appreciation for the inherent beauty of natural materials is unavoidable
for anyone who has taken the time to reflect on the fine grain of properly fin
ished hardwood, the texture of cleanly cut stone, of the ft of a well made
artifact. Objects constructed from genuine materials are always valued more
highly than those that use a cheaper substitute. The imposition of simulated
‘woodgrain on aluminium siding or simulated leather on vinyl upholstery
reflects nota preference for these surrogate materials, but rather, a deference
toward the cost or availabilty of the genuine article. Compare the typical
false wood dashboard of an American automobile to the delicate grain and
careful seamless construction of Shaker cabinetry (11). The irony in this dis-
hhonest substitution is that che natural material qualities of the plastic or
vinyl themselves ~ which often hold their own fascination (cf, Tecce and.
Vitale, 1990) ~ are prevented from revealing themselves.
InweductionDesign and
Rationality
canbe constructed gsomaticay, yet provides he bai fo counts
banuttl tems produced by be growth of ving organisms Proughout te natal wor
Is design fundamentally a rational or an intuitive endeavor? The great inter-
national design movements arising since the end of the 19th century have all
advanced the belief that good design isa reflection of some higher truth,
whether in form, method, or materials. From the beginnings of the Arts and
Crafts movement, through the Vienna Secessionists and the Deutsch Werk-
bund, the De Stil movement in the Netherlands and Constructivism in the
‘emerging Soviet Union, through the Bauhaus and on tothe rest of the world
following the rise of National Socialism in Germany ~ modern design has
been predicated on the rationalist belief that all design decisions should in
principal be justifiable on objective grounds. While Modern design has occa-
sionally been charged with mistaking post-hoc rationalization for functional
determinism (ef, Banham, 1960, Margolin, 1989), there can be no serious
question that the intent of these pioneering design movements was to pro-
‘mote appropriate design solutions that addressed the needs ofthe modern
consumer as well as the requirements of mass production.
‘As to our initial question, of course both approaches to knowledge are
essential. Modern design movements have emphasized the rational dimen:
sion, without rejecting completely the use of intuition as an important gener-
ative element. As with most classic dichotomies, there is value on both sides
of the equation:Methed hee tution hon isnot antormed int dears
Intuton augments maths # does roslyn evry
‘momento our remote sxstenoe, method ard niton
Comparent ene arene.
inal Nain
Imcrface Design and Evaluation ~ Semitic implictions
Without minimizing the value of intuition as a problem solving tool, we pro-
pose that systematic design programs are more valuable from a communica-
tion standpoint than are ad hoc solutions; that intention is preferable to
accident; that principled rationale provides a more compelling basis for
design decisions than personal creative impulse. When designing for human-
computer interaction, communication is the overriding concern and creative
expression is simply one means to this end. This isthe orientation we con-
sider most effective for designing visual interfaces and the perspective we
adopt throughout this book.
The following pages describe some ofthe most important design rules and
technigaes leaned by all students of the visual design disciplines that apply
directly to Gut design, Most of the techniques we describe can be easly mas-
tered and applied to your next product, We have tried to formulate the rules
as crisply as possible, both ro distinguish them from more general principles
or guidelines that frequently conflict with one another, and to make them as
seul as posible for addressing real-world problems. We do not mean to
suggest, of course, that any of these rules should never be broken. As design-
ers have realized for centuries, all rules are made to be broken — at least by
the experienced practitioner.
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We maintain that a rational approach to design is not only possible, bur that
itis essential, if high-quality design skills are to be replicated and transmit-
ted across the generations.uyElegance and
Simplicity
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‘The term, elegance derives from the Latin eligere, meaning to “choose out”
‘or “select carefully.” The same Latin root gives rise as well to terms such as
elect and select ~ both of which carry a similar implication of reflection and
careful decision. More recently the term has acquired the familiar connota-
tions of refinement and grace, reflecting thoughtfulness and good taste.
Achieving the latter, of course, depends upon the former. Visual design is,
intimately concerned with careful decision making and judicious selection of
formal elements. Visual design decisions extend beyond the surface to the
very heart of the product concept. The visual designer enhances communica-
tion by carefully selecting the elements to be emphasized ~ and this may
involve selecting the elements to be included ~ and ensuring that they are
presented so as to be perceptualy salient.
Elegance in design is seen in the immediately obvious success of a novel
approach that solves a problem completely yet in a highly economical way.
‘The importance of simplicity can hardly be overstated. In fact, the sheer sim-
plicity of an elegant solution is often its most startling and delightful aspect.
Elegant solutions reveal an intimate understanding of the problem and an
ability co ensure that its essence is grasped by the consumer as well. Econ
omy of expression the ability to cut directly to the heart of the matter ~
provides the basis for aesthetic evaluation in art and science alike. Simplicity
abounds in the beauty of nature, from the laws of physics, to the symmetri-
cal growth of crystals to the structure of living organisms
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‘ora so tant stograte wth te crauar al tha bres oe ocl pot, Horn Rds: The
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‘Simplicity plays a central role in all timeless designs. We appreciate solutions
that~ all other things being equal ~ solve problems in a clear, economical,
fashion, The most powerful designs are always the result of a continuous
process of simplification and refinement. We will return repeatedly to sim-
plicity in the chapters to follow, as many of the other design goals depend
critically on simplification as a means to their own particular end. Before
you do anything else to improve the quality of a design, make sure you have
reduced its formal and conceptual elements to the absolute minimum, The
benefits of simplicity are functional as well as aesthetic in nature:
Approachability. Simple designs can be rapidly apprehended and under-
stood well enough to support immediate use or invite further exploration
‘The Belmont Radio (13) includes only three sets of controls ~ the volume
knob, tuning knob and dial, and station presets. The functional relationships
of each control group are readily apparent in the absence of competing ele-
ments. Anyone can tell “ata glance” how to operate this simple design,
Recognizability. Simple designs can be recognized more easily than theit
‘more elaborate counterparts. Because they present less visual information to
the viewer, they are more easily assimilated, understood, and remembered.
18 Elegance end Senty‘The function of the Belmont radio is a readily identified by its tuning dial
and louvered speaker enclosure, both of which are emphasized by the
absence of competing formal elements.
Immediacy. Simple designs have a greater impact than complex designs,
precisely because they can be immediately recognized and understood wit a
minimum of conscious effort. The radio's simple color scheme ensures that
the eye is drawn immediately and involuntarily to the bright white controls.
The most powerful symbols in human culture are always reduced to their
absolute minimal form.
Usability. Improving the approachability and memorability of a product
necessarily enhances usability as well. Simple designs that eliminate unneces-
sary variation or detail make the variation that remains more prominent and
informative. Infact, its nearly impossible to operate a simple desiga like the
Belmont radio incorrectly
Principles
Underscarement can be a difficult quality to grasp through conscious effort. Unity
Apart from the obvious focus on economy, or minimization of component Refinement
parts and simplification of the relationships between parts, simplicity in Fitness
design depends upon three closely related principles. The elements in the
design must be unified to produce a coherent whole, the parts (as well as the
whole} must be refined to focus the viewer's attention on their essential
aspects, and the fitness of solution to the communication problem must be
ensured at every level
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Elegant tools and utensil such as the Japanese chasen tea whisk (15) pos-
sess a unity that derives from the intimate relation of a minimal set of parts
in pursuit of a common goal. Whenever a single part plays more than one
role, the unity of the overall design is enhanced. Elegant solutions produce a
‘maximum of satisfaction from an absolute minimum of components.
stare fused together inthe
Image coureny of Daimier-Benz Stata.
Elegance and SoiBritish poster designer Abram Games recognized the key to communication-
oriented design in his philosophy of “maximum meaning, minimien means”
(Livingston, 1992). Visual identity programs, like posters, must be very con-
cise to cut through the torrent of competing messages encountered in every
day life. Identity symbols have evolved over the centuries from the highly
pictographic trade-marks of the medieval shopkeeper to the more abstract,
symbolic marks used in today’s brand and corporate identity programs.
The classic Mercedes Benz identity symbol (16) isa familiar example with a
strong symbolic quality. Its unity derives from the powerful integration of
the three-pointed star with the center of the circumscribing circle. The axes
of the star focus the viewer's attention on the origin of the ring. This conver
gence maximize the integration of the basic forms and the unity of the
resulting design.
The EC2 phone from ECCO Design, Inc., (17) displays a similar unity of form
in the common curvature of its handset and cradle, Instead of resting in a
cavity carved into or molded onto the surface of the phone, as in most con
temporary designs, the handset is held in place by virtue of its integration
with the contours of the base itself. The relationship of the two elements was
clearly planned from the beginning rather than a tacked-on as an alter
thought. Visual unity in product design ensures that all of the individual
components work together toward a common purpose. The role of the hous-
ing is to provide not merely an enclosure, but also a visual feld within which
control elements and visual displays can be properly related
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Visual unity in the human-computer interface may take many forms. The
foremost consideration isthe integration of the visual language elements,
used throughout an application. Ideally, the same visual language should be
apparent in the system software as well, and indeed, throughout the entire
end-user environment. NeXT pursued this ideal to its logical conclusion by
using a single design language to unify even the hardware with the system
and application software (18, 19). This elegant design contrasts sharply with
the colorful workstations from Silicon Graphics (e.2. Indigo, Crimson,
Onyx), which awkwardly share the same egg-shell colored monitor. With the
demise of the NeXT hardware business, this admirable unity will disappear
for most NeXTStep users
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‘he orga! grayecle pay rom 2 mrketng ily to hgnstve seer,
ogance and Smpicty20: Th stwerk gram for he London Underground reiectsaproblemrented
‘einemantf tested s phys gecyrenhy By adel compressingine astarces
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Reduction through successive refinement is the only path to simplicity. To Refinement
create an elegant solution, anything that is not essential to the communica~
tion task must be removed. Public transportation maps have for years
applied this principle to present complex routing information in an under:
standable way. one of the earliest and most famous examples is the route
diagram for the London Underground system (20), which has retained its
basic form since 1935, Instead of maintaining the geographically correct
position and orientation of each line, these diagrams maintain topological
e
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Bree avo of connections.accuracy while introducing simplifying generalizations that regularize the
positions and orientations of lines, stations, and transfer points. In addition,
the diagram provides a primitive fisheye view (Furnas, 1988) by compressing
physical distance in outlying areas. By reducing and regularizing the spacing
between stations, the diagram can accommodate more information in the
same physical space. The same approach is used in the route diagram for the
London Underground's Victoria Line (21). In this case, however, the general
ization is even more extreme, since the orientation with respect to the sur
rounding geography or even the relative distance between stations is not
important to riders who are already on the train. All that matters is the
sequence of stops and availability of connections.
2 Simp, fina, far convey the besiunetonalyf the thse pointing devices fom Moen
(cog by IDEO reduc Asocates ar Apple Computer). The athena an ergonomes ot
‘20h deagn ee superior to ther resem repacerent
4 Refinement of physical form can be seen in the original Microsoft Mouse
and Apple ADB Mouse (22). The elegance of each design surpasses tha of
‘competing designs created before and since. Both designs feature button ele-
ments integrating tightly with the basic curves or planes of the mouse while
still retaining a distinct identity. In the Microsoft Mouse, the left button (the
Primary control in the Windows environment) i half again as wide as the
right button. This simple visual cue for button targeting is supplemented by
2 tactile cue in the form ofa subte ridge separating the two buttons
‘The external appearance of GUI software has changed very little over the
years, Researchers have experimented with minimalist interfaces that reduce
the prominence of window borders, scrollbars, and other familiar GUI con:
trols, but few tangible results have been obtained. One problem is that hid:
ing “distracting” controls also removes the visual affordances (things that
24 Elegance and Spicysuggest interaction possibilities) those elements provide. The scrollbar itself,
for example, reminds the user of its availability as well as its operation.
Removing visual cues is disorienting, particularly for beginning users, but
also for experienced users who can be disrupted by the abrupt transitions as
controls materialize and disappear again.
‘An alternative approach can be seen in PenPoint, where some controls were
replaced with simple gestures. PenPoint’s elegant notebook metaphor (23-a)
climinates all extraneous details (note the absence of spiral bindings, perto-
rations, rounded comers, ruled lines, etc.), depending largely on its vertical
orientation and, of course, the tabs that have inspired a whole new genera-
toga highly ined intreataton of 3 paper notbook in the PerPoint user nertce
sharply eth Pe tus, very aa "notepad cues rode by he Share Ward
Thatemor conveys gota mprossion of netacook ass, whl te ates dopands on crud bes,
tion of notebook-builders. Compare the elegant PenPoint display to the busy
Sharp Wizard sereen (23-b) with ts bulky spirals and axonometrc rendering
showing the dimensionality ofthe pad. Note how the spiral must sometimes
be shortened due to space constraints. How interesting that ths product,
With its much smaller display, chose the more costly (in terms of screen real
estate) route of a highly detailed litera representation.
seconee and Sinpiety 2S.2
‘2A: The ga desi of ts Shakar sewing desk makes use
af the many smal encosed spaces whe powing constant
fceess tothe wok surinoe. Photo by Machol Fosman
Designs are never evaluated in absolute formal terms, but rather, succeed or
fail on the basis of how well they solve a particular problem. Solutions can
bbe more or less appropriate in their method, their process, or their outcome.
Elegant solutions solve problems with maximum effectiveness through ave-
rnues that are desirable in their own right. In addition to its fine construction,
the Shaker sewing desk (24) reveals a design of remarkable compactness and
i
28: The Jnanese tartan sgn ents the type of good or
Seraces ore by tis estatichmet wl tending atl
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Paint aopieaon ofc the comment oan seeoprate blsce Btw capbity Sra
comply seen a te est wave of software cieted fr "he est fs.”
economy. The maximum use is made of the space consumed by the desk
The depth and accessibility ofthe drawers, as well asthe leg-room under the
desk, ae all increased by allowing the drawers fo open to the side, rather
than the front. Tiny storage compartments throughout the desk reflect the
need to accommodate materials and supplies. In shor, every element refleets
the practical concern of supporting the task of sewing.
‘The traditional kanban sign on many Japanese storefronts (25) reveals a
similar sensitivity to the qualities of che material. In Japanese architecture,
the concepts of subdued beauty (shibui) and elegant simplicity (wabi) are
seen in the refinement and natural character of the buildings themselves. The
aban is an att form in its own right, but its Fness as a signage element is
apparent in its visual compatibility with the surrounding material context.
In user interface design, the material choices are typically much narrower,
but the digital medium can stil be presented more or less appropriately. The
‘original MacPaint and MacWrite applications (26) exemplified (and in some
‘Bagance and Simplicity
asense, defined) the philosophy of the early Macintosh software environment,
‘These simple, straightforward, and highly graphical applications were
appropriate for the technical level of the target user as well as for the limited
‘capabilities of the original machine. The presentation in each case is concrete
and explicit, with visual affordances or reminders to help users recognize the
tools available to them. Simple mechanisms such as the memorably vivid
“Fat Bits” magnification mode in MacPaint helped users understand the
novel technology while exposing them to some ofits power and flexibility.
{As simple as they were, these two “bundled” applications met the needs of
‘many early users al by themselves.
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‘The Chicago screen font used for widget labels throughout the Macintosh
system software (27) provides an even better example of matching a design
to the material qualities of the medium. The font was designed to ensure
adequate legibility and contrast on low resolution (72. dots per inch) video
displays. The chick vertical elements provide characters that remain legible
even when some of their pixels are removed by the standard fifty percent
gray pattern used to indicate the inactive tate on the Macintosh. The Chi-
‘ago font’ unique typographic character and fitness to the display task
helped make ita defining feature of the Macintosh interface from its earliest
‘days on. The original design continues co thrive even as the technological
limitations it was designed to accommodate have begun to disappear.
Apple’s recently introduced TrueType fonts include a scalable, outine-based
version of Chicago even though the need for the pixel-level runing seen in
the original bitmap font is largely eliminated by the higher resolution output
devices for which scalable fonts are intended.
28 Bogance en SimpyCommon Errors
‘Common errors related to elegance and simplicity can usually be atributed
10 poor planning, poorly communicated structure, or attempts to go beyond
the scope of a coherent, focused design. The inevitable results visual or con-
ceptual complexity and confusion. The mistakes described below ar all (00
typical in today’s GUI application.
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28: Cluter and visual noise. The advent sible to scan, The window contsins so
ofthe Gurhas meant more, notless visual much functionality thatthe usual 1x6!
clterin most computing environments. ines were net prominent nough to divide
Today software products are designed, the layout into matte regions. insted,
‘marketed, evauated (and all too often, the design uses heavy 4-ninel horizontal
purchased) onthe basis cf their agoregate and vervcal dividers that do more to attract
feature set, even though many features attention to themselves than to create
‘reused rarely, ever, bythe vast majonty meaningful highersevel units. In addition,
of users. The only way to dea effectively the window's gray backround wns 8 36-
with this unfortunate realty isto ogically ies of carelessly positioned text ilds
Structure the presentation so thet each th thei bright wate interiors) into a cis-
{snlay contains a manageable amount of racing pattern snaking randomly through
information. Appicatons that ty to pack the left-hand sie ofthe display. While
{a much information as possible nto each functional overoad is clearly a problem
sotean create orobiems that rival the with this deign effective use of visual an
worst charactarbased displays. Tis win- guage and display structure would bring a
Gow trom a personalinformstion manage: noticeable improvernents,
is crowded, confusing, and almost impos:
Begance and Simpy©
Horizontal:
Delete Tanseetion cuted Vertical:
Woid Transaction Cui
Memorize Tanseaion _Gulew PIE
oar
eux
| center:
@
2 Interference between competing _phabetic characters, and because there is
flements. Menu accelerators ie. indivi less visual information in the surrounding
‘dual keyboard shorteuts that invoke menu area, the Macintosh accelerator characters
‘commands direct in Windows (a) use are far more readable than ther Windows
purely textual cues for both the qualifier equivalents. They cen be noticed in periph-
(eg. Ct At, Shift-the keys youpressto eral vision while choosing items with the
indicate thatthe next Key should invoke @ mouse, which makes the logic of the ac
‘command and accoleratorkeys. These a-celeretor scheme mors apparent and inc
‘phabetic qualifiers along withthe “=” dental lesning move ikely, Tha same kind
‘symbol used to separate quater and ac- of visual interference is apparent in the
Ccelertor-interere with the accelerator Aignmenticns from the OFEN LOOK De
Characters, andsometimes withthe menu veloper’s Gude (). The readability of
items themselves. Contrasting these ac- these images suffers from an ielevant
celerators with their Macintosh counter-- variation in shape within each icon that
pars (b) demonstrates the effectiveness serves to obscure the relevant variation in
fof the simpler approach in which a single alignment
‘graphical symbols used as the quali
{or all accelerators. Because the "propel
ler” symbols not confusable with the at
Evgance ana Smokeysort
aris) | Rese)
Overceneing — | Oessending | Otersentng |
nanoang ie
Otustom: [| Coes) ce tb)
a
130: Using explicit structure as a crutch. nate dslog above (a, where a single
The presence of nestedboundngboxesis texted is sureunded by fourlevals of
usualy symptom of 2 poorly organzed _boundaryintormation When proper spatial
layout. Packing information as densely @s relationships and sufficient margins are
possible and surrounding the esultng maintained, expict structure rarely
Groupings with explicit borders never 8 needed ensure proper visual separation.
{00d Substitute for structuring the layout Unfortunately many appleations include
2 covwestous (me) tee)
31: Belabonng the obvious. Users of GUI Like the presence of tapedon instructions
| applications remain totaly unfamiliar with in the physical workoace, the presence of
the sopication functionality ony for arela- help text n the interface i tse a reliable
tively shot period. Unnecessary naviga- _inkcator of laws i the undertying design.
tional aids that might be usefl the firsts many as fvo edltiona items could
time a user sees 8 product quickly get in have been included in thelist (o the win
the way as soon as even abasic familarty dow made smaller simply by emoving
‘with the appiation hes been estabished. (perhaps optional) the redundant text
Excessive “assistance” doesn tjust stow Similay, the pointing hands inthe Smart
semiexpetienced users down itcanaiso Pics clog box (b) meray lead the eve
Prevent users from understanding the ap- along a path it would have folowed natu-
plication nthe frst place iit obscures the rally n any case. Such seitconscioushy
Lunderving structure ofthe window. The “heloful feedbsek does lite more than
lexcossve verbal prompting inthe file se- parrot the viewer's natural movement
lection disog sbove(alconsumes valuable through the dialog In fac. it may well i
space to tell users something that should pede performance by interfering with oth
have boon cbvous from the argarizasion _erwise obvious spatial relationshas.
Of the window and abasic understanding
Of the ubiquitous task of opening file
32 Elogance era Simply-32: Overy itera translation Even ifthe
‘mataphor can be realized completely, pre
senting a software ertact os a drect ana-
log ta physica object almest always
imposes unnecessary vsual ard concep-
‘tua resvictions onthe design. Most GU
calculators, for example, simpy cepliceta
the heavily moded, poorly labeled, and at
ficult to manipulate designs of existing
physical designs. The model onthe lai)
‘ven goas 80 far as to repicate shtted
functions (de, ect, hex! eventhough
decicated software buttons coua have
‘been pronded within the same space
While they may be familiar to experienced
users ofthe physicel analog thase de:
‘97s Go litle 1 leverage the power and
fewlity f thee computational ost. The
aS
[Bema “Cale Option Help
iteet
Lnestical soeptance of the material con
Siraints ofa physica caleustorarevents
‘these calculator designs from focusing on
sence ofthe problem of eaculation
in any meaningtul way. PentaCate (bn
contrast, is only loosely pattemed ator a
physical calculator (why shouldn't every
{41 ealevlator provide tho valuabie tape
feature, which i vial to implement?)
Wile pethons ise similar to "ea-woid”
esigns, thas boon more carefully adapt
29 t0 the capabilities and imitations of the
uri features tlexible display modes,
Closely spaced buttons (wich minimize
musing, and provides an excellant koy-
oars interface,
Eiogance and Simplicity 33‘33: Excessive detall and embelishment
‘Tho siten song of photographic realgm ie
difficu to resist. particulary iven the
atu human receptiveness to visual
‘stimulation. Inthe GU a in any new me-
cium, more etfort has been expended on
faithfully replicating familiar themes than
Con uncovering the unique characterises
and qualtes ofthe new electronic mac
lum itself. Electronic media alow us to fo-
cus to an unprecedented extant onthe
essental elements of @ design, but ony i
the avaiable bandwidths not squandered
‘on graphical cichés and self conscious o«
narmentaton, Graphica embelishments
‘that serve only to underscore the “ras.
sm" of th design suchas the sheen of
‘simated brushed aluminum buttons (a
‘the sparkling splash screen forthe sae
legece and Senpty
—
@
ular etlectons on spherical plastic buttons
{c) eventually grow tresome despite the
inal “oohs" and "ahs", These qualities
rarely add to the longterm visual appeal of
the product because they subvert rather
than enhance communication. The extent
to which this quest for graphical pazaze
has eplacad concer for effective commu:
nication canbe seen inthe subtle highight-
ing ofthe spherical "OK" and “No” but
tons (c). The buttons change colar whan
‘press (woe tothe user with colr-def-
‘Gent vison, but otherwise rovide none
ofthe essential visual feedback that pro-
vides the illsion of manipulating 2 tangitie
object.Ble love the sense of tangibilty imparted
to-a wigget sat by the popular pseuge-3D
rendering techrigue in which highighted
and shedowed borders simulate a chyst
cally cased surface. It can even be argued
that ths visual restment pays @ valuable
role in identiying “pushable” controls,
“The increasing use of 3D in situations that
‘Go not take advantage of he add dimen
‘sionalty, however, more dificult to de-
fend. inthe examples above, the chiseled
inactive" feedback n the toolbar icons a)
and the 2D treatment of the textual abe!
{b1 both impede the legibity of th resut
ing signs. Legality is also reduced by the
Unnatural foreshortenng ofthe sides of
‘the 3D palate the Button Cube). This
aD stueture actualy completes acomplox
{and slow! animated tation whenever the
user switches toa diferent set of tools.
While the obvious atficancy andscaabity
concerns thow do the design handle mere
than faut palettes? are serous enough
‘the design hes problems even as a state
‘dpay. The view ofthe “next” palete is
‘00 narow and distorted tobe very recog
nizable, so the complexity introduced by
the thd dimension provides iti sécion
al information over its 2 equivalent. Like
‘he upturned page comer inthe bottom of
2 "book" wirdow (a, its simply decors
tion attempting toweo the consumer with
its seductive splendor
“Elopanee and Simoes
os38: Al ofthe above. The mast spectacu
lac faling of simpy is often seen in
‘those produts trying mast eamesty to
‘simplify the Gu for non-technical users
Applications ~ even whale environments
‘such as MagjeCap from General Magic —
attempting to leverage users’ knowledge
‘bout the physical word through a "3D OF
fico" (or 3D world) metaphor are begin
ring to reach the marketoiace, This
approach has always been something of@
rite of passage for GU designers. Wile
‘many would admit (when pressed) to hav-
ing ther version ofthe 3D desktop tucked
neatly away in tht fes, its basic flaws
are widely recognized, The extremly iter
altranslaon of the “rea” worid sean inal
such attempts, for examole, virtually en:
sures that users wil find the resulting en-
“Clagene and Sienpteiny.
vironments cumbersome an inetficen,
‘and probaly just as clutere as ther ret
world ofice. Interestingly enough, the 3D
fice nearly aways suffers trom both an
‘unnatural point of view and an awkward
rendering style tat effectively eliminate
the impression of being in areal physical
space, Ironical, this preromenan can be
traced direct to the 3D representation it-
self, since accurate perspective contcts
with effective use of splay space wher
fever two-dimensional ecting tasks ore-
‘dominate. When the standard Fie
Manager, Task Manager, and Program
Manager sppesrinrontf the virus desk
{25 nthe Windows desktop replecernent
‘shown here, any ilusion of true three
‘mensionaly that might have arisen is
‘vicky shatteredWhats simple shouldbe tested simply, what fcuk
should be reduced othe simplest ore.
Joset Miler-Brockmenn
The Graphic Designer and His Design Problems
Techniques
Elegance cannot be easly summarized in a few rules of thumb. It depends Reduetion
heavily on taste, and taste can only be developed through proonged expo- Regularization
sure toa series of high quality examples forming che benchmark against Leverage
which subsequent solutions can be judged. Because complex designs rarely
scem elegant, simplification is an important step in the development of any
elegant solution, Three basic techniques can be used to simplify a design
solution:
‘Reducing a Design to its Essence
*Regularizing the Elements of the Design
*Combining Elements for Maximum Leverage
‘To the extent that the overall approach is appropriate to the task, the ele-
sgance of the resulting solution will be enhanced as these techniques are
applied. With practice, these techniques become second nature. You will
begin to apply them almost unconsciously ~ to every emerging solution.
EogancearaSimpicty 7Reducing a Design
to Its Essence
2
38: Tis mao ofthe Son Frarciso ty aes ram Utes shows vee of educton to arod2e eve
23 deta appre for he tended sadorce. The sere das speeds oration an
‘cttaes reg at 9 garce. Desin by The indrtaneing Buses. (Soe ao cle pete 5,
‘The most fundamental design technique is reduction. An elegant design
_must be reduced to its essential elements and each element reduced to its
‘essential form. The travel maps produced by The Understanding Business
(36) make extensive use of reduction as part of its distinctive visual lan-
‘suage. This map of San Francisco and the surrounding area of Northern
California eliminates any detail that is not likely to be needed by someone
traveling through the area (the audience for the atlas in which these maps
appear). The results a truly elegant solution in which the simplified presen-
tation solves the navigation problem for is target user in a way that makes
the maps aesthetically effective on purely formal grounds as well.
37: Roaucton plays the cir of eronesiing carci fst in thse publeintorstion
icons coveloned fo the US Desrument of Tanapataton oa by the Ameren nett of
(Garnic As AG. Design by Gook 8 Shanosty Associate.
parce and SimpyGood design is simple, bold, and direct. It ensures that significant design cle-
iments will be noticed by removing insignificant elements wherever possible.
‘The familiar public information signage (37) developed for che U.S. Depart-
ment of Transportation (DOT) was commissioned by the American Institute
of Graphic Arts following an extensive study comparing the legibility and
aesthetic qualities of 28 existing signage programs (AIGA, 1981). The picto
‘graphic signs focus on elements typical of an entre class of objects rather
than on the details of any one instance. All visual details except those needed
to identify the objects category are removed. This reduction of iconicity
makes the images more portable across cultural and linguistic boundaries,
Even “essential” elements can often be removed to good effect. Images are
‘often more visually appealing ~ and just as identifiable ~ when portions of
the image are suggested rather than explicitly depicted. This technique is
«specially common in visual identities and signage systems where impact and
recognizability ae critical. The partial contour ofthe “A” in the identity for
London's Victoria and Albere Museum (38-2), for example, is easily com-
pleted by the viewer, thanks to graphical cues provided by the serif ofthe
ampersand and the top of the pail ltterform, Similarly the upper portion
of the wheel of the wheelchair inthe DOT pictogram se (38-b) is only sug
gested, with no loss in clarity. Viewers are not only abe co fil n “missing”
contours. They delight in doing so. The ative involvement ofthe viewer ean
sake recognition easier and communication more effective,
‘To apply this technique to interface design, the designer must simplify the
presentation as much as possible and question the functionality being pre
sented when the resulting display is still roo complex. Every aspect of the
When te overa orm ler te ayes gute ving to sup mating deta, a 7 tie ery for
the Vitra nd Albert Museum Laon fl = dosgnby Pantaram andthe OOTs access eon
Clecance nd Simplicity 8.{38 Sips iconic mage ia necessity athe sal scale required byte Note workgrou por
‘messaging sytem, om Visual Cyaametes Reaucng te images to ar essence ane
‘trina unoaceaayvrton hab the cons commune cesy even sts ea ae
«Note pop-up messaging system (39) is devoted to conserving display space
so that the window to remain open on the sereen most ofthe time. The sim-
ple, elegant, imagery used for the button labels communicates effectively
‘without a need for verbal labels and the additional space they would require
(che process of reducing an image to its essence will be discussed at length in
Chapter 6). Bur the designers did not stop there. Most ofthe product func-
tionality has been off-loaded into separate, task-specific dialog boxes. This
design keeps the main window small and simplifies its window management
tasks: since the window need not be resizable, even the window header and.
borders can be reduced to a simple outline.
[An even mote ambitious reduction can be seen in the Macintosh start up
screen, Instead of a stream of cryptic and often confusing textual status mes-
sages, the Macintosh operating system displays a simple image (the “happy
Mac” icon in 40-a) that conveys the system status while introducing person-
ality and occasionally even a litle humor into a potentially stressful situa
"sion, A textual error message (and the *sad Mac” icon in 40-b) is displayed
only ifa problem is encountered during the stat up sequence.
{40 The minima owdback provided arng the Mecnosh boot sequance simply ens the
‘System stats as rama of anormal
40 —Elgarceand Spicy‘Spicy doos not mean want or overt, toes sat mean he 3
Senea of ny doce, oF absolute rusty tony rears that he decor
‘Stout bstang timate to he design prope, and hat anyting for
‘ign tt should be ake aay
Paul Jacques Grito
Form, Funeion, and Design
In all of these examples, the message is reinforced, not weakened, by ‘Summary:
removing non-essential elements from the design (or by resisting the tempta- Reduction
tion to add them inthe frst place). Even experienced designers depend
heavily on trial and error to determine which elements are erly essential.
‘The use of reduction as a design technique should be approached as a
three-step process:
1 Determine the essential qualities (typically a shortlist of adjectives)
that should be conveyed by the design, along with any fixed formal
elements, such as a name or label, an essential control, or a color,
texture, pattern, or image.
2 Ccitically examine each element in the design and ask yourself why
itis needed, how it relates to the essence of the design (identified
above), and how the design would suffer without it. If you can't
answer any of these questions, remove the element.
‘3 Try to remove the element from the design anyway. What happens?
If the design collapses, either functionally or aesthetically, the
clement must be replaced. Otherwise, consider omitting it from the
final solution.
Don’t be afraid to remove peripheral features or redundant information.
‘These can always be replaced if users subsequently demand them. Effective
design often involves oversimplifying to help make a point. An ounce of
inaccuracy can be worth a pound of explanation ~if it helps the viewer gain
4 basic understanding of the message you are trying o convey.
egunee end impietyRogularizing the
Elements of a Design
Te
SS
Ww
441: nis elogat route degra fr to commuter system nor of Mian
{he areraions a! he staton el are eguared ang the came pon
sod vo govern he placement of te ines arses.
‘When further reduction is not feasible, the remaining elements cam be regu
larized to further simplify the design. Regularity reduces information by
repeating elements according toa discernible rule, principle, or rhythm,
Human perception and memory operate more efficiently on regularized
stimuli since the visual complexity of the display is reduced while its struc-
ture is enhanced, The predictability of regula patter allows the viewer to
“scan ahead” more easily to the area of interest when making a comparison
‘or answering a question. Regularity also introduces significant aesthetic ben-
efits, as evidenced by the near-universal human fascination with the decora-
tive effect of repetitive patterns.
Regularity can be achieved by aligning or reflecting elements along common
axes, by standardizing or repeating sizes and spacing of components, or by
reducing components to basic geometric forms wherever possible. In the dia-
sram in Figure 41, the placement of the station labels on the same 45-degree
diagonal used to govern the lines themselves underscores the schematization
of the line orientations. Regularizing the weight of the lines throughout the
diagram enhances communication by making the one discontinuity ~ the
double width portion in the lower right ~ immediately apparent.
egance and SipityC\A|FIE
yee
‘hos te raplr soacna ote vara! rls to maguate hese cotast ey
‘Samanta morro creat senee of stabety nthe dame wal Bont.
Effective design balances contrast with regularity. The signage program for
the Oxford Museum of Modern Act (42) uses regularization to balance the
playful contrast between thick and thin forms seen throughout the system,
Note how the regularity introduced by the absolutely consistent spacing
berween characters lines, and vertical rules creates the impression of rigid
vertical alignment at the global level (even though characters on two lines
fall on different axes entirely), while exhibiting playful variation locally
(ohere the three-letter words can be seen to break the alignment). This inter
play between global and local readings produces a dynamic visual identity
that is stable, yet active and visually interesting,
aces by Partagfam fe the Routers news agony empoys steer cain ©‘44: Te elogant NoXTStap browse sey unum spacng or column to caum As the
‘wow i rsze, i "srape tothe mel amenson fo artan constant spec
Effective design establishes a predictable rhythm. The importance of predict-
ability ina keyboard layout (43) is obvious, but simpler tools benefit as well.
‘The simple elegance of the NeXTStep browser, like that of a well-designed
‘page, owes much to the regularity of its column widths (44). Columns can
be added or removed by resizing the window, but the width remains con-
stant throughout. Note how the thythm is disrupted when the widths of the
columns are reduced to the minimum required to display the labels at each
level ofthe hierarchy (45). The irrelevant variation in column widths merely
introduces visual noise and distracting apparent motion as the hierarchy is
traversed, so the minor reduction in screen space is hardly justified.
45: Racing cur ws tothe miner needed to capay he widest
‘tar mey soem kee od doe, but the regu’ path tat reautsis vay
‘Ssoting. Th impact onthe readabity ofthe resuitag dssiay more an
sts te mio: savingsin tre ol Sree es estat tet ese
‘Begence and SimplicityCortauty'snot nly th uninterunte eps rom
‘nm onto anatnar but tals the cea force
‘hat hls a dere comacs'ion peter
Donis A. Dondia
[A Primor of Veal Literacy
Establishing a pattern simplifies the design by moving the viewer's experi- Summary:
ence to a higher level of abstraction, Thus, a series of black and white rect- Regularization
angles becomes a “checkerboard” when suitably arranged, Design elements
‘must be regularized on many levels simultaneously to produce this effect.
Some generally useful strategies include:
1 Use regular geometric forms, simplified contours, and muted colors
wherever possible.
2 If multiple similar forms are required, make them identical, if
possible, in size, shape, color, texture, lineweight, orientation,
alignment, of spacing,
3 Limit variation in typography to a few sizes from one or two.
families.
4 To reap the benefits of regularity, make sure critical elements
intended to stand out in the display are not regularized.
Any irregulacity will be interpreted as significant by the user, who will cheer-
fully ascribe to it a meaning even where none was intended. By regularizing
non-critical design elements throughout the work, you will be able to attract
the user's attention reliably by introducing an obvious irregularity whenever
you do wish to make a distinction.
Grogince and Simoicty 45Combining Elements for
Maximum Leverage
‘48: The ubiquitous cape anives ts mara of smplty by caming te tensioning snd
‘g2spng uncionsreeced by any clppng ave within # sing wire wemant. The Nowepan
veto earn Vleet wath tho ign deslgn in 1858.
‘The most challenging means of simplification involves finding points of
leverage at which design elements play multiple roles. When one part does
the work of two, the elegance of the solution is always enhanced. The hum
ble paper clip (46) shows that elegant design is not limited to expensive lux-
ury items. The effectiveness ofthis familiar commodity is not compromised
by its incredible simplicity. The clip combines the tensioning and grasping
functions needed by any clipping device in a single strand of carefully
stressed wire. Though we rarely pause to appreciate this elegant solution (an
unfortunate consequence of effective design is that it tends to “disappear” as
use of the product becomes transparent, its grace is hardly diminished by its
ubiquitous presence and utilitarian role
v. \
S
«47: Indi dosgn elements play maple n thas entity mare or the Ob
Deperomont of Eaucston ~Offee of Sex Eauty and he oa mages fost service
egince an SinpiyEffective design is visually efficient. Both of the identity marks in Figure 47
incorporate multi-functioning visual elements. The rectangular element in
the symbol for the Office of Sex Equity (47-a), for example, forms part of
‘the “E” in equity while forming the square that serves as counterpoint to the
circular element in the underlying “different but equal” theme. In the second
example (47-b), the vertical stroke of the “F” (for Floral Images) curves
‘organically through a transitional flourish to double as the stem of the
mark's bird-of-paradise flower,
Leverage is particularly important in user interface design, where screen real
estate (the amount of display space available to the application) isa precious.
‘commodity that’s always in short supply. Successful designs use leverage
extensively to simplify standard elements that recur throughout the environ-
‘ment. One of the best examples is a Gut window's tile bar (48), which pro-
vides not only a place for labeling the window, but also an area for locating
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rain a window hese which t once label atag wa, ond a pace win
rt window mangemant carvas Th ines sta to hehight the See window
Tevrage by toring eappaity even ab tay neroase te windows prominence
‘window management controls, indicating when the window is active, and
allowing the user to drag the window to a new location. Similarly, a scroll
bar provides not only a handle with which to scroll the window content, but
also an indication of the current location in the document and (in some
Guts) the portion of the document that is currently visible (44, 48).
Leverage is difficult o achieve because it requires insight into the users task
domain. When it becomes apparent that two controls or displays are almost
perfectly coordinated (or perfectly complimentary) the designer can use the
same mechanism to support them both. A clever example ofthis technique is
seen in WordPerfect Office (49). Instead of adding an extra message line to
Eagance ndSemplety 715 Busnes
Boncead
148: Leverage in a ut rosotation soften ade posible when two aspocs of th user atk
‘remutualy exclusive nis window tem WNedPerect Office the window Hels eplaced with
= Sting deserting th corer fneton ae the veer browses Praugh 8 menu
ceach window, the design re-uses the window's tite bar to display help infor-
‘mation while browsing items in the menu. Because users necessarily choose
the correct window before they begin looking for the menu command, they
are unlikely t0 need the contextual information provided by the title while
navigating the menu system (which is the only time the help display is used).
Effective design utilizes every component to is fullest. While every GUI eon-
trol requires some form of label, each control doesn’t necessarily require a
label all its own. Indeed, identification ean often be provided by context.
‘When controls have different logical priorities, labeling items uniformly
across levels (50-a), obscures the relationship. Combining labeling functions
allows the logical relation of the subordinate parameters to be conveyed by
‘ Stheir position and “indentation” while making it clear that the higher level
labels to apply to the subordinates as well (50-b). The consolidation of iret
evant detail makes the important information immediately apparent.
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Achieving maximum leverage for each element in your design requires a Summary:
‘thorough understanding of both the communication problem at hand and Leverage
the design elements at your disposal. As a design nears completion, it should,
be systematically examined to determine if any unneeded redundancy
1. Review the functional role played by each element in the design.
(This information should be a natural product of the reduction
phase.)
2 Look for situations where multiple elements are filling (or partially
filling) the same role,
3 Question whether an elements role could be filled as well by an
adjacent component, possibly after minor modifications
4 Combine redundant elements into a single, simpler unit or replace
the lot with a common higher-level idiom from the target
‘environment designed to address the situation.
‘Maximum leverage is not desirable in every design. Particularly in user inter-
face applications too much leverage can cause problems if it introduces
complex mappings that must be remembered by the user. The classic exam-
ple is the digital watch whose multiple functions and modes of operation are
accessed through a pair of tiny buttons. The difficulty of remembering which
buttons to press (and how many times!) quickly ourweighs the aesthetic
advantages ofthe economical design. When leverage can be used to reduce
the complexity of the interface, however it enhances both the usability and
the aesthetics of the product.
FepancearaSingiey 9Scale, Contrast, 3
and Proportion
Inlermation consis of frances thar make a aterece
Edward Tufte
Envisioning Information
The subtle interelaionship of scale, contrast, and proportion ean be seen in
every harmonious design. The effectiveness of a clear composition always
depends at last as much (often more) on the relationships among the parts
as it does on the parts themselves. These relationships, which emerge at the
tlobal level of the display, mast nevertheless be manipulated locally, by mod-
ifving the attributes ofthe displays component pars. Unforeunately his is
one of the mos difficult problems in visual design ~and the one that requires
the most practice to develop. Altering even a single ateibute of one part in a
complex composition ean have a significant impact on the balance, the unity,
and ultimately the harmony of the whole. When a single clement is too large
or too small, t00 light or too dark, foo prominent or indistinct, the entice
design suffers. Ths section describes ways in which relationships between
‘elements can be manipulated to produce the desired global eect.
Scale describes the relative size or magnitude of a given design element in
relation to other design elements and the composition as a whole. Grillo
(1960) describes scale as, “the feeling of a design fitting its space and its sur-
roundings.” Scale is never meaningful in an absolute sense ~ if nothing else,
itis defined in relation to the human viewer. Achieving the right balance
between point and counterpoint, between pattern and focus, between figure
and ground, depends on careful manipulation of the graphical qualities of
ceach element in the display. The magnitude of the differences required to
«establish this balance are governed by the principles of contrast.
Sele Contrast snd Proporton2
Contrast results from noticeable differences along a common visual dimen-
sion that can be observed between elements in a composition. Contrast pro-
vides the basis for visual distinctions, which are the building blocks of
meaning in a visual message. The dimensions along which visual contrasts
can be drawn include shape, size, color, texture, postion, orientation, and
movement. Effective visual design consist of selecting -for each part and
for the whole composition ~ the visual treatment that most effectively real-
izes the communication goal. Visual design, however, is lifeless when its only
concern is for communication efficiency. Scale and contrast must be modu
lated to produce the right balance between interesting visual dynamics and
pleasing, harmonious proportions.
Proportion, described by Grillo (1960)as, “a rapport between two dimen-
sions,” deals in ratios rather than fixed sizes. It determines the balance and
harmony of the relation between elements. Proportion is the metric that
‘Buides the choice of scales in a contrast relationship. Classical systems of
proportion codify relationships known to please the mind as wel asthe eye.
In practice most designers manipulate proportion on the basis of a highly
developed perceptual sensitivity acquired through years of experience, rather
than through mechanical techniques, but classical systems such as the
Golden Rectangle are the inevitable starting point. Regardless of its source,
the effective use of scale, contrast and proportion confers many benefits:
Differentiation, Contrast is essential for differentiating elements from one
another ~ for allowing form to emerge from the void. We see Cassandre's
steamship (51-2) first, for example, asa large rectangular form emerging
from the lighter background. Similarly, the hands in Armin Hofimann’s the
ater poster (S1-b) depend on high-contrast contours to differentiate them
from the dark background. Their size, weight, and organic form help to fur-
ther distinguish them fom the hard-edged typographic message.
Emphasis. Scale and contrast can be used to emphasize important elements
ot areas in the composition. In Cassandre’s poste, the framing of the minus-
cle tugboat within the dark mass of the ocean liner emphasizes both the
smaliness of the tug and the colossal scale of the liner. The name of the ocean
liner (*L' Atlantique”) is emphasized by contrasting its size and value with
those ofthe other typographic elements to make it the most prominent piece
‘of text in the display despite its location at the bottom ofthe poster In the
‘Hofmann poster, the high-contrast photography highlighting the contours of
Sele, Conrast and Praportoncontrasts to rst flat The poster's nage must be suficenty
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the fingers and hands adds emphasis to their evocative gestures ~ the orienta-
ton of the fingers is more apparent as background detail is removed ~ and
provides a heightened sensation of movement throughout the composition,
Activity. Scale and contrast move the viewer's eye through the composition
ina predictable sequence that can be used to support a particular commun
cation goal. Note how the eye is drawn almost involuntarily to the tugboat
in the Cassandre poster, despite its small size. This tendency is reinforced by
the careful merging of the smoke trails from each vessel. The medium value
smoke contrasts with both the dark hull and the light sky to provide a prom:
inent path leading the eve from smaller to larger vessel and back again,
Interest. Scale and contrast add visual interest to a composition by juxta
posing elements with strongly opposed visual qualities to create tension,
ddrama, and excitement. In the Hofmann poster the contrast in orientation
and gesture of the five hands projects a strong sense of theatrical movement
and emotional involvement that draws the viewer in to the point where the
poster’s message can be delivered. Delivering the message effectively depends
(on appropriate use of visual language, which we now review brieflyBackground:
Visual Variables
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Effective design respects the capabilities and limitations of visual language,
which, at its most basic level, concerns the primitive visual distinctions that
are available in human vision. Visual contrasts must be established by
‘manipulating the perceptual qualities (52) of size, value, hue (not shown),
orientation, texture, shape, and position. These characteristics are described
by Bertin (1983) asthe retinal variables, because they are perceived immedi-
ately and effortlessly “above” the picture plane and across the entire visual
field, This automatic perceptual characteristic makes the visual variables the
fundamental units of visual communication. inthe hands ofa skilled visual
designer, they can be manipulated to structure and enhance the experience of
a composition, package, environment, or user interface.
Bertin (1983, 1989) provides a comprehensive survey ofthe visual variables
and the rules governing their effective use. All of the material in this chapter
depends critically on these phenomena, so we will review them briefly. The
information to be represented in a visual display is characterized by the
number of dimensions (i. che things being measured), their length ([Link]
‘number of possible values on each dimension), andthe scale of measurement
(¢., nominal, ordered, quantitative) for each dimension. The nominal scale
supports two kinds of reading, so Bertn’s taxonomy considers four styles of
perception: associative, selective, ordered, and quantitative. The visual vari
ables differ greatly in their suitability for the four types of analysis. Learning
to use them correctly is essential ro effective visual communication.
‘Scale, Contrast, and ProoortionIn using a nominal scale, the user is concerned only with categorizing or dif-
ferentiating (nomin = name) the chings being observed. In associative percep
tion, the viewer ignores variation on one visual dimension in reading the
remainder of the display. A visual variable is considered associative if it does
not affect the visibility of other dimensions in the elements to which it is
applied. We can recognize the hue of an object, for example, regardless of its
orientation. Conversely, a visual dimension is dissociative if visibility is sig-
nificantly reduced for some values along that coding dimension. It can be
diffculr, for example, to determine the hue of a very small dot or thin line.
Al visual variables excepr size and value are associative ~ they can be “over
looked” when necessary. Size and value are dissociative because they domi-
nate perception and disrupt the processing of other correlated dimensions.
In selective perception, the viewer attempts to isolate al instances of a given
category and perceptually groups them into a single image. The task is to
‘ignore everything but the target value on the dimension of interest ~to see at
aaglance where all the targets are within the display. A visual variable is
selective only if the grouping is immediate and effortless. All of the visual
variables except shape are selective (orientation is selective when represented
by points or lines, but not when represented by area). The fact that shapes
‘must be identified individually under focused attention while other visual
variables can be perceived across the entire visual field explains why a graph
is more effective than a table for certain communication tasks.
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Saale, Contrast ona ProportionIn ordered perception, the viewer must determine the relative ordering of
values along a perceptual dimension. Given any two visual elements, a natu-
ral ordering must be clearly apparent so that the element representing
“more” of the corresponding quality is immediately obvious. When a vat
able is ordered, there is no need to consulta key to determine the ranking of
the various levels. Position, size and value are ordered in human perception:
rankings based on these qualities are immediately obvious and readily
apprehended. Texture is also ordered to the extent that value covaries with
the granularity of the texture.
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ranged objectively rom gastet ic eaten oct ary ns vl, posson a} Oy Se
a poston however, pesmi obetwejudgnent of how much rete the SHaronce i
In quantitative perception, the viewer must determine the amount of differ
ence between two ordered values. When a variable is quantitative, the user
‘does not need to refer to an index oF key to determine how much more of a
‘quantity is represented by a given mark. The relative magnitudes mast be
immediately apparent, The viewer can immediately see, for example, that
‘one line is twice as long or half as wide as another. Only position and size
are quantitative: they permit accurate approximation of the true ratio from
the observed visual differences.
The visual variables also differ substantially in cheir length, o the number of|
disceribly different measurement levels each ean support. Shape is the
“Longest” visual variable. We can recognize an almost infinite varity of dif
ferent values along this dimension (ie. recognizably different shapes), mak-
ing i particularly well-suited fr identification (“what is the thing
located bere?) Postion in ewo-dimensional space also supports an infinite
‘number of values in theory, but in practice the limits of display size and res-
‘Sele, Cones nd Proportion‘lution normally constrain its effective length. Because even stall relative
Jifferences are easily discriminable, however, position nevertheless supports
‘more fine-grained variation than any other variable.
Orientation is the “shortest” dimension, with frequent visual confusions
arising if more than four levels are attempted. The other dimensions fall
somewhere in between. Value and texture support fewer than ten levels; size
and color can support a few more, depending on the communication task.
Bertin’ findings are based largely on experience, but they are supported by
experimental research on pre-attentve processing in vision by Treisman
(1984, etc.) and on graphical perception by Cleveland, etal. (1983, 1984),
In addition, two excellent surveys have been produced by Tufte (1989,
1991), A command of these principles is essential for the design of effective
information displays, to which we now return.
Principles
Scale, contrast, and proportion are powerful tools in the hands of an experi-
enced designer. If proportion sets the rhythm of the display, then the scale of
its components determines its forcefulness and their contrasts determines its
excitability. These powerful elements must be used with care, particularly in
user interface design, where the goal is rarely to shock, to arrest, oF £0 per
suade. Contrasts must be clear enough to convey the intended distinctions,
yet subtle enough to produce a harmonious relation between the elements in
the display, The dominant contrasts must be strong enough to produce an
effective dynamic within the display, yet sufficiently restrained to permit the
viewer to remain in control of the experience.
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Contrast like any other aspect of design, is effective only when itis clearly
intentional rather than random or accidental. Clarity of intent ensures that
contrasts can be easily perceived and that values can be clearly equated or
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In contrast ro these classical composition systems, which evolved over hun
dreds of years and embodied the craftsman’ respect for the integrity of the
sacred artifact, today’s windows and dialogs are ad hoc and highly arbitrary,
seemingly thrown together with litle thought or consideration for the rela
tion of one element to another, or of anything to the whole (65). This is
beginning to change, however, as design firms increase their involvement
with large scale, multimedia information systems (66), and asthe focus of
GUI software moves increasingly beyond the realm of graphical editing tools
to the much broader world of content delivery and presentation.
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Elements in contrast exert an influence on each other that exaggerates their
contrasting qualities, Posters depend heavily on the resulting compositional
dynamics to draw the viewer's attention tothe focal point of the message.
Herbert Matter’s travel posters (67-a) exhibit strong contrast berween fore
ground and background elements. The ewisting mountain road contrasts
ctfctively with the foreground close-up of the roadway surface as wel as
withthe monumetal Alps in the distant background. In similar fashion,
Josef Miller-Brockmann’s concert postr (67-b)caprures the dynamic ten-
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Sle, Contrast and Propostonsion apparent in the music of these 20th Century composers with the drama
of its strongly contrasting thick and thin forms and its disquieting diagonal
orientation, Contrasts such as these provide visual interest, especially when
familiar elements are presented in unexpected ways. Giulio Cittato’s super-
«graphic building sign (68) is an example of the excitement that can be cre-
ated by juxtaposing familiar objects at unusual scales. Such monumental
signs may be inappropriate in some circumstances, but when used to support
an important communication goal, their effects can be powerful indeed.
Graphical user interfaces can exploit the activity generated by effective con-
«rasts to help users maintain orientation and context, In the graded, three-
level input focus feedback provided by NeXTStep windows (69), for exam-
ple, the black header of the active window is easily distinguishable from the
lighter headers ofthe inactive windows. When a pop-up window receives the
input focus, the window header of is parent lightens to a medium gray that
contrasts with both the black header of the key window and the lighter gray
(88: The usa, mut-evel put focus feedback in NeXTStn uses const in vai to recy ica
Shen window ie nve,aswhon a scondan window bosomes stench pst wow tis
vcated with Gecaise vee an ores mansion the mappings bth rata ans OvONS,
of the inactive windows. Because value is dissociative (Bertin, 1983), the per-
ceptual dynamics of this coding scheme are affected by the medium gray of,
the sereen background and the white of window data panes, both of which
ccan act to disrupt the code in certain window arrangements. When the user's
attention is focused on the window headers, however, the naturally ordered
perceptual scale allows the gradation from light to dark to map naturally to
the semantic relationships among windows.
Sala, Contat and PrpertenRestraint
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Contrasts should be strong, but few in number. When too many contrasts
are drawn, when too many scales are applied within the same design, when
too many proportional relationships are established among elements, the
resulting chaos makes effective communication impossible. The most suc-
cessful designs rely on a few basic contrasts to establish order and visual
identity within the work. The elegant Japanese Shoji screen (70), for exam-
ple, employs only a few different modules in the thickness of its structural
‘components and the widths of its paper panels. The regularity produced by
climinating all other variation makes the critical proportions more apparent
and enhances the transparency of the screen as a whole.
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‘Contrast is always most effective when limited to one ora few dimensions.
Note how the visual impression of a bunch of grapes can be captured by
varying only the spacing between grapes (71-a)-There is no internal detail
and practically no variation in size. Effective visual identity progeams are
often based on simple repetition based on translations ofthe same basic
forms. The identity marks for Tactics cosmetics (71-b) and Sun Mierosys-
tems, Inc. (71-c} both rely exclusively onthe selective rotation of elements in
2 regular pattern. Eliminating distracting contrasts on other visual dimen-
sions makes the movement and articulation of the basic forms more appar
cnt, When the user can see how the configuration is constructed, the surprise
of an unexpected approach adds visual interest tothe resulting display.
Effective visual design uses the compositional dynamics produced by effec-
tive use of contrat to enhance communication, not simply to add variety oF
interest. Contrasts are conscious, few, and never overwhelming, Gratuitous
graphical embellishment are never added as decorative afterthoughts or used
simply because the technology is available. The small red triangle in the
form above (72), for example, is designed to draw the users attention to a
critical area not simply to entertain, The subtle background texture created
through the use of a consistent gray tone forthe questions and even the
check boxes ensues that the suitably emphasized titles will “pop” visually
Seale, Conrast ena Prosaren 6?©
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7: Resvaines visual osngin those images from Aldus nora focuses atantion on te es
Irsctantterences and ows the alignment cvs fo be pected ave esiy and sce
from the display and become immediately apparent to the user. This princi
ple has been understood by cartographer for years. The predominance of
‘muted, unsarurated colors inthe large background areas of a well-designed
‘map provides the setting needed for the striking prominence of small satu-
‘ated color elements used to identify important landmarks and other points
of interest (Tufte, 1990).
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‘The same principles apply to the visual codes used throughout GUt applice-
tions and environments. The diagrams in Figure 73, for example, represent
various options for aligning and distributing graphical elements ina drawing
program. By limiting contrast in the elements being aligned, the relationship
between elements (or more accurately, between the elements and the line
that indicates their alignment point) becomes cleat. (Compare these exam-
piles with those in Figure 29-c, where the much greater variation in shape,
size, and orientation of the sign elements makes the “reading” of the rela-
tionship far more dificult.) The same technique is used in the icons from the
Zine Intepface Library (74), By abstracting away non-critical detail elements
(text becomes lines, etc) instead of faithfully rendering every pixel, the icon-
set helps users focus on the critical differences between images (such as the
various field-specific punctuation characters) In each case, limiting contrasts
to those needed specifically co communicate the information of interest
‘works to enhance selective perception and thus simplify the task of extract-
ing meaningful information from the display.
Seale, Contrast ana ProsrtonCommon Errors
‘Common errors involving scale, contrast, or proportion typically involve
contrasts that are too sharp oF not sharp enough, or figures that relate
poorly to their ground. Some specific examples include:
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78: insufficient contrast. The effects of tion can be called out to help guide the eve
teomuch andoa itis contrast are surris- through the layout when the typagraphie
ingly smiar. Both make laments cffiult_unitorrsty is this dominant. Sometimes
te dstinguish resutng in an undirected contrasts must be exaggereted beyond
Uniformity atthe one extreme and utter “realistic” levels in ord to have the e-
chaos atthe other. Lack of typographic sted effect hI these folder icons, the
contrasts a problem n many esy Mac- upper image is mare physical accurate,
intosh dislog boxes, Mostreiod exclusive: buttheimpression ereatesis weaker due
lyon the Chicago font, which made it to inadequate contrast between folder
Oitficut to vsualyestinguish labels trom height and ta height, The lower examcle
values and subsidiary labels - both within exaggerates tha tab to move strongly cor
‘and across controls. Note the homoge- vey ts identity as a folder. in essence, the
neous “wallpaper” eect thet effectively Gut depends on caricatures ofthe objects
‘masts the intemal structure of this dialog being reprsonted, so tis approach is per
box from Aldus Freehand fa). The word fecty appropriate,
“ign” appears in four diferent places,
‘with three siferent meanings, but wth no
typographic coding to help underscore the
distinctions. Very ite structural informa
‘Scale. Contrast, and Proportion”
@ Ascending
Obescending
76: Excessive contrast. The excessive
‘ypoarephic convast seen in these aaiogs
from the Kudo Image Browser i also @
problem. This dialog box contains no less
than fve diferent ype sizes in three dit-
ferent fonts. Note the apparent ack of 0
son behind many of the typographic
Cecisions ~ why is th Chicago font used
inside the “content ares” of ane clog
but nt the other), why does ane win
‘dow (o) contain a bution wth alight sans
sori labo, why da the tw dialogs use
‘iterent fonts to label their bounding box:
‘957 To make matters wore the fonts are
similar, but not visual compatle, A ca
Ginol le of typographic design i that
fonts rar aitfcent families in the eame
‘Seale, Conrast and Proportion
style of face (eg, serif or sans seri)
should not be mixed under any ecu:
stances. Finaly the fonts are used incor
‘ect, since in one window (a, the loss
‘prominent ypatace serves a @ higher lev
be! forts more prominently abel in
‘Chicego) subordinate control, Gaish color
schemes are another familar example of
‘the same problem. In both cases, somany
contrasts ae being drawn that rone of
them can emerge and contrioute to the
‘organization ofthe display.@ File Edit view Fonts
Amber »
Blue »
Avant Garde Conery Yellow D
Bodors Green
Bookman Grey »
Chicago Mustord »
Courier orange
Futura ‘fchre »
Monaco »
New Century Schoolbook Red
New York sand
EyuBoa violet
Zapf Chancerg
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7: Visual interference. Contast an one textithinwich to splay subte variation
visual mension often disrunts the ro- in color and font. Perception fs dominated
cessing af visual informaton on other d+ by both the background and the surround:
‘mensions. Ths isthe phenomenon ing elements, and the smal sie and it
termed oissocative porceotion by Bertin ed scope ofthe label aely provides an
11975} One common example is seen adequate preview in ny case. The resultis
\snen font names are Geplayedin air c- almostalwaye a viualy disorienting ds
‘ual fonts a or color names in their actual play that makes processing al ofthe infor-
colors fbr, Aside rom the fact that some mation move etic.
‘values (such asthe current background
Color and any Symibal or Dingbat fonts),
are inherectt pathological, this wellinten-
tioned coding is rarely Sufiien to identity
‘he target. The thi, inar elements of
‘clabals provide a very poor con
“coals Commact ond Prenortion
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Spatial tension. Because screen resh
lest is always ata premium, the ternata-
‘ion fo consume as litle space as pessioe
for each window ie often overhaiming,
‘Spatial tension occurs when contrls (or
Contos and woe's are placed 10 cosely
tone another. I's hard to magine a bet-
ter example of his problem than the ex
‘wemely tight even overapaing, spacing
betwen labels and contros in the Macin-
tosh System 6 Print Monitor i. Tension
also arises whan figural elements are 100
large to fit comfortabiy in the avaisbie
10und, as in the various arrow controls
Above (bln each case, the arrows ox
tend 00 close tothe border, and the unity
ofthe sign sutfers asa result. Misery win
‘dows era thar contents and make un
‘Seale, Conta, and rosortion
necessarily ficult to extract information
by fang to prowde an adequate ground
Upon which an appropriate gba! figure
can be formad. The Preferences cslog
shove (cl exnibits this problem wel 3s.
intererence between its closely soace0
controls. Note the contention between the
boundanes ofthe stacked textfilds 93
‘wells the tension created by the very
narrow gaps atthe top and bottom of the
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178: Overextension. Aess common, but window. Unless an extravagant — even ar-
sbllsarouspratlemarises whenwindows — tistic- effects intended, the action of
{ar8 too lage forthe information they con- this much space in the margins and be
tain, Usualythisoceursaecause the seme tween controls both wasteful and vsus-
window's Being used to display mutiple iy discomfortng. The extra space does
chunks ofinformation one chunkat atime, ite except obscure contextual informa
as inthe orginal Genera contro panel). tion thet might otherwise be proved by
\When the chunks vary widely in siza, tho restof the aislay. In ths exarale tO)
some afe bound tobe too smal to te- a ansiant tested can appear inthe gap
grate etectvely withthe space in which below te frst sroling Ist, but ts used
‘hey re disolayed. The problem can usual- fa too rarely to justly the wasteful lyout.
Iy be addressed by reorganiang the infor
‘ration to reduce the variably betwoen
‘groups. Other prablems with overexten-
Sion involve poor use of space within the
Seale Contrast end Propertion
ogHae i.
ae
‘20: Awkward cimensions. Exremely place. Windows or controls that are aispro-
large or small windows (a) relate poory to portonately tal or wide (b) can produce
the sorsen or window context within _simiely awkward resus. Dialog boxes
hich they appear. Aside fom the obvi designed to handle very tong message
{us functonslarobiem of obscuring the stings often introduce this problem. Th
testof the dsalay, very large windows ate mote general awkwardness a “incorrect”
visually iscomforting because they a proportions is aso seen frequently when
‘most fout not quite fil the cispsy. They fami objects that cfer widely in scale
‘20 tend tobe visualy disorienting, see and proportion ae forced inte a commen
‘they obscure most, f nt al ofthe win- display unit, 98 n the e350 of the widget
{dow from which they were invoked. Vary icons used in many Gut development env
‘small windows that are simlary unsuited ronmects,
to the contextin which thay apoea” can be
‘equaly troublesome, They are easy to
“mispiace™ during the norm course of
window management and in busy dis-
play, may never be noticed inthe fst
74 Seale, Conrast and FropocionVisual amtiguty, ike val ambiguity, cbseues nat ony
urposetly uncaa hey shou mamense o canvas, tact oF
‘Arima of Vial Literacy
Techniques
Scale, contrast, and proportion are among the most subtle aspects of design.
The populacity of classical systems of proportion reflects both the difficulty
ofthese problems and the desice for foolproof mechanical solutions. Theee
simple techniques, while falling short of an automatic solution, ae relevant
‘to most interface design problems:
‘Establishing Perceptual Layers
‘*Sharpening Visual Distinctions
‘Integrating Figure and Ground
Mastery of these techniques requires extensive practice, but the underlying
Principles are not difficult. The ability to perfectly balance the interplay of
scale and contrast comes only with experience. The boundaries of insuffi
ciency and excess, however, are easier to define, and itis here that we begin.
(One trick that is especially helpful in al ofthe following techniques (and
‘many in the subsequent chapters as well) can be described as the squint test.
‘The squint test can be used to simulate the early visual processes that form
the basis for perceptual organization and any coding effects operating across
the entire display. To apply the technique, simply close one eye completely
and “squine” the other eye to reduce the light and disrupt the focus. Looking
atthe entire display, try to identify the features of interest using only that
eye. Lean back from the work, if necessary, to make it easier for your eye
take in the entire composition. Anything not readily apparent to the squint.
ing eye i will not be apparent “at a glance” in the finished display.
“cca, Comumet arch Promarvion
Layering
Sharpening
Integration
‘The Squint Tostfted reve ne densi om dominting entre (See aso Clr Pate 8).
Establishing Scale and contrast can be used to divide the display into a few distinct
Porcoptual Layers regions or layers that are processed selectively or in a predictable sequence
‘Maps for aeronautical navigation (81) replace most ground detail with addi
‘ional information relevant to the pilot. Because flght-related and geograph-
ical information are often spatially contiguous, an effective layering scheme
is essential. Contrasting color, value, and texture are used to segregate Be0-
‘graphical from flight-related information. This allows the most important
features (airports, radio beacons, altitudes, et.) to emerge clearly from the
Focus
munication-oriented visual design. The central element of any successful Flexibility
program isthe gid, which provides a unifying framework for the diverse Consistent Application
elements of the system. This framework must exhibit a focus that is natural
for the information being conveyed while retaining the flexibility needed to
eal with a varity of communication problems. The need to reinforce the
program through consistent application of the framework must be balanced
against the need to make conscious exceptions in dealing with unanticipated
material.
o
=z
cc
x
140: Tale coo sgnageamptoys stand vu anguage combining textual and graohic
rotatons, Because the sgn a0 used fay constr troughout a ain’ roadways et
‘neansge Desome Sarat agance: ta the experenceé aver.Focus
147: Aviso osu onthe unt causes sxpsreta
bot paste ana negatve soacein fis concen
pottery Jose! Miler Stockman
[Any successful program should have a clear focus on one or a small number
‘of modular units that reveal the underlying spatial logic of the program. In
this exquisitely-structured concert poster by Josef Miller-Brockmann (147),
the square embodies the basic unit of composition. Virtually every layout
decision can be traced back to the size and position ofthe squares in the
central vertical column. Major spatial divisions are multiples of one, one
half, or one-fourth of the unit embodied in the basic square. The resulting
display ensures that each element is tightly integrated with the emergent
‘whole while retaining the playful sense of randomness and freedom needed
to characterize the music it promotes.
"The same crisp focus on a central module is seen in the Japanese tatarni
meaning, “grid”) mat system. The tatami system uses a dynamic symmetry
based on the double square (148) to produce a space with clearly defined
subdivisions upon which the traditional tea ceremony is based. The module
"sed in the tatami system is based on an appropriately human-centered scale
to bring important points on the “grid” within easy reach. By using the
same grid to structure the dimensions ofthe tea room itself, the tatami sys-
tem allows the common focus to unify the person, space, and actions.148 Th han scale 5x8) fhe aa
‘hat gavin bth te actone ot partons
A clear focus enhances the readability ofa display by introducing a ehythm
and regularity chat makes make the structure predictable and explicit. These
qualities simplify the movement of visual attention across the display by
allowing the viewer to unconsciously estimate the distance between resting
points and to skip over uninteresting portions when necessary. In this sense,
the well-focused progeam functions very much like a spatial map of the
information domain, Musical scores (149) provide one of the finest exam-
ples ofthis characteristic. Despite their flexibility and occasional complexity,
they must communicate clearly and concisely to allow the musician to effec-
tively divide attention between instrument and music.
149: 4 can focus on a wellchaean mode reduce 9 sual yt tha asses he oye
vhs pataming eae Acer unaaring unt alco allows an mage obo read as 2 spats)
‘rap representing tereorlosnisteal phenomena
Mode and Progam 139“0
au
stabi [GREETS] son
rewsen Sau [aaa [a
srousings | | Paseo seoe Tis.)
i | sre
= eesty| [ETE] = is
~Lengthi [7TH] characters.
1150: The focus ona key dimension nthe design of wipe set allows a sive,
parameteczed ia sytem to Be wrod trousren the OH ods. Bosse each
tages suctred nteltan to he beeine oe fypegraanc lee, he wpe cn
bo try combines wth unorn seca na sana gs
[A well-defined focus is essential in the graphical user interface as well. Indi-
vidual applications and even layouts within an application will inevitably
define their own higher-level seeuctute, but important structuring devices
are established most effectively at lower levels. A GUI standard, and ideally
the user interface toolkits that support it, should provide mechanisms that
make the systematic sizing and positioning of user interface elements the
path of least resistance for the developer.
In the OPEN LOOK Gut, for example, elements are scaled and positioned
according to a module based on one of four standard font sizes. Because the
user interface elements are designed around an common module (the font
size) and specify a common reference point (typographic baseline), a simple
set of layout rules defining the canonical property window layout yields su
prisingly credible results using only a single parameter. Designers position
clements relative to the layout grid shown in Figure 150, Controls fil the
window uniformly from top to bottom with the designer leaving one unit of
space between controls, two units between groups of controls, and no extra
space within controls spanning multiple rows.
‘Module and Program,Tre ince Patty an nar rnge of Aran Frutgars Univers typgracle rogram
at tone oft most usaf Tarts aver easton The rt Sait the nuboreg sytem estes
the weight al he oc, wlth secendineates btn fhe eet wd ana ant even numbers denote
‘icles oda nears conote erasing naow Roman faces wth" th norm mother
{ise From Typographic Design Form and Cammuneston, Cater, Day. an2 Maggs 65)
Flexibility in dealing with unanticipated situations isa hallmark of any sue-
«cessful design program. The best systems are consciously designed to encom-
pass boundary conditions, since this is where breakdowns most often occur.
Few systems provide a better example of this approach than Adrian Fruti-
‘er's Univers typographic family (151). The boldest and lightest faces push
the limits of legibility, and the remainder of the program is designed to uni
formly fil the space berween these two extremes. The individual faces shaze
aseender, descender, and character heights, allowing the varieties to be freely
intermixed and the broad selection of available weights allows the family to
represent almost any typographic contrast.
A similar flexibility is seen in the identity program created by Paul Rand for
the design studios of DEO (152). The individual elements can be presented in
a wide range of permutations while still retaining the connectivity that
"Ba Masta ye Men BSG gap
182: Th oni ott eoyam created by Pal Rand for Pont Assocatesrefactshe
este, exalrtary ayrame athe design proces tea nts ogra, the weiyng ert ot
"err in wien he clomants pea, bt ater, Ee rules tet Sove tek connect
“Mowlule and Progran
Floxibitity1188: These unusual rid designs by Kart Gerstner a and Josef Mile Brockmann
ndescoethe feta of gebaed design, The gis aol reficig the oveing
‘heme ot the rogram, nota svaghscket mo which ean new design must Do coors
‘nen the esurements ta prog exarge, the ed mur change a
defines the corporate identity. The flexible application is particularly appro-
priate in this program, since it emphasizes the wide range of capabilites and
creative focus of the company. The importance of flexibility, it should be
noted, does nor eliminate the need for focus: in fact, flexibility makes focus
even more important if the programmatic nature of the design is to be made
apparent.
based on ne gi in iu 163) shows te
‘orator of te neta stu fhe photographic slmnts wh the 9s
‘treed down by the gid Oaogn by Jost Muar Bockman
‘Module and ProgamLayout grids can provide flexibility as well. Karl Gerstner’s grid for the Swiss
magazine Capital (153-a) is complex but recognizable asthe internal struc-
ture i grasped. The grid provides fortwo, thee, fous, ive, oF six column
layouts, each defined by a series of squares that grow smaller as the number
of columns increases. The wide variety of layouts possible within such a flex-
ible system contrast sharply withthe closely synchronized advertisement
series (154) designed by Josef Miller Brockmann using a much more prob-
lem-specific grid (153-b). This example shows thar grids need not be
restricted to simple, regular constructions, and that they can be varied to suit
the unique requirements of the composition of the task domain.
Layout programs developed for Gut applications demand an additional
dimension of fiexibility in supporting dynamic layout. Since windows can
‘generally be resized by the uses, they must be able to recompute thei layout
ion demand. Most toolkits for the X window system, for example, support
some kind of higher-level geometry management system based on con-
straints satisfied continuously asthe window is resized (155). In this system,
the grid is defined relative to the current size of the window (expressed as a
percentage of its overall dimensions) rather than in absolute terms. While
the designer may choose to enforce @ minimum of maximum size for the
window, users are otherwise free to tailor its dimensions to address the
demands of the task.
188: Corstsint based tools permiting “onthe layout a windows ere ceszed bythe use
‘nur gna sstems vith te leit a support dynam contguationConsistent Application
1186: consistent you, tyograny, mapery, and cle characterize the exquste Dutch pet cu
tency designed by ROE, Oneras From to 820 a poston of te dovomination ota sry
tte porvats, hese ls exeroty te untyn doers tat fos be coe ot vey poga S0e
oor Pte 8 or actor wampes) Pans couresy of RC Pulstone, Ie, New York
For any design program to be effective it must be used consistently wherever
it appears to ensure that its programmatic aspects will become visually
apparent after even minimal exposure. The rich visual texture and extensive
use of color and layering in the Dutch paper currency (156) are central
aspects of the visual identity of cis widely recognized progeam. The rich,
coloefl designs play a functional as wel as an aesthetic role. The high end
materials and processes needed to reproduce the delicate engravings and pat
tered overlaysare intended to make counterfeiting difficult, if not imposst-
ble. In addition to is saturated colors and rich textures, the Dutch currency
157: .crpratecarty bncomes apparent only en the sul inguge senna ideny
‘with the modern corporation. The program becomes the public mage of the company.
(Module and Procramemploys a standard layout grid to produce a tight structural consistency
across denominations. Note the consistent size and position of the portrait,
denomination (both verbal and numeric}, and texture band in each note.
This visual consistency ries the bills rogether in a coherent system and is an
essential aid to users who frequently need to thumb quickly through a wad
of bills under poor viewing conditions
Corporate identity programs depend heavily on the consistent use of color,
imagery, and typogeaphy to establish a clear visual expression of the values,
culture, and image of the ethereal corporate entity. These programs pose
reat challenges for consistent application because of the bewildering variety
of objects that must receive the corporate mark (157-158). The program's
elements must be applicable with minimal alteration to objects of vastly dif-
ferent scales, ranging from monumental architectural signage and vehicular
graphics through product, packaging, and collateral, and on down to forms,
stationery, and business cards, Successful identity programs may exploit
nearly any visual characteristic, but the selected characteristic must hold up
across the full range of applications and it must be applied consistently in
ceach of these contexts
Interface applications for programmatic design have requirements that are
surprisingly similar to the corporate or product identity program. The famil
iar “look and feel” of standard Gut environments such as the Macintosh
Desktop or Microsoft Windows helps users know what to expect when a
new dialog box appears. The consistent appearance, placement, and mean-
ing of important visual cues make i easier for users to interpret and respond
to new situations as they arse. Like the harried consumer thumbing quickly
1158: neon tothe pedir manvctzed by he cororaton, a sorperaeaentiy rogrm
cross ho pysical ar, equprant, ito cola nator «wise vaely
veto an ols ters, eh wth ts own spac aeaie and material requ6
| cover Page
Paper Source: @ Paper Cassette © Manual Feed
1189; The stances Prin aig used consent by vtuly al Macioeh apleatons
{resting common part of reference even fr elavelymexparncos vers
through a stack of bills, users often scan quickly through the dialog boxes
in a GUt application, searching for a command or control whose location
they have forgotten. Visual and steuctural consistency across windows,
menus, and dialog boxes is as important in this context as in che paper
currency described above.
‘A coherent layout program extending across applications (159, 160) per-
mits the user to momentarily “ignore” familiar areas such as the response
buttons and dialog title and concentrate on the areas containing the relevant
information, When a portion of a dialog box’s functionality is shared
throughout the environment, its consistent presentation allows users to
insanely recognize the common functionality and use tor ignore it as nec-
essary. The template for the basic Laser Writer dialog (159), for example is
Incorporated as a unit by most vendors, even when the vendor adds signifi-
cant application-specifc functionality of their own (160). The global consis
tency that results enhances the transferor learning across applications and
helps users work more efficiently:
ge: NOC First Page Cast Page
Paper Source: @ Paper Cassette CManual Feed
int Selected Area Only Encosing:
{Glerint setectea thonnet Oniy ‘asc
Clrrint using Cotor Postscrint on
Cearrect ror Printing Colors
160: Fr apaicason-spects extensions tothe basic Pt Hector, progerng the
layout an unctonaty of te stand dag tan grove fara an forte ey
‘ctenaiy
od and ProgrCommon Errors
Programmatic design applies within as well as across windows at both the
application and system sofeware levels. Failure to establish a coherent design
statement at each of these levels is all coo common,
161: Arbirary component postions. By
{ar the most common shortomring in the
ayout of exstng Gul apoiations isthe
naphazard placerant of contels and un-
systematic vaianan in corto sizes. The
rent goneravan of Gu took, again,
atleast partially responsible. Since the de-
‘ult bouton width in mosttookksis based
‘rectly on the length ofthe button label
the sizes of he buttons ae oer no more
closely related than the lenaths ofthe lx
bels. The policy is especally disruptive
when the buttons are stacked vertically,
‘raking the length ¢soarity particulary ap-
parental. While this approach may con
serve. small amountof screen realestate
1 extension ofthe texted into
space “barrewea" from the Prt button)
the savings are minor and hardy justity the
isorganizaton that results. The mislead
ing "inforration® provided by the vaiaton
button lengths has po relation tothe us-
les task, Its simply an artifact of the la
bale chosen, Similar distractions are
‘created by components whose sizes are
aimost but not auite-idonticaland which
Droduce the soc of "near alignments” de-
Serbed in the preceding chaptor(). The
tight spacing ofthe conta in these pal
l’ttes makes the near total lace of aig
ment painfully cbvious. Effective program
‘atic design establishes positions for
tach element, inaction to controling the
forma qualities ofthe elements them
sabes,
Module ad Program148
Keywords
®
4162: Arirary component dimensions.
In the oxginal Bugtoo UI a, the space
conserved by shvinking burton widths to
‘match abel lengths was immediately
squandered on the seemingly arbitrary po:
Stoning of the buttons themseves and in
the distracting large and non-uniform
1208 that separate the buttons inthe top
row. Even in the vertical button stack, the
reclaimed space has not been re-used,
since te fields ae (as they shouldbe left
aligned. Note the shortening of even the
button whose label ("Resp Mar." has
been abbreviatos, While other component
groups are at ines aligned internal,
there ae few i any relstionshins across
‘9r0ups throughout the window. Ineonss
{ert sizing onthe vertical dimension cre
ates 2 similarly disquieting eect in tas
edule and Program
Catalog
“current
Cama) directory
eta of calog buttons trom a disk catlog-
ing uty), Note the use of fou ferent
button heights each with norelation tothe
‘thers. While Undoubtedly based on de-
fensible reasoning (the larger buttons
functions ae presumably more important
than tose of the smal buttons), this
style i both globally inconsistent - when
‘compared to calogs in other Macintosh
apatcations ~ and local inconsistent ~
‘when considered in salaton, Users of his
dialog are more likely tobe distractec than
teightenec by the unfamiar code based
Con variation in button heights. With such 9
small set of vsual elements, these ofthe
ominant porcuptual eves clearyoverk
particulaly when each ofthe elements a
Feady has a “cancriea” locaton inthe
stander lsyout paradigmmec 8
en
163: Ranciom window sizes ad isyous.
Programmatic design of secondary win-
dows and dialog boxes is rarely seen in to-
1ey's Gut applications. Because they tend
‘0 appear in Soltion, dialog boxes are not
Usual viewed as part of a series by the
veloper. The user, however, encounters
‘zens if not hundreds of dialog boxes na
typical workday, andthe ack of ary ral
cporsination has functional as well as aes
‘thetic costs, Each ofthe five window aye
outs in this example displays diferent
subse of the funciona in the Wo:
space Properties ciziog or OpenWindows
2 Each layout corespords 10a choice n
the “Catesory" menu, which can be used
tonavigate direct to anyother "page
‘within the same window. This high e-
‘quency operation should be simple and
swsightforward, but because the layout
‘822s are completely urvelated Inote that
‘no two dimensions match on any ofthe
‘windows ~ nat even positons of the erith
al Apply ang Reset buttons), the process
'S slow, awkwar, and disorienting, The
window grows, shrinks, and changes its
proportions so racially thatthe familiar im
pression of paging through a porsstent
‘wondow ebject i completly cirupted,
When deaing with unconnected dislog
boxes the effect i less pronounced, but
stil significant. Tough some variation in
ze inevtable, gen varying levels of
Content, the dimensions and certainly the
layouts can and should be more modular
than this,
Mocks ana Penman twa.160
$64: Unelated icon sizes and imagary.
Jeon, ike buttons, are typically presented
in arrays and should therefore be sized
consistantly to aveid alnment prblees
ofthe kind seen in Figure 163). These
desktop icons ftom OpenWindows 2 (a)
are consistent (with two notable excep-
ens) in ther overal size, but vary greatly
in their layout and typogranhy, and in me
scale, viewpoint, and density of the imag-
fs themselves, Some images are 0 ge
‘that ha label must be tendered within
‘hei boundaries, while others re so smal
{co player or ight older as to seer out
of place wen compared tothe rest ofthe
icons. Substann! variation in line thek=
nessand eve of detilcan be seen across
icons (co player, calculator, wastebasket,
and atleast four diferent typefaces and
Modul na Program
three siferent capitalization policies re
apparent nthe abe’, As might be expect-
fd, these inconsistencies aase largely be-
cause esch icon was produced by the
evelones of the corresponding tol with
litle er no coordination among deveion-
ment groups, with exstng artwork rom
‘muttple sources) being used wherever
possible, Whenever the images in@ set
cannot all be produced by the same de
Signer, the role of expt. wntten sta:
{ards is elevated from helpful design tool
‘© essential coorsination technology. The
redesigned icon set for OpentWindows
‘Version 3 fb] adopted & more consistent
image ze, orientation, [Link]
{7058 Tools, resulting ina heightened i
‘98 aualtyanga stronger sroduct entityTema!
CIB
168: inconsistent contol presentations
Fathful adneranca to the conventions 28:
‘ablshed by the target Gu enviconment
appears tobe one of the more ciicut
Challenges facing the develop today.
While the urge for creative expression is
increasingly being suppressed in mal
stivar application development it conte
15 0 the among developers of utes
and periperal applications in nearly every
fenuzonment, This deta rom the Anubis
armating Utity ia shows one ofthe
‘rote energetic voiatons of tha Macin
tosh conventions to date, The t-olored
radio buttons n which the curren choice
's marked by a blue dot contered in
Centric whita and ed crcl, are remins
Cent of the colorful oundels used as a
‘att insignia. For added interost. the dark
iotmss convent DM, Denes
Display: (5 Future UW
(Bees
‘eckgrounds “marbled” wth a random
dot pattern. An even more unusual form of
radio butonis seen in the E-Machines
‘moniter configuration pane (o. This wi
dow features 3 row of conrls that 100k
lke cornmand buttons tn a different Gu
‘stondara) but act ike radio buttons, since
‘they retain state tthe button onthe far lft
selected, not dsabled) and conto! the
Ceantents of the window. Stil ath visu
inconsistencies must be atvibuted to
shortcomings inthe Gu standora ise
The unusual slider contols seen inthis and
‘many other Macintosh apptcation, for 8x
smple, ae a by-ptoduct of Apple's curious
failure to specty the sont of generic sie
sual defined by most other Gut environHeskscon tt ===!
oe
re
166: Inconsistont visual language. When
the wsvallanguaget a particular GUI sta
dard isnot used consistently hyoughou
the user's envionment, its ality 19 ren
force communication is great cimir
ished. Racca! departures from convention
often produce adverse effects that extend
wel beyond the offencing produ. The
DeskScan uty fam Hewlett-Packard ia
uses nonstandard “reverse video” wir
‘dow Borders that disrupt the Macintosh
active window feedback, since the dark
{ray tte ares is are prominent than the
‘ctive window header even wh
DeskScan does not have the input fous,
Uitmay also be tho onty Macintesh app
tion ever wth menus inside the main win
ow) I sma fashon, Apple's CO
Remote desk accessory (b) shows that
Prom
Caen is)
&
‘even utlities supplied by the vendors
‘thomselves dont necessary respect the
visual language conventions of thst ver
dor's own environmert. The window
‘ich pays uso Co's on co reer,
typically remains on the ceplay after users
return other primary applications. There,
its age black rectangle itorteres visually
with both selection and window focus
feedback, since its easily the most pxor
inant ebject onthe eispiay. Nor-stancard
‘applications fe these always feel out of
piace in standard Gul envionmant. Even
‘when competently executed, the overly
istinctve aplcation eventually becomes
fan aesthetic tant, pot an ovtnght det:
‘ment to performance,‘Te essence of rythm ene tuslan of sarpaness and novelty othe
sstle never esas the esse unity of he pater, the oes
Ceo the const ain am ho novo th Seta
[Alfred North Whitehead
Pringles of Natural Knowadge
Techniques
‘Module and program are especially relevant to graphical user interfaces.
Unlike a poster, letterhead, or logorype (any of which may involve only a
single, static layout), a graphical ser interface almost always includes many
different displays ~ in the form of main windows, secondary windows, dia-
log boxes, and tool palectes. Three important techniques can be used to help
the displays work together and bring a sense of regularity and predictability
to the user's experience:
‘Reinforcing Structure through Repetition
‘Establishing Modular Units
+*Creating Grid-Based Layout Programs
‘When creating design programs, the techniques of organization and visual
seructure for static displays must be extended to develop common local
structures into themes that recur across displays. The rules of static layout
still apply, but special attention must now be paid to the global ramifications
of every local design decision.
Med an Poor
Repetition
Modular Unite
Grid-Based Design
183Reinforcing Structure
through Repetition
_sructue that binds togetner this stananery progem by MetaDesign -
A progcam’s thematic character can be reinforced by repeating common ele
‘ments throughout the individual participants. Simply repeating several ele:
‘ments in a standard location can hold a loosely defined program together. In
the stationery system in Figure 167, the bright red bars and reversed typog-
raphy at the top and right of each piece unify the diverse formats while
keeping most of the “image area” free for content.A similarly non-incrusive repetition can be seen in the “droplet” pattern used
in the Trevi identify progeam (168). The repetition of circular elements
throughout the program reinforces the nature of the product while enhanc-
ing the continuity of the system as a whole. In addition, the emergence of an
incelligible foreground image from a regular background composed entirely
of the same formal elements is inherently interesting ~ as witnessed by the
near-universal fascination with repetitive pattern throughout human history.
Structural repetition is particularly important in user interfaces to online
information systems where effcient navigation is of critical importance, The
online catalog for Intellimation (169) exemplifies the orienting function pro-
169: Srucual lenis nat ar rapeted across sr0ens eg, th con in the upper th He
ath murine bude eral pp or onntaton sna nevgtn hese
Sean dosers rom a alin state xteg| Design by Haen Wares and Assocates,
vided across screens by the careful repetition of structural elements, The
continuity ensured by consistent placement of icon (upper let), ttle area
(upper right), and navigation buttons (lower left) across the various screens
is essential for efficient movement through the product space defined by the
catalog. While every region contains standardized content, these critical
areas exploit visually invariance ~ their size and color do not change from
screen to screen ~ co maintain visual momentum across displays,186
‘Thin lines ~ or rules ~ can also be used effectively as repeated structural ele-
ments. Rule reinforces implicit structure by making it tangible and visible. It
provides natural lines of movement that lead the eye from one part of a
‘composition to another and satisfies the human desire for order and struc-
ture in the visual field. The rather ordinary layout progeam in Figure 170
depends heavily on the rule linking dialog title with response buttons in
cach window, Rule is the most flexible clement on which to base repetition,
since it occupies practically no space and can be introduced to any region
without significantly affecting the balance of the display as a whole.
= —_
————
(etm set
1170: The sola epcttono sane comeonent groupie Ine inking tio deauk ton
rest entances te apparont consistoncy of hace aalogs om Aus Freehand Except or he
Fewievelyponaphe canveton, none, the sin nous Pave i le commen
Rule is most effective in splays that are otherwise devoid of linear ele-
iments. The biggest source of interference for any rule is another rule com
peting for the viewers’ atzention and offering to lead them through the
composition along its own route. Instead of beating the user over the head
by expliccly delineating each contout, consider suggesting the visual organi-
zation implicitly using negative space and alignment ofthe elements them
selves. The three lower components of the ubiquitous bounding box, for
‘example, are usually redundant and merely add visual noise. A simpler sys-
tem using only the topmost line is usually just as effective.
Modul a Programule has the additions rareotepropey af seeming to ered
‘weak design ean ance a recaiou ayo ja 8a Shope
i preserved his pol canbe ded aan aternought
rosness of badly calsatad pega Fo
ry unnng though nla predsby ts
Douglas Martin
‘The Form ofthe Book
‘The programmatic effect of repetition can be based on content or visual Summary:
characteristics and can be established using virtually any design element. Repetition
‘The powerful human tendency to perceive egulavty inthe display leaves the
designer with a wide latitude for choosing an element whose repetition facil
itates communication while providing the comforting familiarity of a well-
defined program. Effective use of this technique depends fst on leveraging
the inherent structure of the display, and only secondarily on the introdue-
tion of subsidiary structure:
1 Start with rough sketches of the series of layouts to be produced.
2 Look for common margins or functional units that must be clearly
perceived across displays. Individual displays should be adjusted to
‘ensure consistent positioning of major structural elements.
‘3. Look for widely-spaced elements that should be visually related but
which cannot be positioned next to one another.
4 Look for paths the user's eye needs to follow through the display.
Repeated structural elements can serve a landmarks and guides that
hhelp users with the navigation task as they become familiar with the
program.
5. Use standard locations and a consistent presentation style for rules,
text, or images introduced to visually reinforce the naturally
repeating elements of the design.
Failing other inspiration, the top and/or bortom of the layout can always be
effectively emphasized using a light rule, since these normally appear in the
same position in each layout. If both rules are used (an early warning sign of
the addiction co the narcotic properties” described by Bringhurst), the lower
rule should normally be of lighter weight to establish a contrast that helps
lead the eye through the display.
Module and Program - 167Establishing
Modular Unita
17% Me dosgncrvies the bei forthe funciona as wal sthe
‘esta excatonce ofthe progr n ths stcttle tatlewere sys
Gesigred by Hans Roun fr Tamas Rosenthal AG From the perrangst
Proper choice of module is the key to any effective design program. The
tableware in Figure 171 can be viewed as a system whose horizontal param
«ters are governed by the spatial layout of the place setting (whic i in eurn
determined by human ergonomics) and whose vertical dimensions are gov~
ered by the volume requirements for each piece. Grid-based design gener
ally requires the specification of both a vertical and a horizontal module. In
4 purely typographic grid, the vertical module is based on the point size and
{eading of the primary text font while the horizontal module is a function of
both page size and oprimum line length for the chosen font,
In the grid program developed by Vignelli Associates for the AIGA, a basic
‘module is repeated to produce multi-columa formats keyed to various stan