Principles of Visual Interface Design

The human brain is a superb pattern processing computer, making sense of the dense quantities of visual information that bombard us everywhere we look. Our brains manage this chaotic input by discerning visual patterns and establishing a system of priorities for the things we see which in turn allow stomacher conscious sense of the visual world.The ability of the brain’s visual system to assemble portions of our visual field into patterns based on visual cues is what allows us to process visual information so quickly and efficiently. Visual interface design must take advantage of our innate visual processing capabilities to help programs communicate their behaviour and function to users. There are some important principles that can help make your visual interface as easy and pleasurable to user’s possible .Kevin Mullet and Darrell Sano (1995) provide a superb detailed analysis of these principles; we will summarize some of the most important visual interface design concept share. Visual interfaces should:

  • Avoid visual noise and clutter
  • Use contrast, similarity, and layering to distinguish and organize elements
  • Provide visual structure and flow at each level of organization
  • Use cohesive, consistent, and contextually appropriate imagery
  • Integrate style and function comprehensively and purposefully
human computer interaction  Principles of Visual Interface Design

We discuss each of these principles in more detail in the following sections

Avoid visual noise and clutter

Visual noise in interfaces is the result of superfluous visual elements that distract from those visual elements that directly communicate software function and behaviour. Imagine trying to hold a conversation in an exceptionally crowded and loud restaurant. It can become impossible to communicate if the atmosphere is too noisy. The same is true for user interfaces. Visual noise can take the form of over embellished and unnecessarily dimensional elements, overuse of rules and other visual elements to separate controls, insufficient use of white space between controls, and inappropriate or overuse of colour, texture, and typography. Cluttered interfaces attempt to provide an excess of functionality in a constrained space, resulting in controls that visually interfere with each other. Visually baroque, jumbled, or overcrowded screens raise the cognitive load for the user and hamper the speed and accuracy of user attempts at navigation. In general, interfaces — non entertainment interfaces, in particular — should use simple geometric forms, minimal contours, and less saturated colors. Typography should not vary widely in an interface: Typically one or two typefaces in a few sizes are sufficient. When multiple, similar design elements {controls, panes, windows) are required for similar or related logical purpose, they should be quite similar in visual attributes such as shape, size, texture, color, weight, orientation, spacing, and alignment. Elements intended to stand out should be visually contrasted with any regularized elements.

Good visual interfaces, like any good visual design, are visually efficient. They make the best use out of the minimal set of visual and functional elements. A popular technique used by graphic designers is to experiment with the removal of individual elements in order totes their contribution to the clarity of the intended message. Pilot and poet Antoine de Saint Expiry once expressed, “Perfection is attained not when there is no longer anything to add, but when there is no longer anything to take away.” As you create your interfaces, you should constantly be looking to simplify visually. The more useful work a visual element can accomplish, while retaining clarity, the better. As Albert Einstein suggested, things should be as simple as possible, but no simpler Another related concept is that of leverage, using elements in an interface for multiple, related purposes. A good example is a visual symbol that communicates the type of an object in a list, which when clicked on also opens a properties dialog for that object type. The interface could include a separate control for launching the properties display, but the economical and logical solution is to combine it with the type marker. In general, interaction designers, not visual designers, are best suited to tackle the assignment of multiple functions to visual elements. Such mapping of elements requires significant insight into the behaviour of users in context, the behaviour of the software, and programming issues.

Use contrast and layering to distinguish and organize elements

There are two needs addressed by providing contrast in the elements of an interface. The first is to provide visual contrast between active, manipul ability elements of the interface, and passive, non maniple able visual elements. The second is to provide contrast between different logical sets of active elements to better communicate their distinct functions. Unintentional or ambiguous use of contrast should be avoided, as user confusion almost certainly results. Proper use of contrast will result in visual patterns that users register and remember, allowing them to orient themselves much more rapidly. Contrast also provides a gross means of indicating the most or least important elements in an interface’s visual hierarchy. In other words, contrast is a tool for the communication of function and behaviour.

DIMENSIONAL, TONAL, AND SPATIAL CONTRAST

The maniple able controls of an interface should visually stand out from non manipulate able regions. Use of pseudo3D to give the feel of a manual affordable is perhaps the most effective form of contrast for controls. Typically, buttons and other items to be clicked or dragged are given a raised look, whereas data entry areas like text fields are given indented looks. These techniques provide dimensional contrast. In addition to the dimensionality of affordance, hue, saturation, or value (brightness) can be varied to distinguish controls from the background or to group controls logically. When using such tonal contrast, you should in most cases vary along a single “axis” — hue or saturation or value, but not all at once. Also, be aware that contrasting by hue runs the risk of disenfranchising individuals with color perception problems; saturation or brightness is probably a safer alternative. In gray scale displays, tonal contrast by value is the only choice the designer has. Depending on the context, tonal contrast of either the controls, of the background area the controls rest on, or of both may be appropriate.

Spatial contrast is another way of making logical distinctions between controls and data entry areas. By positioning related elements together spatially, you help make clear to the user what tasks relate to each other. Good grouping by position takes into account the order of tasks and sub tasks and how the eye scans the screen (left to right in most Western countries, and generally from top to bottom), which we discuss more in a following section. Shape is also an important form of contrast: Check boxes, for example, are square, whereas radio buttons are round — a design decision not made by accident. Another type of spatial contrast is orientation: up, down, left, right, and the angles in between. Icons on the Mac and in Windows provide subtle orientation cues: Document icons are more vertical, folders more horizontal, and application icons, at least on the original Mac, had a diagonal component. Contrast of size is also useful, particularly in the display of quantitative information, as it easily invites comparison. We talk more about information design later in this chapter. Contrast in size is also useful when considering the relative sizes of titles and labels, as well as the relative sizes of modular regions of an interface grid. Size, in these cases, can relate to broadness of scope, to importance, and to frequency of use. Again, as with tonal contrast, sticking to a single “axis” of variation is best with spatial contrast.

LAYERING Interfaces can be organized by layering visual cues in individual elements or in the background on which the active elements rest. Several visual attributes control the perception of layers. Color affects perception of layering: Dark, cool, desaturated colors recede, whereas light, warm, saturated colors advance. Size also affects layering: Large elements advance whereas small elements tend to recede. Positionally overlapping elements are perhaps the most straightforward examples of visual layering. To layer elements effectively, you must use a minimum amount of contrast to maintain close similarity between the items you wish to associate in a layer on the screen. After you have decided what the groups are and how to best communicate about them visually, you can begin to adjust the contrast of the groups to make them more or less prominent in the display, according to their importance in context. Maximize differences between layers, but minimize differences between items within a layer.

FIGURE AND GROUND

One side effect of the way humans visually perceive patterns is the tension between the figure, the visual elements that should be the focus of the users attention, and the ground, the background context upon which the figure appears. People tend to perceive light objects as the figure and dark objects as the ground. Figure and ground need to be integrated in a successful design: Poorly positioned and scaled figure elements may end up emphasizing the ground. Well in tegrated designs feature figure and ground that are about equal in their scale and visual weight and in which the figure is centered on the ground.

THE SQUINT TEST

A good way to help ensure that a visual interface design employs contrast effectively is to use what graphic designers refer to as the squint test. Close one eye and squint at the screen with the other eye in order to see which elements pop out and which are fuzzy, which items seem to group together, and whether figure or ground seem dominant. Other tests include viewing the design through a mirror (the mirror test) and looking at the design upside down to uncover imbalances in the design. Changing your perspective can often uncover previously undetected issues in layout and composition.

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