Transcripts
1. Introduction & overview: I think cause seven,
we're going to talk about visual and information design. This course can be taken
as a standalone course, and especially might be useful
for people who are doing UX design or research
and want to learn a little bit more
about visual design. It can be taken as a
standalone, as I mentioned, as part of a ten part series. Second, planning the ten
courses in this series means you can choose
to sit the exam for the British Computer Society
Foundation Certificate in user experience and become an
accredited UX practitioner. Hi, I'm tenure
length from peak XD. So a little bit about me. So as you can see, I've got
a bunch of qualifications. But to be honest, most
of what I've learned, working in the field for over
20 years as a UX designer. So hopefully throughout
this course, I can impart some of that
knowledge with my colleagues, Sophie, who's gonna go through some of the design
principles with you. So our mission at peak XD is to empower others to improve the world through
human-centered design. This is a little bit
about what we do. We do research, journey mapping, service design, where
you do UX design, wireframes, information
architecture testing, and of course we do UX training. So what does my team
know about UX between us with completed either 500
UX projects since 2003. So you're going to hear
from myself and my team today about visual design
and hopefully we can impart some of that
knowledge to you based on our industry and
consulting experience. This course builds on
what we've covered in our first three courses
about understanding your users or understanding the problem space before we
get into the solution space. In course one, we also covered all the different
components and things you need to know
about your users. In courses 2.3, we covered user research methods
and then how to document your user
research findings to build empathy with
your stakeholders. Then in Course four,
we talked about how to involve users and
stakeholders in the design process and also the ideation phase and the importance of prototyping
that equals five. We talked about how to design your information
architecture and navigation, but understanding your
user's mental model. Then in our last course six, we talked about interaction
and foams design. If you don't have a good knowledge of how
to understand your users, I encourage you to complete these courses first as applying every design method and
principal will only go halfway to create a
good online experience. The other half is understanding your users and then
mental models. So what are we going to
cover in this course? So first of all, we're going to talk about Gestalt theory. You're going to
hear from Sophie, she's going to cover some of the principles of
human perception. She's also going to talk
about design principles. Part one, we're going to focus on hierarchy and alignment. And then in part two,
we're going to talk about repetition, balance,
and contrast. So we'll also talk about
some of the visual elements, things like color,
typography and iconography. And then I'll talk about human
cognition and UI design. We'll also cover things like information design and how you design the words on a page. And also cover the visual
design process from wireframe right through
to the visual design. Now have a look at these sides. I want you to write
the following sites and give each of
these are writing 1-10 based on how credible
they look to you. To have a look at this one, give it a rating 1-10 chest, your first gut reaction might be a note of it on a
post-it note or something. What about this one? This is one of my favorite
websites, links, cars. How would you write
this out of ten chez is trustworthiness and credibility.
What about this one? How would you write this one? So I can probably guess what
your answers would pay. But what do you think you're
basing your assessment of trust and credibility
on how you, based on the knowledge
of the organization. Most people make judgments
about the credibility of a website based largely
on the visual design. So it's really important to have a credible looking website. It helps build that
trust and credibility. So your x is not just
about usability, it's not just about
that ease of use. Uses often make predictable or irrational
decisions and choices. So visual designs and aesthetics
are crucial for making that emotional connection with your users and really building that trust
and credibility. So what is visual design? Visual design is effectively the practice of devising grids, laying out pages, choosing color palettes, and
developing icons. You might get asked
for this definition if you're sitting the
assessment for the BCS exam. So this is the definition
according to the BCS. So some of the
fundamental principles of visual design that you
really need to be aware of. Pay for proximity, alignment, repetition and safe a
contrast to try and remember this acronym park with a C PARCC to help you
remember these things. Next, Sophie's going to talk
to you about Gestalt theory.
2. Gestalt Theory: Hi, my name is selfie Smith
and I'm going to take you through a gestalt
theory in this lesson, which, which are some
principles of human perception. Gestalt principles
are principles or laws of human perceptions. They form the basis of many of the design rules that
we know and use today. They describe how we as humans tend to group
similar elements, recognize patterns, and
simplify complex images. When we look at objects or websites or interfaces
of any kind. In the twenties, it was a group of psychologists
from Germany who developed a series
of theories about visual perception known as these Gestalt principles
or the Gestalt theory. They were looking at
the way people create meaning of all the inputs
they get from what they read, look, scan, and upset. And they found that
there are certain ways that our brains tend to organize all this
input to create meaning. These principles, they
help us understand how humans typically game meaningful understandings
from what we see, which will help us
as UX designers. Because what we
want to create is meaningful interfaces
and interaction points. The key premise in Gestalt theory is that as
humans we have limited capacity to process input and will always search
for the most simple, relevant way to
interpret what we see. Gestalt theory states that humans are looking for patterns, structure, logic, and form
when we look at something. And we also tend to organize
the inputs into groups. Construct meaning
of the whole by looking at the individual parts. But at the same time, we tend to perceive the whole as more than just the
sum of the parts. So when we look at websites
or any interfaces, we just look at it at one. We don't see all the
small elements at first. These principles are pretty important for us
as UX designers. We can use them when we design interfaces because
we want people to be able to easily
understand what they see and get them to get a sense of what they
can do on this side. And we can design more
effective experiences when we understand how people actually
group content they see. We can use this
knowledge to organize content or on websites
and other interfaces. So it's easy for users
to understand it. Let's have a look at
the six principles. They are proximity,
similarity, figure-ground, closure, continuation,
and enclosure. Let's have a look at proximity. First of all, the proximity principle
states that optics are perceived as related and part of the same group if they
are close together. So this is all about closeness. We can take advantage
of this principle by grouping similar
information such as similar sections within the same page or
web applications, buttons related to input
fields and so forth. When we do usability testing, this is actually one of the most broken principles that we see. First of all, things
that are close on a website I actually unrelated
or the other way around. Things that should
be related and moved too far away on a webpage. Webpage. Let's have a look at
some bad examples. First of all, in this example, we've got an example
of a phone where the instructions
are too far away from the fields where
they actually relate to. So if users are looking
for help or can't have a, have a problem of some kind. They have to then go up. They can't just see it
straight away or nearby. This is a bit the same. We've got a form where
all the instructions, there's like five instructions up the top and then
lots of input fields. And again, because they're
not move close together, the use of won't
perceive them as being part of this same form. Here we've got the
other side of the coin. This is an example
where things that are close actually unrelated. So because the green button here is close to the search bar, we assume that they are related, that we can press
the green button and then we can do a search. In fact, they're not related
at all in this case. And when users search
for a supplier, they enter in the texts in the search box and then they
just click the green button because it's a common
convention that you've got the search bar and the
action button there. So the green button, in a better design, the green button should
have been moved away or it should have been the
actual search buttons. Have a think about here how much the post your life
lumbar support is. So that's the Ottoman,
the middle to the left. What's the price of it? Is it the 3099 to five
or is it the 44, 95? Most users will actually
assume that it's the 39, 95. And part of the
problem here is that the price is in close
proximity to the item. And as we know from the
proximity principle in Gestalt theory, atoms that are close
related or close in proximity of each other is
perceived as being related. There are other problems
with this as well. We've got the same background
color of the price and the item that creates that connection again
and the enclosure. So we've got almost like a border around the
price and the item. Have a look at the red
dresses on this side and try to have a think about
what description relates to the image. Is it the one up here, the monochrome, or
is it down here? This text? So most users actually assume that
it's this text up here, as you see in this example. So this is how our
brain would group it because it's close
to the red dresses. It kind of creates that
grouping of content there. As a matter of fact, on
the website content-wise, this is how it's
meant to be grouped. So you see that on
the right side. So what could have
been done here? You could have added a bit
more whitespace and not put in a header here between
the images and the text, but put the header up here, the images, the prices, and then a bit of descriptions. Proximity is what helps
users understand content. And here we've got
a brilliant example from Airbnb where
they've grouped the content and instantly we get an understanding of
how elements fit together. On this page, there are clear sections where content
is placed in proximity of each other and then creating this relationship
between the content. Here, again, we've
got an example from a new side
where they've used clear sections for the
different types of content without
reading anything, just skimming it,
we get this sense of the different
types of content. The next Gestalt
principle is similarity. And how does this
apply to UI design? Well, the similarity principle states that optics are
perceived as being related and as part
of the same group if they share the
same characteristics. So when we design interfaces and we want to convey a
relationship between elements, we could try and give them
similar characteristics. So, for instance, by using
colors, shapes, layouts, then many people would perceive them as part
of the same group, even though they might not be
in proximity of each other. So let's have a look at some
examples. What's wrong here? Well, there are two
call to actions on its side that does
the exact same thing. Yeah, they are a
bit hard to find. So the orange Apply Now button doesn't look like a
button in any way. It, first of all, it
breaks the conventions for how a button
should look like. And then we've got
the green register, your interests button. And because they
don't look similar, users won't mentally create that connection between the two, causing the site to seem more
cluttered than necessary. This is another example. So this is from a ticket sale
page that was redesigned. So this is before the
redesign happened. Here. To understand the ticket prices and the selection options, users have to look at every single section to kinda
understand what's going on. We've got different colors, we've got different numbers
in the input fields, and we've got different prizes. So it creates that
very confusing look. So let's have a look at
how this was redesigned. This was a new redesigned
ticket purchasing flow. And we've got, we've used
the principle of proximity. So the price options are
close to each other. And then again, similarity. They look like three
predefined ticket prices. As users will easily understand that these three
options are related. And then underneath we've
got the option to input your own amount that is visually different from
the predefined prices, but it's still grouped in the same screen fitting
topic of choosing an amount. Here we've got the
similarity principle in use. This is a price section where all the different
price options are lined up in a similar way where you
can easily compare. The third principle
we're going to look at is figure-ground. The figure-ground
principle states that humans tend to separate the
figure from the ground. So the main figure
is what we focus on. The rest is perceived
as background. In UI design, we can help
users create that focus by highlighting something and almost treating the
rest as a background, we need to create
that focal point. In this example, we've got a broken principle, broken
figure-ground principle. There are no elements on the
page that really stands out. There's lots of colors, boxes, there's not a
lot of whitespace. So the users don't really have any guidance as to what they
need to be focusing on. This might cause some
cognitive overload. In this example, the
design guides the user using the figure-ground
principle and emphasizing it. So when we know that people
perceive elements and as either the object of
focus or the background, we can use that to draw
attention to an element. Here uses will focus on the professional plan as the foreground and see
the rest as a background. And the designers
here have really emphasized that
figure-ground is stable when objects are
distinguishable from the background and the
background has this interests. The next Gestalt
principle is closure. The closure principle
states that the brain fills the missing parts to get a complete figure,
a complete picture. There needs to be
enough inflammation for people to fill
in the missing part. Because we built on our
prior knowledge and experience to establish
that sense of meaning. So there needs to be
something for people to recognize in order for them to create that understanding
of the whole. Here we've got a good
example from Netflix. And even though we see
only the first few movies, we understand that there are
more options to the right. So closure is at play here
because our minds fill in the blanks of what to expect
beyond the first few movies, we've got experience with it, we've seen it before, it follows a convention as well. In addition to closure, proximity and continuation
is at play as well. Closure can be used
when we need to convey a message or reinforce a
concept within a small space, we give users limited
information and then we sort of expect them to understand and find
meaning in it. Examples of this are
icons, are notifications. There needs to be simple
and stripped down to that basic elements to help people quickly understand
their meaning. But at the same time, we can't strip away too much information because then there wouldn't be enough for users to create that hole,
that closure themselves. The next principle
we're going to talk about is continuation. The continuation principle
states that objects placed on a line or curve are
perceived as more related than the ones
that are not aligned. In UI, continuity is used when certain elements
suggests that we should direct our attention to a
specific place or direction. Examples of this can be
thumbnails in a gallery, a slide of images
or drop-down menu. So when you see a group of
elements like photo gallery, sliders, tabs, or
even simple lists. You may now notice that they
are using continuation, this principle of continuation. Objects. We can use it in UI when we place objects nearby
and then thereby we got the user's eyes to jump from one to the other,
one to the next. Example of this is Uber Eats, where we've got continuation
that play into places. We've got the menu up the top, whether it's has sort of
continue out of the screen. And then again, the
latest Steal the restaurant and
rewards and so forth. Continuation works not only for horizontal movement, though, it can also lead the eye vertically through
a composition, compelling us to scroll
through and view items. So, you know it from Instagram
and Facebook and lot of social media use this principle of continuation to
kind of get us hooked. In this example from Airbnb, we've got consistent
elements that are neatly align and
grouped into cards, which then guide the eye
down through the listings. The last gestalt
principle is enclosure. The enclosure principle
states that objects that have a border around them are
perceived as more related. Here we got an example where the products are
grouped by audience. We've got the personal and
the business audience. And color is used to enclose the content for each of
these target groups. Because the principle
of enclosure is used, the content within the frame can have different
visual expressions, but still be
understood as related because of that overall
enclosure of the, that the content for that
particular audience. On mobile, we often see the principle of
enclosure being used. Because here, content is
often presented in cards, could be here as
notifications or it could be news articles, or on social media. We see it as well. On
this sports news side, enclosures used in
two different ways. We see in the articles, the articles themselves
have a border around them, thereby indicating
that the image and the article
belongs together. And further, the
content in the bottom is enclosed by use of color. You get the sense that all the content in the
black area is related. You don't need to read the
header to understand that. We can use the Gestalt
principles and this knowledge about how
we as humans perceive objects and elements on a
website to organize content and thereby guiding the uses
to what we want them to see. We can help them
achieve their goals by providing this sign that reduces the cognitive load and thereby enhances the meaning of
the overall interface. So in the next lesson, we're going to talk about the first two design principles which are hierarchy
in alignment.
3. Design principles - Hierarchy & alignment: In some are we gonna go through five design principles
and they are hurricane, alignment, repetition,
balance, and contrast. In this lesson,
we're going to talk about hierarchy and alignment, two important design principles. We're going to start
with hierarchy. Hierarchy is what creates organization and why
is it important? Yes, people actually need help. Focus to know where
to look first, helped to figure out what
is important on his side. The way users comprehend or read content is often scanning. So we can enhance the scanning
behavior by providing a clear hierarchy to help
users focus on the main tasks. On the side, brain lies. A lack of visual hierarchy
prevents the brain from scanning and zoning
in on areas of interests. If we can quickly
understand what we see, we become frustrated and will likely to leave the side again. Well, this is a bit of
an exaggerated example. This totally lacks
any visual hierarchy. The elements on this page, it's sort of competing
for the user's attention. And we have no clue
where to look. What do we need to focus our attention on?
What is important? We have no clue. And we have to remember
that people don't read. They scan and they tried to find what vaguely resembles
what they're looking for. So how do we design
for hierarchy? First of all, it's about arranging elements
according to importance. It's the way we emphasize
and elements in order to influence the user to look and interact
with a certain item. First, another second, and
yet another third and so on. We can direct
viewers attention by using size, visual
weight, color, and position can also create hierarchy by grouping similar
elements in proximity of each other to suggest
this relationship between information
or functionality. This is based on the Gestalt
principle of proximity. We know the brain
perceives content in proximity of each
other to be related. Okay, what's the key
information on this side? Imagine you've done a search for government tenders as you do. What do you think you'd do? Most users actually told us they would just
download results. Maybe they would go down in the bottom and
have a look there. But again, they wouldn't really
have a clear place to go. Again, we remember
the hierarchy is what helps users find the key
information in the right order. So what's the key
information on this page? It's actually, there are no results that match
your selection. The design of this
side doesn't guide the user to the key information. The use case here is that users want to purchase a
ticket to a performance. When we tested this side, uses all select the
date and then time, and then they went directly
to the Continue button. Nearly all uses miss there. How would you like to
select your seats? As it wasn't expected
and in the line of sight as they moved from
time to the button. Here's an example
of great hierarchy. This website is text-only, but with a different font sizes, the lines to separate content, the grouping of similar
content, and finally, color. There is a clear hierarchy. On this website related content is grouped into
different sections in this selection where they select their
calendar categories. And all the categories has clear headings and this
creates this visual hierarchy. In this AirBnB example, related content
has been grouped. Each tile with a home has its own grouping of elements
as well its own hierarchy. The image is what draws us in. Then we've got the headline
hardest studio apartment is. So they've used
size to draw us in. The prize is
underlined and bold. Ratings are enhanced with color. Key information like
number of guests, type of home is grayed
out with less visibility. So the visual elements, they've really worked with, the different visual
elements, the topography, the size, the colors, and the underlining to
create a clear hierarchy, let's talk about alignment next. Alignment is what creates
a sharp, unified design. Proper alignment is one of the best ways to make
your designs look professional and
make it feel like the user interface is
deliberately designed. Obviously, at the left we
have pretty poor alignment. And the example to
the right we have a nicely aligned
website example. Our brains, love patterns. So aligning elements
on your side really allows the user to easily see
that order and structure. This is important
when doing wireframes or the final visual designs. There are different
types of alignment. You can align left. Sensor or ride, or bottom or
top, Alonzo, your content. On a website, we like to align elements with one
another so that every element, whether that's texts,
images, buttons, and so on, has a visual connection to
something else on the page. Horizontally or vertically. It tightens the design
and makes it less messy. It can also be used to
create a sense of connection between elements that might
not be close together. You might not have
thought about it. But underlying, every website
is an invisible read, or at least they should be. And this helps create that
alignment on the website. The grid is always the same
throughout the website, but it can be used
in different ways. You can place elements
in different ways on that same grid to get
the desired expression. No matter if you're
doing a sketch or a wireframe or more
polished design, establishing that layout is key. So you want to have a think about what the
margins should be. What are the number of columns? What should the gutter width? B. So that's this
spacing in-between the content and the
column width as well. In any design program like
Adobe or Sketch or Figma, you can set up your
own grid structure. You can try different setups. Normally. For a desktop HD, typically you'd have
12, 12 column grid. So that's sort of the standard, but you can always
move away from that to do something different or to
create another expression. Sometimes you would
work on a website that already has an established
squid structure. So of course you're just
going to use that one. Once you've established
your structure, you can then start adding
elements to that structure, ensuring that the
elements are aligned to other elements on that page. So play around with placing
the elements to create that interesting effective
layer with a clear hierarchy. Distribution of elements is
another aspect of alignment. So here we've got some elements. It looks like they've
just been thrown in. Could be images,
it could be text, it could be buttons. So a way to tighten
that off is to work with this function in the design program
that you're using. So that distribution
vertically and horizontally to
create that order and sense of organization. On the side, here, we've got a much clearer, cleaner look and it
looks more professional. On this side, we've got a
bit of a complex expression. There are not many of
the content elements or section that aligns with
anything else on this side. So you can see that the
horizontal alignment up here is quite good. And then we move to
the next section. Is that aligned? So we've got the two articles, but then these three pathways doesn't really align with
the rest of the content. If we look at the
vertical alignment, we've got these sections here, the health and well-being. See if that aligns
with anything down the page here doesn't
really align. So a way to tighten up this
design is to make sure that some of these elements up here is actually
aligned with the, some of the articles down
there that would create a much calmer and
more ordered look. In this example, they've actually tried to
break the grid. So there is an underlying
grid structure on this website as well. But to create that connection
between this section up here and the other types
of content down here. They've overlapped the
different sections to create that flow and
dynamic on this side. So scroll and not
to scroll here. That's the question. Would use the scroll
here, would you scroll? We get this sense from this horizontal whitespace that the page is probably
ending right there, we get that sense of completion. There is more content
on this side. So this example just show that, shows that we want to avoid this horizontal
whitespace because it creates that sense of
completion for the user. Uh, 2018 studies showed
that users spend about 57% of their page
viewing time above the fold. 74% of the viewing time was spent in the first
two screen fulls. So the users were actually stopping at the
first two sections. But to avoid this, we could, as we saw
in the other example, try to have overlapping elements across the site to create that flow down the side and not create that
sense of completion. Next up, we've got the rest
of the design principles. And they are repetition,
balance, and contrast.
4. Design principles - Repetition, balance & contrast: In this section
we're going to cover the design principles that are repetition,
balance, and contrast. Let's start with repetition. Repetition is what unifies a design that has lots
of different elements. So the principles
of repetitions or patterns simply means that
we reuse the same elements, are similar elements
throughout the design. Repetition of certain design
elements in a design, we'll bring that clear sense of unity, consistency,
and cohesiveness. By repeating elements of a
design, you immediately, immediately create that
sense of familiarity or identity and give users a sense of consistency
and cohesiveness. Repetition can be done
in a number of ways. You can repeat the same colors, buttons, styles,
interaction patterns, typeface's shapes for
the graphic styling or other elements of a design. Often companies, is that there's a design system defining
the button styles, the interaction patterns, the
icons, the typography, etc. So these elements can be repeated throughout
their products exactly to create this sense of cohesiveness and identity
in their products. Consistency is the result. So when you repeat the styles, so you've got only round
buttons and not square buttons. You've got the same
college Throughout the same topography
and so forth. You avoid that messy
user interface. Let's start with
some bad examples. Gosh, this is one of those examples of
websites that are so bad, you almost think
they don't exist. I've included it just for the
fun of it. To make a point. The lack of any repetition and coherency here is
just outrageous. It's so inconsistent. It got lots of
colors, lots of fun. It's got capital
letters, lowercase. It's got buttons and call to
actions all over the place. It's all just looks like
it's been thrown in. It's wrong on so many levels. How is the button
consistency here? Have a look. So we've got three different blue buttons and they've all, first of all, they're
not aligned to the input fields
that are related to. But they've got
different visual styles, some R-square, some
more rectangular. They've got different
topography inside it. And again, different visual
styles of the buttons. We've seen this example before. There's actually two
buttons on this side. So the orange button
style looks like actually the visual element used on the bottom here.
Let's explore. The green button. Looks like an actual interactive element. Consistency in the styling here would be helpful for the user. Here's another example of just an inconsistent website where the headers are different, their upper and lowercase. We've got underlining on
text that's not links. So that's the convention that underline text is the link
that's not been used. And basically, it just creates that very cluttered
impression of this side. Here we've got a simple but
good example of repetition. There's consistency
in the color scheme. The button styles
are all similar. So we've got, it's got this gradient color,
rounded buttons. The card designs also
has rounded corners and got consistency in terms of the headers and the body
text throughout the design. In this example, we've also got good example of repetition. We've got the visual elements, the three stripes that are
repeated throughout the site. We've got consistent color
scheme, same fonts used, and then we've got the purple donate buttons
for donation. And then the other action
buttons are yellow. So in this case, they use the purple color button to make it really stand out. They've actually
broken that repetition of buttons styles here. Let's have a look at the
principle of balance. Balance provide stability to
a design and impacts appeal. Balanced plays an important role in exactly the
appeal of a website. Balance has to do with
the visual weights of the elements that
you place on a side. The way we lay out elements
on a page to create that feeling of
balance, of calm. We don't want the design to feel it sort of tipping over r, because when websites
are balanced. Users get this sense of
stability and just calm. There are two main
types of balance. We've got symmetrical balance
and asymmetrical balance. Symmetrical design,
layout elements on an equal weight on either side of an
imaginary center line. This form of balance
often brings a harmonious feel too aside. And this is the most common type of balance when it
comes to websites. Balance through asymmetry is when we create balanced
by using tension. So we deliberately plays the elements not on an equal weight of one
side of the center, but we place it in an
interesting way on the website, creating that tension, but
still a sense of balance. Here we've got a site that's
not so well balanced, so there's huge
chunks of whitespace. The one image that's
been put on there, the one item just kinda
tips the design over. It feels like it just doesn't
feel very harmonious. This is an example of a
symmetrically balanced website. Everything on this side is a
line around the center axis. Even the texts is center
aligned throughout. Another example of
balanced through symmetry, while we've got all the
elements center aligned, it doesn't have to. The headers and the hero
images doesn't need to be all center aligned for it to be sort of a balanced website. You can still just have an overarching balanced through either symmetry or asymmetry. This is an example of
balanced through asymmetry, it can be used to create a
more dynamic expression. Here, balance is
achieved by using elements of different
sizes and weights in combination with whitespace to create a design
that's more dynamic, but still got that
sense of balance. Here the balance is achieved through pushing the
grid structure. We actually have a
pretty straightforward left aligned sort
of main section. And then there's some play with the fonts to create a
more impactful design. So this is a website from
innovative industries. So this sense of dynamic and asymmetry ties in well with the whole
brand experience. Next design principle
we're going to go through is contrast. Contrast is the most
effective way to create, emphasize an impact
with your design. When a design really stands out, or God forbid, pops, as some would say, there's most likely some contrasts involved. Contrast plays an important
role when it comes to organizing
information on a page. It helps the user to the
important content and tasks. Contrast is also very important when it comes to
accessible design. Creating accessible designs, contrast can make it
difficult to read content, especially for people
with visual impairments. You can create contrast when using two elements that
are total opposite. This could be big or small font sizes or bigger
small elements. Here we've got an example
where the header is huge compared to the three
sort of call to actions. So that's just a
subtle way of using that contrast to create that
first impactful impression. Again, here we've got
contrast in size. They've been playing with
different size texts, images to create contrast. Contrast is also
used when we mix classic and contemporary funds. So here when we've
mixed Serif font, so that's the curly sort of two fonts with a
san serif fonts, this strain type of font. So that's a contrast that
creates some dynamic as well. Mailchimp is using that makes a type phases
in their designs. So they got their
headers as Cera fonts, and then they've
got the body texts as a mosque where sans serif font color is also an effective way
to create contrast. E.g. a. Call to action buttons
that stands out or color to draw attention
to something on the page. These sites have both used
bold colors to create some impact example
of good contrast to mainly contrast through
the use of color. In the example of Spotify, we've just got the contrast
through the use of color. So we've got that
green contrast color standing out from the
rest of the background. We can also create contrast through the use of whitespace. Basically the negative
space or the whitespace, as it's often called, is the area of the layout
that is left empty. It can be around the objects
as here on the right, for instance, around
buttons or text in general. But it could also
be the place within the button as the
example on the left, whitespace is kind of
a breathing room for all the objects you lay out
on your page on your screen. As with other user
interface elements, you as a designer need to understand the role
whitespace plays. And then you can
experiment to find the right balance of it to fit with the rest of the elements. Mass to go from Interaction Design
Foundation stated that whitespace
is like a canvas. It's the background that holds the elements together
in a design, enabling them to stand out. The initial shock is
almost too much for many. On this side. It's
kind of a fun example, so I included it. Anyway. The content and layout is so overwhelming
on this side. And when you break it down, it's all due to the
lack of whitespace. So there's no where to
focus and rest your eyes. The users are just all
over the place and the elements on the canvas
is just overwhelming. It's thrown in. Here, we've got poor
use of whitespace. It's almost like this
accidentally been created some whitespace because the
lack of items in store. But nonetheless, this creates
an imbalance in the design. Here we've got some
good examples of how whitespace really allows
the content to breathe. You're not overwhelmed. You can kind of go commonly from one section to the other. And another point
to make is that white space doesn't
have to be wide. It can be a colorful canvas. Next up, we've got a
section on visual elements. We're gonna go through color
typography and iconography.
5. Visual elements – Colour, typography & iconography: In this part of the course, we're gonna go through some of the visual elements that we can use in the visual part
of the design process. So that's color, typography
and iconography. And we're going to
start off with color. Color is quite a powerful
psychological tool to engage users in
a product design. Color indicates which
elements are interactive, how they relate to
other elements, and also their level
of prominence. Important elements should
stand out the most as here, where it's clear that there's
a clear call to action. A yellow button that pops up. Texts and important elements
like icons should also meet eligibility standards when appearing on colored
backgrounds. So they should still
be legible and clear. The buttons, the icons, and all the elements really
that you put on that canvas. Color also sets the
mood of a design. So for instance, here we've
got three different websites, and it's clear that they all branded quite differently
with the use of color. The first one, which is quite
vibrant and very energetic. And then we've got
the one in the middle which has a more
organic vibe to it. It's kind of tone
down earthy colors. And then we've got Lorna Jane, one of her ranges. That's more sort of a soft, feminine tone to it. So you can create an
atmosphere of elegance, of warmth or tranquility by
using the right color scheme. Or you can convey that image of more playfulness
and youthfulness. There are many considerations when choosing colors for design. The success of the color
choices depends on the viewers comprehension
and appreciation of color, depending on their background,
their past experiences. Also they taste. When we start using
color in our designs, we have to be aware of
cultural differences. Just an experiment here. What color would you
associate with death? Interestingly
enough, that's quite different from one
culture to another. So in Western and
Japanese culture, that color is black, whereas in Chinese
and Hindu cultures, it's why in South American
cultures, it's green. So that's just an interesting
way of looking at color. What does red mean
to you? Again? In Western cultures,
it means danger. It means cheap and a bargain. Whereas in Chinese culture, it means success and wealth. In Western culture,
a share market at might have stocks that go
up are shown as green, which is good, and ones
that are going down as red. Whereas in China, the stocks that increased in
values might be shown as red as that's
a sign of success. And well, it's quite interesting here you can
go into this website and then you can see
this overview of the different cultural meanings
of the different colors. It's always good to check back
when you're using colors. When we design with color, it's good to know
that there's actually a science to the way
that color works. You've probably all seen
this before 100 times, 1,000 times in primary
schools and right up to now. But we're just going to go
through the basics again. We've got the color wheel, which shows the primary colors, yellow, blue, and red. And then we've got
the secondary colors, which are equally mixed
between the primary colors. Then we've got the
tertiary colors, which is how secondary
half primary colors. Then again, we've got
the different ranges of the warmer, the hotter, the cooler and the cold colors combine colors from the color
wheel in different ways. So one of them is to have a
monochromatic color scheme. That's why you
choose one color and then different variations
of that color. You can also have a
sympathetic color palette. That's when you use color close to each other
on the color wheel as this instance
here where we've got earthy colors in both cases. If you want to create a
more dynamic expression, you can use
complimentary colors. That's when you use
direct opposite colors from the color wheel. And the colors will then sort
of intensify each other. We've got two examples here. You've got the
vibrancy on the left, and then you've got the more toned-down
version, the ride. So the complimentary
color can be both used in a more vibrant and
bright fashion, but also if you work with it with a more toned
down color palette. There's a few different tools out there that you
can use to have a goal and have a play around with the
different color palettes. Canva has cool one on their
site where you pick a, pick a color and then
choose whether you want it to be monochromatic, complimentary or
whatever you want. And then it gives
you some examples of color combinations
based on that. So you can go in there
and have a look at that. Adobe has another Hello, pick up a color tool
where you can experiment with the different
combinations of color you can choose
if you want it. Analog monochromatic
triad complimentary. As you've seen, there are way more combinations that I've
gone through here today. So if you want to kind
of dig into it, you can, you can go to Adobe
site and have a play with it and see what kind
of pellets comes out of it. So color is also important for accessibility
in our designs, we want to ensure good contrast. This is especially important for any device that will
be used outside. For a mobile app, a ticket machine, and so forth. Not only for visual
impaired or people with other impairments. We always want to
put dark foregrounds against light background
or the other way around. Actually a good
contrast is often created by pairing
complimentary colors. But the trick is, or the tricky part is that if
the saturation is too high, it can create this
visual vibration, as you often know from
having red and green. So we want to avoid the
red and green together or a bright blue on a
bright red background. We never want to use color alone to differentiate between items. We know that ten per cent
of males are colorblind and it's about 1% of females
that are colorblind. So here to the left, we have an image of these hats. And that's how it looks
like for most people. But the images to the
right is what it looks like for people with different
forms of colorblindness. They can basically not differentiate the
items from each other. Have a look at this design and then have a think about how you could improve this
design based on the knowledge you've
had so far of color. In this example, red and
green are the only way to indicate whether the iPhones are available at your
local store or not. So if you would call a blind, what would this look like? It would probably look like and you wouldn't be
able to differentiate it. So what we could do to make
this design more accessible, we could not only
show it as red, but we could show it maybe as a Red Cross and
then a green tick. So at least then you'll have
two different variations, two different ways of showing the availability on that side. As UX or UI designers, it's handy to know that there are different color systems, although you're probably not
going to use both of them, are you going to
mostly be using RGB? So as a general rule of thumb, the RGB color
system is used only in digital designs and when
we're designing for the web. So this is a color
system that programs like Figma Sketch,
Adobe are using. This includes
designing websites and imagery and graphics for
websites and social media. So everything digital. Think RGB. So that's in the settings. If you want to use
those design in print, you'll have to then convert
them to CMYK color. And if you want to
go more into that, and now you know it exists, so you can dig more into that if you want to
know more about it. Great, Let's move
on to typography. Typography is the art of
arranging letters and texts in a way that makes the
copy legible and clear and visually
appealing to the radar. Topography plays
an important role in user interface design. When you're designing a product, it's crucial to be
able to clearly communicate its intent
and purpose to the USA. And this is commonly
done by using text. Good typography will
establish a strong hierarchy. It will provide graphic
balance to the website and also set the products overall
tone just as colored us. Typography should be guiding
and informing your users, optimizing readability
and accessibility, and ensure that excellent
user experience. So there are different
kinds of typefaces, which might be fontanelle. So there are serifs, there are sans serifs, and there are more
decorative scripts styles and then there's slab serifs. So the serif fonts have that, those small little
decorative strokes, also known as the serifs. And then we've got the
stanza of the second F. Send me with that means
without in French. So the san serif type faces are those without
those little curls. Script typefaces
imitated handwriting. The letters are connected. Then we've got the slab serif, which is basically a
part of the family, but it's got like thick
block-like serifs. It's a bit bolder. The surf dates
back to the 1400s. And the reason they
have these tiny feed is actually because
of stone carving. So back in the day
and when people need to carve out Latin
letters in stone, the designer would usually paint the letters
with a paintbrush. And then the stonemason
would have to carve it out from that painting. And that stone carving created these serifs on the letters. Today. Most Books have serif letters, are serif fonts because it's easier for the eye to read if something we've
gotten used to. Whereas on, on websites, serifs are not that
common for body text. The only place we are the most common place we
see it is on new sites. So for instance, here on
the guardians website, we've gotten a
serif font used as both header and the body text. The serif font, the mood is
the stable, respectable, timeless, formal, traditional
and elegant font. And some of the examples
Times New Roman, Georgia, Palatina, and Garamond, and
some of their subfamilies. So the sheriff has four
different types of families. So there's old style, transitional, modern,
and the slab serifs. So if you want to, again
go into further detail, you can do that. Here's an example of how
Cera fonts have been used on websites because
they have more detail, they tend to work better
with larger sizes. So for instance, as
here, headlines, their work well with smaller web copy made
with a sans serif font. The san serif is simple, the sensible
straight-forward type face. We know it in Helvetica. One of the common sort
of design type phases, REL to Homer or other Diana, the sensor of again, has four different types. Those are the grotesque, the new grotesque, the
humanistic, and the geometric. And they all have their
distinct character sets. In general, most websites
use the serif fonts. It's very neutral,
it's easy to read, and it's very legible often, and it won't offend
anyone if you like. The sounds I have can also have a really clean look to it, as here in the combination of whitespace and that contrast, it really makes an impact. Script typefaces
imitated handwriting where the letters are connected. Script should be
used in small doses when appropriate because
they are hard to read. So it's better to use as a decoration or just
as a graphic element. The mood typeface is
like more feminine, personal, elegant, and pretty. But again, it's hard to read, so it's better just to put
it in as a decoration. The slab serifs,
their entire family with the thick block serifs. Slap Sarah was
originally developed for news headlines to increase
legibility and impact. And that's what this
lab set of doors. They are primarily used
for large headlines, but rarely in body takes. So as you see here, an impactful headline and then
again a Sarah body texts. But that headline
really stands out. The mood of that is
sort of important. It's to show a bold, impactful and design and its intention grabbing some
of the typefaces. We know. American typewriter, alphas
lab and sealer slap, using both san serif
and sans serif fonts together is now a
common practice in UI design to keep the
interface on it though, and to keep it a bit
more streamlined. We don't want to use more
than maximum three funds. And we want to keep the
decorative fonts to a minimum. Remember again, as always, the best font choices are ones where the reader
is actually not, no, don't notice the
font but the message. Alright, let's have a look
at this great example. How many different fonts do
you see in this example? We've got Script typefaces. We even got Comic Sans, which is a no-go for all
designers pretty much. We've got really, we've just got inconsistent use of fonts here. So using the same funds and would really tighten up this design and create
a better hierarchy. Some guidelines avoid title case because capital letters at, like punctuations, lowercase, it's easier
and quicker to read. Don't make it more difficult
than it needs to be. Don't use script. All capitals are slower to scan. And lots of underlying text
is hard to scan as well. It's important to consider
text size as well. A good rule of thumb
is to double or half the size when
changing quite sizes. E.g. if you're using 32
pixel for the header, then you 16 pixel for the body
texts to create contrast. Or at least that's a good starting point
to double the header. We also want to
consider line height. So to the left, the design looks kinda cramped and this sentence
really shows that it's important to get that right line-height
in your designs. The letter spacing
or the kerning is the space in
between the letters. It's important to get
the right amount of that letter spacing in
your design so it doesn't feel like crammed and it makes it hard to
read for the USA, line length is quite
important as well. And the width, the width
of your textboxes, It's better to have shorter
lines to improve legibility. And it's faster and more
comfortable to read. A suggested line length for onscreen as 60 to 80
characters based on a screen size of 1,440
pixels and font size to 16. For more mobile, it should be around 35 to 45
characters per line. Alignment. We've talked about it before. We want to align left
for better readability. If your center, It's okay. If you don't use more
than three to five lines, when it gets longer than that, you can see how to the left. We've got that center
alignment and it makes it really hard to read. Whereas on the right, we've
got that better readability. Justification is
especially important for people with dyslexia. Fully justified texts can create these rivers
of whitespace, which makes it hard
for them to read. So it's fine for print. For like news paste
papers for instance, where you can adjust the
kerning but not in digital. Let's talk about iconography. We've talked about
iconography before when we were going through the
Gestalt principle of. So, when we use icons, It's often to
convey a message or communicate an idea in a
limited amount of space. When we do that, There's a few things we
need to be aware of. We need to always support the icon's with words to
enhance the meaning. So for instance, on
your phone you've got all your app icons, but you always got
that label underneath, telling you what
that app is about. They should also be
meaningful to most uses. It has to convey enough
meaning for users to make that connection and
make that closure of what the meaning
of that simple is. So here we've got a task list, an example of a task list, where it's just like three
dots on a red circle, which doesn't really convey
that meaning of a task. So instead, we could design
it as a paper with a pen. Another thing to think
about is that symbols or icons are often
culturally specific. They can mean different
things in different cultures. So for instance, in Australia, there was an airline that
launched a flight to Korea and they were handing out
this white carnation flower. But they just didn't
think about the fact that in Korean culture this
flower is a symbol of death. So that didn't go
down that well. Lastly, the icon shouldn't
be too detailed because then like the whole point is to have a simplified message in a
little amount of space. So just make it simple. Many icons are
universally adopted as the cases with these
icons we've got here, we've got the lock for security, we've got the play button, we've got the floppy disk, which might have lost the connection to the original
item of a floppy disk. But we know that it means save. Even, even younger people know that even
though they've never seen that item before, there are other icons that
are less commonly understood. So these are some
examples here we've got the, the hamburger menu. And then next to that, That's another type of menu
called the kebab menu. You've got the burger
and the kebab. They, even though
they commonly use, they're not always
commonly understood. Here, we've got a
good example of the use of icons
where they're clear, they're legible and they've
got that label underneath. Next often we've gotten a lesson around human cognition
and UI design.
6. Human cognition & UI design: In this lesson,
we're going to cover human cognition and UI design. So let's talk about the
concept of affordance. So this concept is
basically where physical characteristics
influence or imply how the object
can be interacted with. So I have a picture
here of a joystick. So you can give this to a three-year-old and you don't really need to
give instructions. It's fairly intuitive and
obvious how to use it. The physical characteristics
suggests where you put your hand when you
press things like that. So when we talk
about web design and designing UIs and systems, we have this concept of affordance works pretty
obvious to the user. What you have to do away. You have to go based on the characteristics
of that object. So here's an example of
poor or four months. I went to this
website last week. I was looking for
something and I couldn't I couldn't work at how to interact
with a search. So I'm clicking on it thinking,
Oh, when I click on it, it'll pop out with a little
white box that I can talk. And it wasn't until
I sort of basically went into it and clicked around
it that I realized that, oh, that's where
you have to top. So there was poor affordance. It wasn't clear to me where I had to type
in this example. Now imagine you've
gone and G internet banking one day and
I've asked you, Do you want to
complete the survey? So this is a screen
and I got presented. And have a think about
what do you think you'd likely click
on on this screen? So have a look, see
what you think. Where do you think
you would click? So if you're like me, you clicked on the
giant big Close button because there's only
one button, right? You can't go wrong. You
don't have to decide. You don't have to really read the button because there's
only one to choose from. So this is a good example
of it's good affordance. But in this case, It's a bit misleading and the
visual flow of the page is directing even that giant big arrow
is pointing to the buttons. So my I and my attention is really focused
on that button. So I don't really
need to read it because it's pretty
clear what to do. But in fact, what the button
does is closed the survey. So in fact, what you
had to do was click anywhere on that banner
that help us help you, and that's where you
would do the survey. So that example I just showed you is an example of visual flow and where your eye
is sort of move through the page and
where they're drawn to. For visual flow, the natural
flow for the screen for most people around the world is left to right, top to bottom. So most users start
on a web page or a screen or a system, and I go to the top left
of the page and they work their way that I read everything top to
right, left to bottom. But they sort of
naturally work through that page and generally end
up at the bottom right. So you think about
something like a form, your logical place to have a next or submit button is generally that bottom
right of the screen. For some cultures,
for instance, Arabic, where they might move
from right to left, it might be a little
bit different. But for most cultures, most Western cultures
and many Asian cultures, it's left to right,
top to bottom. So have a look at this example. This is a site that we tested. How do you think users might
move through this page? So for instance,
in this example, they had to choose the
performance date and time. So once I pick the date, then the time, 08:00 P.M.
What do you think they did? You're probably right
if it gets that, they all went straight
from that IPM goal bad, right to the gold Continue
button at the bottom. But what most people missed
is that bottom-left, how would you like to
select your seats? So luckily, it
wasn't a big issue because most people miss this. But the default was what most
people want to do anyway, which is choose their own seats. But most people dismiss that. So think about where
could you move that? So that was in that visual flow. So you can potentially move the how'd you like to
select your seats underneath the time they ate PM so that your eyes are
actually moving through that and you're more
likely to notice it when you are moving towards
that Continue button. So that's a fairly simple fix. Here's another example. This is a nice example
of good visual flow. So in this example, people are searching
for a staff member. Now a lot of people just want to type in a name and click Search. But as they are, as they
taught in the name, their eyes have to move through these other fields, keywords,
division, location. Now they can just ignore
those if they want, but they actually
might help narrow their search so the eyes
moving through them, they're more likely
to notice them. So this is an example
of a good visual flow. I'd like to talk
about skeuomorphism. Now, this is where an object in software mimics the
real world counterpart. So this is an example
of skill morphism. In this example, we've got the old notes application
in Apple iOS. So in here, the notes pads looks like a real know peg
in the real-world. It's trying to simulate
the real-world experience. So we have a yellow notebook. It's got lines on that
like in the real-world. And basically it's pretty
clear what you have to do. It just works like
the real-world versus the new notes application
is pretty much just a blank screen
with a couple of tools and icons
at the bottom. So it's not at all intuitive
on how to use this. So this is an example on
the left, a skeuomorphism. Sometimes these are also
called usual metaphors. And there are certain advantages to using visual metaphors. Metaphors can put
abstract concepts into concrete terms
and makes it a little bit clearer on something like the note pay if you
haven't used it before. And makes it easier
for people to understand how to use
or interact with that. It creates it familiarity if you like, it's more comfortable. And it makes a
system a little bit easier to remember as well. And it can be a little
bit more motivating, a little bit less
intimidating if you like, and encourage action because
it is more intuitive. But there are some
disadvantages. So I want to go
through those as well. It can be helpful, but really only for
inexperienced users. So that example of the notes
application on iOS, well, most people with an Apple iPhone are pretty familiar with
how notes works now. So you don't really
need all of that extra lines and
clutter and color. So the other issue with
it is it can create functional limitations
dictated by the real-world
object. On a notepad. When you get to the
bottom of the page, you have to turn the page
to start a new page. So with the notes application, you can just keep going, but uses might think, Well, hang on, I'm at the
bottom of the page. Maybe do I have to start
a new file or a new page? So sometimes the
limitations they might expect will apply in the digital world when
they in fact they've done. It also adds clutter
to the designs. So you've got all those
lines and extra color, a lot of noise that it's
not as clean if you like. And it may not also
cross cultures, different languages or
ages or generation. My favorite example of
this is the floppy disk. Some of my child's
is I'll look money, That's the save icon printed. This is basically an example
of a visual metaphor. In many years ago we used to use floppy
disks to save things. So it's become a metaphor
for saving and it's an icon that's still widely
used in 100 years time. They'd probably
going to be going, what is that thing anyway? But it's a standard if become a convention and it's a
metaphor for saving things. The other thing I wanted
to talk about now is reducing what we
call cognitive load, but don't make me think, uh, Steve Krug says, in this idea
is that the user shouldn't have to remember
information from one part of the
system to the other. So here's a toy example. Find a training organization to locate a registered
training organisation, registered to offer the
Certificate four in celebrant. See their contact details, please visit training.gov into the qualification code CHC 46. Oh, man, there's a lot of
stuff here to remember. Do you think most
people would be able to remember all this once
they click on that link. Probably not. So you shouldn't force users
to have to remember lots of information like
this because they simply not going to be able to. And it just puts a lot
of stress on the user's. It's unnecessary. Don't make me think, as Steve Krug says, Here's an example as well. I went into gets my invoice for my tolls for work purposes. So I went in and I looked at my tag number and I looked
at my husband's tag number. Okay. Yeah, I know
which one it is now. Then I went to export because
I wanted to download it. Then I went in here
and then it had the basically I had to
put in the tag number. So it didn't even
let me select from the available tags
and their account. I had to go back. And then I thought,
okay, now worked it out. I'll go back and
I'll copy it and it wouldn't even let me copy it. So I had to remember the
number when I didn't export. So this is a poor example. You don't want to have
to make users remember a really large number and have to type it in or remember
which a candidate is. Why wouldn't let me
create a nickname yet? My told my husband's told
tenure or something like that. And then let me just
select from a drop down, so reduce the amount of
thinking that I have to do. So what we wanna do is present information in
meaningful, distinct chunks. So we're going to
group things into chunks that makes
sense to the users. And we wanna make
supporting tools and information
readily available. Things like currency
converters or some sites. Now even just say Hey, we noticed you are in Australia. Would you like to say everything
in Australian dollars? And unlike awesome, it means I don't have to get a
calculator out or use my brain to convert it
every time I click on an item. So things that
reduce the amount of thinking that you'll
use this have to do. Now I want you to watch the following and tell me
what do you notice. Imagine you want to take
out travel insurance. You want to go for a
few days to Vanuatu. And how to think about what
you'd expect to happen. You go in here, you
select your destination. You select your start
date, end date. What do you think's
going to happen when you click on the Get quote? So do you think it
would go to a new page? Do you think he would
fly out something? So have a look and see. Alright, it's done,
finished. What happened? It's nothing happened or did it? So you might not have noticed in the middle of the screen, those three dollar
values in red actually updated just as you
clicked on the get quote. So if I go back a little bit, why that last little bit again, see if notice it changed them. So this is an example
of change blindness, where users often don't
notice changes in state, small little things or parts of the page that update
which they don't notice. They often get confused
when they do something in the page doesn't appear
to change in any way. We've done testing
on financial sites and they've changed things
and the users have said things like it's
something happening or they've changed
that an option in the insurance and it
says a guess that might affect the price,
but it wasn't clear. So this is an example of that. So why is that? I want to talk a little
bit now about what we call foveal and peripheral vision. So our foveal vision
is our central vision. It's f one to five degrees
that you're looking at, where everything seemed
really sharp focus and it's bright colors. And then we have things in our peripheral vision
that are on the side. And things in that sort
of peripheral vision, maybe a bit duller
and color and they're fuzzy so you can hold a
book out to your side, but you're probably not going to really be able to
read that book. So our peripheral vision
guides our attention and often competes without
central foveal vision. So the design implications for us is that we want to avoid moving or scrolling texts because these compete
with their attention. So you're trying to
focus on something in the middle and something's
flashing on the side. We also want to use
familiar patterns so that detectable by
peripheral vision. So if I'm looking for a
search bar, for instance, I'm looking for a little
magnifying glass or button next to us in a
white box where I'm gonna be at the top
in a search term. So that's a pattern that's
my brain is familiar with. I can't see the details
of that pattern, but I can see enough
of the shape of it. To God my attention to that. We also want to minimize
the visual noise. All of those things on
the page needs to have a purpose because it
competes for attention. The ABA, design implication
is when we use in page tabs. So people often don't
notice tabs within a page. Here's an example of a website
we tested a few years ago. In this example, we
asked people to go to something that required
them to find insurance. Judy now normally lead people that match
in a test session. But we wanted to prove the point that even
when we lead them, they still couldn't find it. So a lot of people just went
through this page and I just didn't see the tab on
the right insurance GD. And the reason for that is this. This is basically what
the brain looks like. So when you're looking
at a computer screen, let's assume that you are
about 45 cm from the screen, one to five degrees. Focus is equates to about 4 cm or so on the screen
that are in sharp focus. Effectively, this is
what your brain sees. So you can understand looking
at this sort of simulation, why people could
easily miss those tabs when they're not boldly colored because they're
not looking for them. So what does that
mean for designers? It means we want to show as
CTAs or our calls to action. Things that you
want to use this to do are really prominent. We want to have strong buttons. Use strong visual cues. Really, really good
affordance, big, bold, strong colored buttons that
really has strong hierarchy. We also want to ensure
that the tabs are prominent and it's so close to that five-year-old view,
that central view. So I like to reverse the
color treatment of the tabs. In the example on the left, which is from the side,
I'll just show you. People would fail to
find that eligibility tests that link flooding in
the middle of the screen. So it would be better
as a button if it was really important
that you wanted them to do. And the tabs on the left, I didn't say that. So on the example on the right, this is the old site for
National Australia Bank, but it's a good example
of how the tabs are. The color is inverted. So the, the active tab that the one they
are on his watch, and the other tabs that
they can potentially choose a dark so they match
more likely to be noticed by your
peripheral vision. Thinking about
peripheral vision, what do you think might
be the issue here? So you've gone in here
and having a look. So what sort of on the edges of the screen that
people might miss? So basically, other
than menu on the left, that little icon
for the search on the right be easily missed by people for their peripheral
vision because it's very small and it's not a pattern that people are familiar with. Paypal a set and a familiar with what we call
the menu burger. And they're really used to
using that on a mobile. But on a large computer screen, I would generally not
use that burger menu. So this was obviously an issue because they put this
little thing, a solution. Did you know you
can use the search? Well, it's not a great solution. Just use a convention
of a patent. Put a little white
box next to it. That's a solution,
but not a great one. So that means we want to use familiar patterns detectable
by a peripheral vision. So things like a text
input box next to the search button and avoid
many burgers on large sites. Now, I want to talk
a little bit about user confidence and
entering personal details. So people should be confident
using the application. There's a lot of
scans that they now, people are becoming more
and more nervous and weary of putting in their
personal information. So you need to build
that confidence. So how do we do that? We can use things
like iconography or images to show the
site is secure. A lot of people
don't know how to determine if a site secure using the HTTPS or little
padlock icons in the browser. Sometimes browsers like Chrome will tell you if the site
is not secure and they give you a big warning
and people will freak out because their
certificate expired. So on your side,
it may be secure, but that may not
be clear to users. So this is an example
of Internet banking. We did focus group E is
ago and people raved about the little padlock
in the internet banking. And it's like, well, it's internet banking
for a large bank, of course it's secure. But that little padlock
picture of a padlock on that log on just made
them feel warm and fuzzy, gave them that assurance. Here's another nice example
when they're going to put their credit card details in
for this prize lottery site. People might be a little
bit nervous with that. Especially older people
are less savvy people. So again, it's
gotta how we secure your information and you hover
over that in a little box, comes up with instructions. It may not mean a lot
of things to people, but having all that
information there just helps build that assurance that you are taking security seriously. Now when you're asking for people to enter in
personal details, you have to provide a
clear value proposition. If you're asking
them to register oriented detail as they go, Okay, what am I getting
out of this transaction? So here's an example, not a great one where I use airport parking when
I'm traveling for work. And all my details are saved, I log in as a customer. And when I go into here, it asked me for my phone, taught all my other details that I remember
except my phone type. And I'm thinking, why do I need my fun and taught
to pack my car? I don't like what? I can't see any valid reason
why they would need that. Which set of effects
my trust with them. I'm like, What are
you gonna do with that information? Why
do you need that? It's not clear to me. Here's a nice example
when I go in here, but basically you can type in
any address and people go, Hang on, I'm typing
in an address might not feel comfortable. I'm looking at property values to say the sales
history for property. Now you might say, Oh, I'm not sure about
that, but he says here, why do we need to address
now in this case, they actually required by
government authorities to record the details of who they're publishing
that data too. There's a valid reason government regulation
that they need that. Again, they've just explain to me why they need that address. It would probably
be better if that was at the top of the page. But at least they've
got that information. The other thing
we can do is what we call gradual engagement. So basically done ask someone
to marry you upfront. We want to gradually build that relationship and
build that trust. And then we need to provide a reason for them to
provide their details. So I went to a website
called tent world. I purchased some
camping equipment. Add didn't really
want to login or register and I might
not want to do that. I'll just check out as a guest. But then at the end, it gives me an option that says, Hey, activate your account. I'm like, why would
I want to do that? It gives me some valid
reasons as to why I can check the status of my order and I can come back faster next time. So it's giving me
some reasonable ideas as to why I should register. And all I have to do
is basically click a button and put a
password, I'm done. So it's not too much
of a commitment then I'll asked me
upfront to register. This is what we call
gradual engagement. In our next lesson, we're going to talk about
inflammation design.
7. Information design: In this lesson,
we're going to talk about information design and we're going to focus on web content Riley, and readability. So here's a diagram that pretty much shows the information flow. It has many different elements. You might think, Oh, we'll just put the
words on a page and people will read it
and it will be good. But it doesn't work that way. So you might put
words on a page. But all of these
different things affect how they interpret that, their perceptions of
that subject matter, the technical environment and
physical environment which they operate, the
social environment, the goals, all of these
things might affect how they interpret or
process that information. So if you think about something like COVID vaccination
information, when that first came out, you probably remember there was a lot of contention about that. So think about all the things, how these elements change
for this particular topic. So perceptions of COVID,
vaccination information. When that came out, people had different perceptions on
now preconceived ideas. There are different
physical environments. Lots of things were happening. People took different actions, so different social
environments. Some people lived in communities with lots of that anti-vaxxers. Others might have lived in mind, maybe a scientific
sort of household. So they'd predispositions
might have been different. Information flow is not always sort of how we intend it to be. Just be aware that it has
many different elements. So I now want to talk about
how uses view content. So people are generally
read, they scan. And we want to enhance that scanning by
providing clear links, headings, short
phrases and sentences, and lots of short paragraphs. When people say large
paragraphs of text on a screen by almost
real away in horror. So we don't want that. We want to make it
easy for them to scan it and basically find
what they're looking for. This is from Steve Craig's
book, Don't make me think. It's an oldie, but
an excellent book. What we designed for. Sometimes our
stakeholders are all we have to put all those
words on the page we designed for everyone reading everything left to
right, top to bottom. But the reality is they're
skipping all over the page. So they're not always looking at the content you want them to. They often scanning for
links and keywords. Now sometimes when
people will read, there are different reading
patterns that people have. One of the common ones
to be aware of is what we call the
F shaped pattern. So as I mentioned,
people don't read they scan but they often scan
and F shaped pattern. I might read the first
line or two of texts. Then I might scan down. They read a couple of
words from the next one, and then I might just scan
down and see keywords. So here's some examples
of that S-shaped pattern. Not the only reading pattern, but it's a very common one, especially for things like
search results pages. You can see here from eye tracking how people are
looking at the pain. Now, you might say, oh, unlock web content biodata, I need to do this segment. However, you might
be still writing instructions for an
application or software. So when we have instructions, we want to make sure
that we move things like instructions to tooltips. A little question marks
on the side or help. Or even error messages will talk about
error message later. But sometimes we
still need to word those instructions in a way that people can understand them. We also don't want to include
unnecessary instructions. Don't tell people
how to suck eggs. Basically, people aren't stupid. They know some
common conventions. So don't tell people
to use how to use things when it's pretty obvious. So we want to make
sure that the design itself should indicate what actions are available to users. Designs should speak for itself. The user shouldn't have to
read instructions on how to interact with that design
or that user interface. So here's an example
to access the site, enter your username and password into the
fields provided. No, I would never have
got that from that pet. So here's an example. Most people are familiar
with a login pattern. I'm not suggesting you do this, but you could probably even
get rid of the labels, username and password and
paper would still know what to type in because it's a
very familiar pattern. So just lose the instructions
on how to login. Maybe just put a heading
and what they logging into. So don't include what I call superfluous
instructions that aren't really
necessary and just add visual noise and
clutter to the page. So you might think that people
don't read instructions, and that's often true, but they will read instructions
when they get stuck. So think about your
own situation. Have you ever bought a piece
of furniture from ikea or a toy for your
child and you're trying to assemble on
Christmas Eve and you think, Oh, I didn't need
to read the manual, I can do it without that. And then you start to
put it together and then you go, Oh, I'm stuck. What do you do then? Then
you grab the manual. So people do look for help, but only when they get stuck. So when they come to a web form, they go, I don't need to
read the instructions. I'll just fill out
this web form. Then they get stuck and
then they look for help. And they look for help at
the point of confusion. Sometimes however,
we want to give them advice or things that are going to help
them through that process. Before they start. And it's really hard
because if you put those instructions at
the top of a phone, people will just ignore them. So this is a good example
of from asic website. When we changed
our business name. Basically, I was
presented with this. So before I started the prices, it had a checklist of things, things to be aware
of because it's a government website for
registering your business. He kinda thing I probably
should read these things. And having a checkbox made me
read them much more likely. So here are the things
you need to be aware of. Anyone could go through and just pretty much check all these checkboxes without reading it. But by checking the box here implies you're agreeing
to these things. So you read each of
these instructions, you click on the check boxes and it won't let you proceed. It grays out the button until you selected
all those checkboxes. So this is a good example
of how you can sometimes provide instructions at
the style of a process, especially if they need
certain documents or if they need to have done certain things before they start that process. Now when we're writing content, we want to use what's called
the inverted pyramid. So we want to put the
important stuff upfront. So it's almost the opposite
of academic writing, where we have our introduction, method or approach our results and discussion and we're
building to a conclusion. With web content writing. We want to flip
that on its head. We want to start
with the conclusion. What people want to know, then what do you
want them to know? What all the other little things that legal thing you have to put on their terms and
conditions, things like that. So I have the really important
things at the top of the page that are going to help users achieve their goals. And obviously that
comes back to what are the user's goals and who are
the users for this page? So always think about that
when you're writing content. Who is the audience
for this page? And what are they
trying to achieve? I'm going to show you
a little video now. So pretty clean. Have you gotten into steaks? I frequently asked questions, just ask to ramble on, doesn't actually say
in this section. You will be able
to answer this and that just rambles on assists and click here for this
last question. So as you can see here, there's a lot of
superfluous text. This is a frequently
asked questions. They get 1,000 calls a day. Yes. So I would hope that your FAQs
or base and all the calls you some of your questions
have been answered yet. Okay. Where are they answered? If you can't find the
information, go to the act. Well, good luck with that. Trying to read information
from a government act. And then at the very
bottom of the page are the three little links where the frequently asked questions
can actually be found. So most of that text
is superfluous. Gf is my scientific label
for that superfluous GF. Below we redesign that page. We now have the three links for the FAQs because I
had so many FAQs that are categorized by the time whether it was starting
or ending a tendency. There were lots of little things like how do I change
a light bulb? Who has to pay for that? So lots of little
specific questions. But by categorizing them,
That's why they did that. So we had those three links first and then if
you can't find it, then go off to these places. Another thing you can do with content is used what we call expand collapse or
show hide panels. These are really useful way, especially work well on
mobile because the user has control as to what content they say and what they
would like to see expanded. So this is a nice example. Here's another example
of an expanding panel. This is the turn data discovery
portal that we worked on. Again, we did lots
of user research. We talked to ecologists
and researchers. And we found that one of the things that
scientists are colleges wants to know this is a
metadata or data about data. So it's a place I can go to
find any ecological data. And what we found is the things that they
all wanted to know. We put there at the top
of the page and then the things that I need
some users wanted to know, we hit in these expand
or collapse panels. So again, make sure
you put labels on them like show and hide
for accessibility. And make sure there's a
strong visual cue like it's a good affordance of the
whole area's clickable, like a border around
it or shading or color, things like that. So this is examples
of expanding panels. Now I want to talk a little bit about literacy and readability. Now this is a bit
tragic I think, but about 14% of Australians
have very poor literacy, and it's very common in other
Western cultures as well. This doesn't mean that
they're stupid or dumb. And anyway, it's just
that people have different backgrounds or they might have learning disorders that may have made
it hard for them to read or things like
dyslexia, things like that. The general public websites. What that means is we
want to generally write that content targeted
at a sixth grade level, which is about us
of a 12-year-old. So that sounds pretty scary. But just think if you've got
a general public audience. So if you've got a
banking website or a government website for
government assistance, you want to make sure
that that content is targeted at about a
sixth grade level. In Australian government, the web content style guide says it's a fifth grade level. So that's can be hard to do. So how do you
actually assess that? So there are different, what
we call readability scales, which determined the
readability of texts. So this is one of those
example called fries. In this example, you take
three paragraphs of texts. You average the number
of syllables over 100 words and the number of
sentences per hundred words. And then you chat that for
that three paragraphs on this grid on this chart. And then it shows you that it's a college level
which is university, or whether it's a fifth
grader, et cetera. So that's that's
one way to do it. That's the hard way to do it, but that's the background
theory behind it, is a couple of other
tools you can use, even just basic Microsoft Word. If you go into the options, you can click on
readability statistics and then do a spell check. And at the end it'll
pop up and give you the reading ease score. So that's using a method called Flesch-Kincaid instead of fries. This is one of my
favorite tools. This is called Hemingway App. A lot of copywriters uses tool. With this tool,
what you do is you get your texts from
your website or whatever you're wanting
to test and you paste it into this middle area. And the only thing I don't
like about this tool is that it's not crystal clear
way to paste your texts. So you paste your text just over the text that's
already there. And then it automatically gives you a score on
the right-hand side. So this text here is
grade six readability. And what's really useful is
you can edit it in line. So you can go in here and
you're gonna go, okay, that sentence in
dark red shading, that's very hard to read. Let me go and change that. And then you can see in real
time how that's changing. Then you can go, okay,
I'll get it down to a grade five level by removing
a couple of big words. So sometimes it's hard to get
it down if you've got words like Australian government,
they're big words. And I will affect
the readability, but it can't get with it. If you call it Ozzie and gov, that's probably not the
best way to go hit. So there are terms like that that you just never
gonna be able to avoid. Next, we're going to go through the visual design process.
8. Visual design process - from wireframe to visual design: Now we're going to talk about
the visual design process, mainly about how we can
use mood boarding to go from black and white wireframe into an actual visual design. We'll focus on mood boarding
as a way to establish a visual style for our designs. And we'll also talk
about style guides as either a tool in the process or as a way to
document those styles. Mood boards are collections of visual materials to show
ideas and concepts. It's not something we are
very familiar with in UX, but it's a popular technique in the broader design world
and other creative fields. Mood boards are
great for creating visual directions
for your design and allowing you to effectively share these ideas with others. They meant to transfer
the right mood and bring those more emotional aspects
of the design forward. Unlike wireframes
and prototypes, mood boards don't show the detailed picture
of a future project. But more again, those emotional and sort of broader colors, the topography and the
imagery and so forth. So why do we even
bother with moodboards? First of all, it's
to save time and effort in a few
hours or maybe less. Designers can create this
visual guide for clients. When we present a concept. And mobile can easily be edited so it saves
both time and effort. It's also a good way to involve
clients in the process. We can get ideas
from clients and try and understand what they
want out of the project. They can actively participate in the selection of
styles and samples. And it's an easy
technique and it can be done if you're a non
designer as well. You can also do it to
understand the project. So you can do mood
boarding on the client. What does the brand
look like now? The demographic, maybe
add to your personas. What are the visual style? What do they love? What do they use?
What do they see? Can also do a mood board on
the client's competitors. So what does the
competitor sites look like to avoid doing the same? So most importantly, we do move boring to get inspired and establish that
visual direction. It's a good way
to find ideas and inspiration for that visual
direction of your design. The mouth focus,
your mood board is the easier your visual
design process will be. As UX designers, we might create a mood board for
interface elements, for iconography, for
topography of a color. Let's have a look
at some examples. So mood body helps us figure out how to go from wireframe
to the visual design. So this is just an example, sort of a simple example. We've got the wireframe
on the left and we've got the sort of more file
UI on the right. Let's try and break
that down a little bit. So far in UX, we've focused on the
functional aspects of design. Which type of interaction
elements do we need? What is the flow of the
site we'll call to actions? Do we need to include when
we start mood boarding, we start to establish that visual direction
for our design. And this is a simple wireframe
for a find a pet website. And let's have a look at how the mood boarding process helped guide the
direction of this design. So first of all, there was
some keywords established, so those were cheerful
flowy in retro. This site was a pet
website and it's aimed at families with young children who are looking for a pet
to join their family. So therefore, these
very cheerful flow, your retro vibes was chosen. This is an example of
a one-page mood board. Based on those keywords. Based on those keywords, we can start sourcing
inspiration. So this is a collection of some screenshots
from other websites. There's some photos that indicate that visual
direction of the design. It doesn't have to be
super-complicated. You can take a few images. It doesn't have to take a
long time, but sourcing, like just a little bit
of inspiration before you start doing your
design will be helpful. Once you've collected
this inspiration, you can start breakdown
and analyze the design. Then use that as
your guidelines. So for instance, we don't
want to copy the design, we don't want to copy
the inspiration sources we've found. We want to understand what they did and why they did that, and then copy that,
then do that. So here couldn't do
a bit of analysis. So there has been. They've used large
colorful blocks as backdrop for each section. They have. The straight lines are broken
up by overlapping elements. In this case, the socks that elects flowing out everywhere. And then they've got rounded
buttons in the design. And then the use
of color blocks, there's hardly any white used. Okay, so how might
this mood board help us create that UI
for this website? So we have that black
and white wireframe and then we're going to apply those different elements
that we saw in a mood board. So we've applied the
large colorful blocks as back to backdrop for each
section on the pet website, the straight lines sections are broken up by
overlapping elements, in this case some
shapes and some dogs. We've used those rounded
buttons and rounded tiles. Then we've used color blocks. There's hardly any way. So that was the result from a simple mood board exercise and then applied to that wireframe. It's all summarized in a very brief simple
style guide as well, where we've got the button
styles, the headlines, the colors, then a few of the visual
elements used in there. Okay, So let's break the process down a
little bit of ethanol. You can brainstorm
three visual keywords. So there could be brand values, basically keywords that reflect the brand and gives
you some direction. So during your UX
research and analysis, you have most likely
discovered lots of insights from your users about what they like,
about the brand. What are the sort of
the mood the brand gives him and what is
it supposed to do? And we can use
that research when we then describe those keywords. We can do some mind-mapping
or word associations or brainstorming on words. Then together with or
without a client's, we can determine those keywords. Some examples here of sort
of emotional keywords. Cheerful, competent, Joyful,
curious, and so forth. Next, we want to decide which
mood boards that we need. Do we need interaction elements, or is that already established? Do we need color, a new color palette, or typography, or a
mood board on layout. So often there might be like
a full-blown style guide, in which case we probably don't need a lot to do a
lot of mood boarding. But other times I
might be like half. We've got this button, does that button styles, this color palette,
but there hasn't been, there still some
elements missing. Yeah, So if there's
anything missing is a good idea to then saw
some inspiration for that, that we want to just
get creating and create a mood board of examples
that reflect these keywords. We can screen grab, we can get some photos. And remember again,
a mood board that's focused is a bit more efficient than just
having lots of different sources pointing
in different directions. So it's a good idea to
refine the options, the best possible outcome. So rather three
focused references then a bunch of different ideas. Lastly, we want to
analyze a mood boards. We want to break it down
and understand what makes these examples
good examples. What characterizes this
inspiration that we've sourced? We don't want to
copy the design, but we rather create our own design based
on some good ideas. So examples of this
could be the layout. It's got wide margins
or narrow margins. Do we have what type of topographies use if
that's of interest. It might be the way
that the site is balanced or it might be the
hierarchy that we like. So yeah, we can, we can source that inspiration
and then break it down. Let's have a look
at another example. It's, again, it's about
turning something played into something more
emotional and visual. Going from that black and white to something more colorful. This is like a proper UX sketch, very early sketch just outlining this microsite
and the elements on it. Then we move into the
wireframe stage where we go into Figma or sketch. And then we start placing our elements on the grid
that we've laid out. Then we can start
creating those, those keywords that
ties in with the brand. In this case, Quirky, library and dynamic
are some of the words. Then we can start doing
the mood boarding. So here's a mood board
for UI elements. So a bit of
inspiration for that. We've got sort of
cartoonish buttons and colored frames with
whitespace and so forth. So we break it down. There's some inspiration about
layout and imagery used. And then colors. Again. In this case, we've got two color imagery. The use of bright neon colors to evoke that sense of
emotion and feeling. It's a bit more sort of emotion
and a bit more feeling, feeling stuff in this
phase of the process. Now based on those that
breakdown that analysis, we can then start applying that visual style
to our wireframe. We can do it section by section. So we start out at the top
and then work our way down. In this phase, we could also be establishing a style
guide at the same time. So I'll talk a bit more
about style guides innovate in this phase as well. There's some good resources out there that you
might want to use. So free images can be
sourced from Unsplash, pixabay pixels, nappy.co
and stock snap. Just to mention a few icons
to use icons in a design. There's lots of free
ones out there. The Noun Project
D, I can say it, and Ionic columns are
just some examples. And then fonts again, if we want to have a custom
font or just a font that fits our brand and what
we want to get across, we can download fonts from
Google font, font fabric, Adobe fonts, and there's
plenty more out there. Let's talk about style guides. Style guides defines the
consistent patterns, the interface elements and the visual styles
such as the fonts, the colors, the iconography
used in the designs. Clients often have style guides. Sometimes they are
more extensive, sometimes there are hardly any. Sometimes, as a UI designer, you'll have to work
with the client to develop a more
extensive style guide. There are various
way to approach and interpret these style guides. If there is an
existing style guide and defined elements already, then that's where
you got to start. As tall guy can also just be a work in progress next
to your wireframe, why you test out styles and you gradually refine as you go. So it's almost like if you go back and forth from
your wireframe and then you're sort of elements design, interactive
elements design. They also use as the
end of the process to then document the design
for others to use. So it might be a deliverable
along with your wireframe. And you're more visual
designs that can be very specific and show pixel perfect measurement
for certain elements. Or they can be more loose and offer more broader guidelines. With visual examples, there's no single right or wrong way
to do these style guides. There just needs to be
understood by others. It's important to
remember that they are living assets and they keep, keeps evolving with the design. Here's another example
of how the headlines and the imagery all plays
together in the design as well. Got the icons, the use of imagery of what's
the style of imagery use, and the color codes and
the quote styling as well. Other times there's a more
extensive style guide as this Medecins Sans
Frontieres style guide, branding guidelines online. So as it says here, the visual identity system
is a way of ensuring consistency across all the communication
channels that we use. So this is a global brand
and it's got like local hub. So just to ensure that
consistency across the globe, they've developed this quiet,
extensive brand guideline. So it has like
downloadable assets. So we've got the logos and
then how the logo is applied. When to use logos,
when to use symbols, what not to do in the
design and what to do. It's also got color. One of the main
colors and what are the secondary and
tertiary colors? It's got typography and
then composition as well. Structure, images,
maps, pictograms, and examples of
how this all comes together to
communicate the brand. So as a designer
for this project, you would have to
go into this side, download the assets, and
then look through and then ensure the consistency
with the brand guidelines. So in this case, you
probably wouldn't do a lot of mood boarding. You would just go,
go straight into it. Next up ten is going
to give you a bit of a summary about the lessons
that we've gone through.
9. Summary and key lessons: Best job at a summary now, for course seven on visual
and information design. So what is visual design? Remember that definition? It's the practice
of devising grids, laying out pages, choosing color palettes, and
developing icons. And that's the definition
according to the BCS. So the fundamental
principles of visual design, the really important
ones you need to remember if you
are sitting there, BCS, exam, proximity, alignment, repetition,
and contrast. So remember that
acronym park PARCC? Again, they're the fundamental
ones according to the BCS, they probably are
others as well, but these are the ones they
deem to be most important. Sophie talked about
Gestalt principles, principles of proximity, similarity, figure-ground, closure, continuation,
and exclosure. She's also talked about
other design principles such as hierarchy and alignment, repetition, balance,
and contrast. Sophie talked about
the visual elements of color, typography
and iconography. I then touched on the
concept of affordance. This is where the
physical characteristics influence or imply function. So something like a
joystick is really obvious to a three-year-old
how to interact with that. We touched on metaphorical
and skim office and where an object in
software mimics that real-world counterpart. So just remember
those terms as well. And reducing cognitive load. And I talked about the user
shouldn't have to remember information from one part
of the system to the other. Let me test on information
flow and web content writing. So he talked about
how information flow has many different elements. Then we talked about
information design in terms of web content writing, attached on literacy and readability and how
to measure these. We've talked about some
of the red writing for the web principles are
how users read content. And we talked about
the F shaped pattern. Then Sophie talked about
the process moving from the wireframe through to the visual design
and how we do that. In our next course,
number eight, we'll talk about
usability evaluation, including design heuristic.