Fundamentals of design
Line - weight, color, texture, style
Shape - geometric or organic
Form - 3d shape, layers and sense of place with shadow and perspective
Texture - real or implied
Balance - color, size, number | symmetrical vs asymmetric | rule of thirds
Branding and Identity
Every element works together to show what brand is about
Consistency - with a style guide possibly
- Logo - sharp, high quality
- Color - include some neutrals, don't vibrate or overwhelm
- images - signature color, subject, graphical style | authentic
Layout and composition
Think like a designer
- Proximity - show relationships of content with visual space
- White Space - negative space defines different sections
- Alignment - Consistency | arrange inside an invisible grid
- Contrast - create emphasis | color, size, style | Decide what elements you want the user to notice first
- Repetition - repeat or echo specific elements
Color
Hue - color
Saturation - intensity
Value - darkness to lightness
Color schemes:
Monochromatic - one color with different values
Analogous - colors next to each other
Complementary - opposite
Split complementary - opposite and split to left and right
Dos and Don'ts:
If colors vibrate, play with the value of one color
Every color sends a message - use some neutral
What is a user interface?
Three parts: user interface and content
Interface is any bridge connecting a user to content
The medium shapes the experience
UI - how it looks, surface and visual identity (design driven) / (tangible)
UX - how it feels, content engagement (user driven) / (propositional)
UI/UX develops from 4 areas
- Ideation
- UI or front end
- coding or back end (not touched in this course)
- UX or testing
All 4 areas interact to develop and tune a digital experience
Other connected areas
- marketing
- testing
- content development
- production
- upkeep & updates
Interface Conventions
Old fixed experiences (atm/calculator) have moved to transfixed screen based experiences. Now we have digital and physical conventions.
- Real world models (buttons)
- Learned behavior (conventions)
- Cause and effect (reaction)
- Consistency (systematic)
- Seamless (fast and easy) no unnecessary steps
- Immediate intuition (learn one you learn a whole set)
- Fulfillment (payoff and results)
- undo/redo (feel safe)
Blank screen we start with is NOT a blank slate - what is the user bringing to the interface?
Template vs Content
Template ≠ content.
- As content gets more complex, it may be a good idea to organize it in more of a template.
- When content is specific it may be a bad idea to use a template.
Retaining generic website functionality but modifying to take content into account is a standard way to go
You can take alternate approach - content specific design
Aesthetics & Functionality
How it looks vs how it works
Goal is to push these two factors into one - functionality and user interest
A brief 🕐
- Content
- Context
- Audience
Define what you are going to make - NON VISUAL
Example:
Content: A digital microscope
Context: Phone App
Audience: Amateur scientists
Brief: A digital microscope for amateur scientists on your phone
Understand every aspect of your project. Design and content.
Assignment Brief:
Content: Find vegan food for a roadtrip
Context: A desktop app
Audience: Vegan travel people
Brief: A desktop app where vegans/vegetarians can plan trips
Look and feel
Style Frames and Mood Boards - envision the overall design direction
This is pre-commitment and pre-production and pre-spending money
Trying to visualize the invisible.
Broad color, typeface, imagery - also shapes and experience of actually using the app
This can be done visually and/or with small word pools - explore related words and phrases and put them together and mix and match to discover structure. This should all be done in multiple directions. What actions do each different look and feels do? Describe the whole app as a person or an agent performing actions.
- Language is a design tool to set mood and tone
Color and Shape
Start restricted and analyze cultural connotations. Each color creates an emotion - a pallet creates a mood. Some pallets come from real world and some are created. Color is relatively subjective.
Color also relates to context. Use and learn from existing associations. Make some items active and some passive. Show progression.
Shapes
Used in two primary ways:
Interface - functional
Design - more emotive and build up look and feel
Imagery
Content - Mood - Navigation
All three elements effect the others - there is no way to escape
Content:
- Contained - Print layout
- Immersive - fluidity, animation, games
Mood:
- Set a tone with photos or illustration
- Mood / lifestyle
Navigation:
- Recognizable
- Set the tone and expectation
Typography
content - interface - branding
Text is fast, accurate, economical, can represent unpresentable things
Great for representing complex, non-visual, concepts
Connotation + Individuality = branding | Ex: Logotype, swoosh, netflix-color, modular google system
Icons
Every app HAS to have an icon or symbol to recognize
An apps interface itself also has icons
An Icon shows us a visual of a thing, while a symbol does not look like the thing it represents. Icons are pictorial. Sometimes you want an icon, sometimes a symbol
Magnifying glass is used as both an icon (zooming) and symbol (searching)
Some GREAT examples also live in the middle ground (Apple, Scissors, Trash Can, Envelope)
What makes a good Icon?
- Communication (ideas + aesthetics)
- Functionality (technical)
- Audience (user understands)
- Recognition (saturation + simplicity)
Static to Active
Form - function - experience are all connected
How do you know how to interact?
- Build a predictable system that is easy to learn 100% of the time
- Make the system economical - more choices for less clicks and use visual hierarchy to have more choices for less on-screen real-estate. Empower the user - make them in control
- Expand on the system, then compact into hierarchy, repeat
Invisible and visible UI
- Simple/Direct
- Unambiguous
- Rapidly adoptable
- Familiar/predictable
- Logical
Cons of simple - BORING
Can you create value in the experience?
cons of experience - Obstruct content, dates, time-consuming, unnecessary
Does your audience care about speed or style? You have both - how do you weight it?
Composition and structure
Again this is content specific
User priorities should drive the layout. Start at a super high level, and dive into the details of each space. Make the app look like it actually works and handles edge cases. Every detail of every section should be dealt with recursively.
Pattern library
http://styleguides.io/examples
Points of interaction
familiar forms = fast forms
- size
- shape (function/label/screen)
- color (signifiers/system)
- dimension (modern drop shadow)
- system (logical placement)
https://www.smashingmagazine.com/2016/11/a-quick-guide-for-designing-better-buttons/
https://uxplanet.org/7-rules-for-mobile-ui-button-design-e9cf2ea54556
Not Buttons
Abide by conventions that relate to the domain you are working inside - not just any convention
- shape
- scale
- contrast
- clarity
- economy
Micro decisions all contribute to the ultimate look and feel
Don't reinvent the wheel unless you have to - you can change the style of the wheel
Similar interaction - different micro decisions for style
When a micro decision is made look at how it impacts the ecosystem
State and changes
Simple and clean, but consider the contrast between each state. Should not really ever leave the family when changing states
- Recognition
- Confirmation
- Activation
- Rejection
Not everything has all 4 states
In mobile: the swipe replaces the click (as much as possible)
Making a whole from the parts
Hierarchy of content
What is important to the user? What is important to the client? What is NOT important to the user or the client?
Hierarchy of intention and hierarchy of function will hopefully match
- What is the first thing a user sees
- What is the first thing a user thinks
- What is the first thing a user does
- Repeat for the second thing and so on…
Articulate the problem and give structural shape to a solution.
Conventions and Expectations
Use conventions and create variables within them
On an app, everything is sequential
On an app - people understand that there are more things outside of the scope of a window
Structures and grids
When making a grid - define each property of the mathematical structure exactly. Ensure the system is modular. There can be variables within the system, but define limitations on those variables.
Again - this is a number of micro decisions that all make up the final product
Moving between screen sizes - you typically just adjust constant scale factors. Maintain the structural relationship between screen sizes. Design first for the screen your audience is most likely to use