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McMaster University      MM1A03
            Introduction to Multimedia for the Humanities




Interface Design
              The Principles of Design


From: “Fundamentals of Graphic Design” chapter by Robin Landa.
Principles of
           Design
         In this presentation we see how
 Balance, Emphasis, Rhythm, and Unity
transfers from graphic print media to web design.
Balance
•   Balance is an equal
    distribution of weight.

•   Understanding balance
    involves the study of
    weight, position, and
    arrangement.


                              Shark bus doors, National Geographic Channel
http://www.tbshumorstudy.com/main.html
Emphasis
•   Emphasis is the idea
    that some things are
    more important than
    others.

•   Must establish a focal
    point and a visual
    heirarchy.

                       http://csauce.files.wordpress.com/2007/09/zu_trail_destruction_1.jpg
A Focal Point
•   A Focal Point is the
    part of a design that is
    most emphasized.

•   Supporting focal points
    are known as accents.
How to ... Focal Point
•   Make it BRIGHTER • A DIFFERENT COLOUR • A
    Colour if everything else is B/W • Make it Go A
    Different Direction, A Different Value, Give it Texture ...
    IN THE WEB WORLD MAKE IT
    MOVE MAKE IT TALK.
•   Other How-to’s?? Check out Page 66! Then embellish!
http://whiteboard.ups.com/
How to ...
          Visual Hierarchy
•   Where do you look first??

•   Where do you look second??

•   Where do you look third??
Rhythm
•   Rhythm is a pattern
    created by repeating or
    varying elements.

•   Think music where
    there is a sense of
    movement from one
    sound to another.

                              mtv
Do these principles of   RHYTHM apply to




            http://www.mtv.ca
Unity Continuity, Grid, Alignment, Flow
      Develops from:




New York Times Magazine (Hard Copy)
UNITY
See how these principles of
(Continuity, Grid, Alignment, Flow) apply to




http://www.nytimes.com
Principles of

Analytical Design
     Edward Tufte
Analytical Design
Probably the best statistical graphic ever drawn, this map
by Charles Joseph Minard portrays the losses suffered
by Napoleon's army in the Russian campaign of 1812.
Beginning at the Polish-Russian border, the thick band
shows the size of the army at each position. The path of
Napoleon's retreat from Moscow in the bitterly cold
winter is depicted by the dark lower band, which is tied
to temperature and time scales. — Edward Tufe
From: http://www.edwardtufte.com/tufte/posters
Tufte’s Principles
 For well-mapped analytic design, make sure you show:

1.   Comparisons, Contrast, Differences.
2.   Causality and systematic structure.
3.   Multivariate data, that is more than 1 or 2 variables.
4.   Integration of words, numbers, images, diagrams.
5.   Documentation of data sources, authors, sponsors, etc.
6.   Quality and integrity of content.
http://www.sundialmedia.com/maxmag.tv/index.html
Principles of

Interface Design
  Gillian Crampton Smith
     In Your Coursereader
Interaction Design
If I were to sum up interaction design in a sentence, I
would say that it’s about shaping our everyday life
through digital artifacts.

      — Gillian Crampton Smith
Three Stages of Technology Use
1. The Enthusiast Stage. (Early Adopters)
   Don’t care how easy or hard to use. Just want in.
2. The Professional Stage.
   People who have a vested interest in it being hard to
   use. The harder it is, the more valuable their skills.
3. The Consumer Stage.
   The current stage in the use of computer technology.
   Nonexperts who just want to pursue their everyday
   lives. “If it’s hard to use they won’t buy it.
From Usability to Sociability
1. Interactive design systems must have implicit as well as
   explicit meanings. The aesthetic qualities speak to people in a
   different way by reading meaning into artifacts.
2. We design for usability, utility, satisfaction, communicative
   qualities *and* we design for sociability.
3. The technologies we design should enhance a social web.
   To this IT systems need to support the social aspect of work
   and leisure.
Languages of Interaction Design
  The Dimensions: 1-D, 2-D, 3-D, and 4-D
1. 1-D includes words, ie are the words in a menu the most
   accurate encapsulations of the action they denote?
2. 2-D representational metaphors include graphics and icons
   that are images symbolizing a larger idea.
3. 3- D are those of physical sculptural form.
4. 4-D. The fourth dimension is time. Animators have been
   developing a language that expresses plot, emotion,
   anticipation, and action

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09 Mm103a

  • 1. McMaster University MM1A03 Introduction to Multimedia for the Humanities Interface Design The Principles of Design From: “Fundamentals of Graphic Design” chapter by Robin Landa.
  • 2. Principles of Design In this presentation we see how Balance, Emphasis, Rhythm, and Unity transfers from graphic print media to web design.
  • 3. Balance • Balance is an equal distribution of weight. • Understanding balance involves the study of weight, position, and arrangement. Shark bus doors, National Geographic Channel
  • 5. Emphasis • Emphasis is the idea that some things are more important than others. • Must establish a focal point and a visual heirarchy. http://csauce.files.wordpress.com/2007/09/zu_trail_destruction_1.jpg
  • 6. A Focal Point • A Focal Point is the part of a design that is most emphasized. • Supporting focal points are known as accents.
  • 7. How to ... Focal Point • Make it BRIGHTER • A DIFFERENT COLOUR • A Colour if everything else is B/W • Make it Go A Different Direction, A Different Value, Give it Texture ... IN THE WEB WORLD MAKE IT MOVE MAKE IT TALK. • Other How-to’s?? Check out Page 66! Then embellish!
  • 9. How to ... Visual Hierarchy • Where do you look first?? • Where do you look second?? • Where do you look third??
  • 10. Rhythm • Rhythm is a pattern created by repeating or varying elements. • Think music where there is a sense of movement from one sound to another. mtv
  • 11. Do these principles of RHYTHM apply to http://www.mtv.ca
  • 12. Unity Continuity, Grid, Alignment, Flow Develops from: New York Times Magazine (Hard Copy)
  • 13. UNITY See how these principles of (Continuity, Grid, Alignment, Flow) apply to http://www.nytimes.com
  • 15. Analytical Design Probably the best statistical graphic ever drawn, this map by Charles Joseph Minard portrays the losses suffered by Napoleon's army in the Russian campaign of 1812. Beginning at the Polish-Russian border, the thick band shows the size of the army at each position. The path of Napoleon's retreat from Moscow in the bitterly cold winter is depicted by the dark lower band, which is tied to temperature and time scales. — Edward Tufe
  • 17. Tufte’s Principles For well-mapped analytic design, make sure you show: 1. Comparisons, Contrast, Differences. 2. Causality and systematic structure. 3. Multivariate data, that is more than 1 or 2 variables. 4. Integration of words, numbers, images, diagrams. 5. Documentation of data sources, authors, sponsors, etc. 6. Quality and integrity of content.
  • 19. Principles of Interface Design Gillian Crampton Smith In Your Coursereader
  • 20. Interaction Design If I were to sum up interaction design in a sentence, I would say that it’s about shaping our everyday life through digital artifacts. — Gillian Crampton Smith
  • 21. Three Stages of Technology Use 1. The Enthusiast Stage. (Early Adopters) Don’t care how easy or hard to use. Just want in. 2. The Professional Stage. People who have a vested interest in it being hard to use. The harder it is, the more valuable their skills. 3. The Consumer Stage. The current stage in the use of computer technology. Nonexperts who just want to pursue their everyday lives. “If it’s hard to use they won’t buy it.
  • 22. From Usability to Sociability 1. Interactive design systems must have implicit as well as explicit meanings. The aesthetic qualities speak to people in a different way by reading meaning into artifacts. 2. We design for usability, utility, satisfaction, communicative qualities *and* we design for sociability. 3. The technologies we design should enhance a social web. To this IT systems need to support the social aspect of work and leisure.
  • 23. Languages of Interaction Design The Dimensions: 1-D, 2-D, 3-D, and 4-D 1. 1-D includes words, ie are the words in a menu the most accurate encapsulations of the action they denote? 2. 2-D representational metaphors include graphics and icons that are images symbolizing a larger idea. 3. 3- D are those of physical sculptural form. 4. 4-D. The fourth dimension is time. Animators have been developing a language that expresses plot, emotion, anticipation, and action