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Week 7
PART 1 COLOR PRIMER
Color Wheel
Primary Colors
Secondary Colors
Tertiary Colors
Analogous Colors
Complementary Colors
Split Complementary Colors
Site that can help
• http://www.colourlovers.com/
• https://color.adobe.com/
Readable Typography
• http://www.pearsonified.com/typography/
• Simplify for strong hierarchy
• Use at max 2 fonts. Serif for Headers and sans-serif for the body
Psychology of Typography
• http://psychology.wichita.edu/surl/usabilitynews/81/PersonalityofFonts.asp
Psychology of Typography
Psychology of Typography
Psychology of Typography
Psychology of Typography
Psychology of Typography
Psychology of Typography
Psychology of Typography
Psychology of Typography
Psychology of Typography
Psychology of Typography
Emotional Design
• http://tristanedwards.me/sweetalert
Emotional Design
• Successful User interactions should influence product behavior
• Pinterest, Instagram, Facebook, twitter
Emotional Design
• Sensory Experience, Curiosity, visual imagery, pattern Recognition, Recognition over
recall
• Points Levels, Appropriate Challenge
It was not Usability that makes it great.
How to increase motivation with Psychology
• UI needs to get out of the way of the Momentum Reduce friction
• Reputation, Points, Awards, Levels, Scarcity
• Cognitive Seduction: Fun, Humor, Playfulness, Surprise
• Game Mechanics: Frictionless, Agency, Influence, Appropriate Challenge
• Social Psychology: Persuasion, Choice, Status, Awards
Week 7
PART 2 ANIMATION
Animation Offers a medium of story
telling and visual entertainment
which can bring pleasure and
information to people of all ages
everywhere in the world.
› WALT DISNEY
12 Animation Principles
1. Squash and stretch
2. Anticipation
3. Staging
4. Straight Ahead Action and Pose to Pose
5. Follow Through and Overlapping Action
6. Slow In and Slow Out
7. Arc
8. Secondary Action
9. Timing
10. Exaggeration
11. Solid drawing
12. Appeal
12 Animation Principles
1. Squash and stretch
2. Anticipation
3. Staging
4. Straight Ahead Action and Pose to Pose
5. Follow Through and Overlapping Action
6. Slow In and Slow Out
7. Arc
8. Secondary Action
9. Timing
10. Exaggeration
11. Solid drawing
12. Appeal
http://the12principles.tumblr.com/
12 Animation Principles
1. Squash and stretch
2. Anticipation
3. Staging
4. Straight Ahead Action and Pose to Pose
5. Follow Through and Overlapping Action
6. Slow In and Slow Out
7. Arc
8. Secondary Action
9. Timing
10. Exaggeration
11. Solid drawing
12. Appeal
http://the12principles.tumblr.com/
12 Animation Principles
1. Squash and stretch
2. Anticipation
3. Staging
4. Straight Ahead Action and Pose to Pose
5. Follow Through and Overlapping Action
6. Slow In and Slow Out
7. Arc
8. Secondary Action
9. Timing
10. Exaggeration
11. Solid drawing
12. Appeal
http://the12principles.tumblr.com/
12 Animation Principles
1. Squash and stretch
2. Anticipation
3. Staging
4. Straight Ahead Action and Pose to Pose
5. Follow Through and Overlapping Action
6. Slow In and Slow Out
7. Arc
8. Secondary Action
9. Timing
10. Exaggeration
11. Solid drawing
12. Appeal
http://the12principles.tumblr.com/
12 Animation Principles
1. Squash and stretch
2. Anticipation
3. Staging
4. Straight Ahead Action and Pose to Pose
5. Follow Through and Overlapping Action
6. Slow In and Slow Out
7. Arc
8. Secondary Action
9. Timing
10. Exaggeration
11. Solid drawing
12. Appeal
http://the12principles.tumblr.com/
12 Animation Principles
1. Squash and stretch
2. Anticipation
3. Staging
4. Straight Ahead Action and Pose to Pose
5. Follow Through and Overlapping Action
6. Slow In and Slow Out
7. Arc
8. Secondary Action
9. Timing
10. Exaggeration
11. Solid drawing
12. Appeal
http://the12principles.tumblr.com/
12 Animation Principles
1. Squash and stretch
2. Anticipation
3. Staging
4. Straight Ahead Action and Pose to Pose
5. Follow Through and Overlapping Action
6. Slow In and Slow Out
7. Arc
8. Secondary Action
9. Timing
10. Exaggeration
11. Solid drawing
12. Appeal
http://the12principles.tumblr.com/
12 Animation Principles
1. Squash and stretch
2. Anticipation
3. Staging
4. Straight Ahead Action and Pose to Pose
5. Follow Through and Overlapping Action
6. Slow In and Slow Out
7. Arc
8. Secondary Action
9. Timing
10. Exaggeration
11. Solid drawing
12. Appeal
http://the12principles.tumblr.com/
12 Animation Principles
1. Squash and stretch
2. Anticipation
3. Staging
4. Straight Ahead Action and Pose to Pose
5. Follow Through and Overlapping Action
6. Slow In and Slow Out
7. Arc
8. Secondary Action
9. Timing
10. Exaggeration
11. Solid drawing
12. Appeal
http://the12principles.tumblr.com/
12 Animation Principles
1. Squash and stretch
2. Anticipation
3. Staging
4. Straight Ahead Action and Pose to Pose
5. Follow Through and Overlapping Action
6. Slow In and Slow Out
7. Arc
8. Secondary Action
9. Timing
10. Exaggeration
11. Solid drawing
12. Appeal
http://the12principles.tumblr.com/
12 Animation Principles
1. Squash and stretch
2. Anticipation
3. Staging
4. Straight Ahead Action and Pose to Pose
5. Follow Through and Overlapping Action
6. Slow In and Slow Out
7. Arc
8. Secondary Action
9. Timing
10. Exaggeration
11. Solid drawing
12. Appeal
http://the12principles.tumblr.com/
12 Animation Principles
1. Squash and stretch
2. Anticipation
3. Staging
4. Straight Ahead Action and Pose to Pose
5. Follow Through and Overlapping Action
6. Slow In and Slow Out
7. Arc
8. Secondary Action
9. Timing
10. Exaggeration
11. Solid drawing
12. Appeal
http://the12principles.tumblr.com/
Quick Video
https://vimeo.com/49092833
Animation Principles Influence Robotics
Illusion of Life
Traditionally, feedback loops control the movement of the body parts. For instance, an
object tracking behavior is created by a feedback loop between the estimated object
position from a camera and the servos of the robot’s head. This results in machine-like
behavior that − in contrast to life-like behavior − can not be naturally interpreted.
Early day’s animators dealt with a similar problem: creating the illusion of life of
characters on paper, such that the audience understands what the character is doing and
thinking.
--A.J.N. van Breemen , Bringing Robots To Life: Applying Principles Of Animation To Robots
Early Animation on the Web
• Dancing baby
• Under construction
• Mail Me
• Animation without interaction
wasted space
Jacob Nielson Says No
The Golden Age of Flash?
http://www.thefwa.com/flash10/gabo.html
The Golden Age of Flash?
http://www.gavinowers.com/web/design1/index.html
Jacob Nielson Says No
So…
Jacob Likes
Rise of the Planet of the Apps
"It's unbelievable. Here's some album art...
no matter what you like, it looks pretty
doggone gorgeous. ... with onscreen
controls. I was giving the demo to someone
a little while ago, and I finished the demo
and I said what do you think? They said
'You had me at scrolling.'"
› MACWORLD 2007: STEVE JOBS KEYNOTE
As Apps took over the scene Motion became the
core part of any interaction
Gesture and Motion
• iPhone's accelerometer popularized a new human-device interface
Gesture and Motion
• Consoles brought physical motion into the virtual space
Physical Models for Gestural Interfaces
Animation Principles Applied to Apps
1. Squash and stretch
2. Anticipation
3. Staging
4. Straight Ahead Action and Pose to Pose
5. Follow Through and Overlapping Action
6. Slow In and Slow Out
7. Arc
8. Secondary Action
9. Timing
10. Exaggeration
11. Solid drawing
12. Appeal
CAPPTIVATE.co
Animation Principles Applied to Apps
1. Squash and stretch
2. Anticipation
3. Staging
4. Straight Ahead Action and Pose to Pose
5. Follow Through and Overlapping Action
6. Slow In and Slow Out
7. Arc
8. Secondary Action
9. Timing
10. Exaggeration
11. Solid drawing
12. Appeal
CAPPTIVATE.co
Animation Principles Applied to Apps
1. Squash and stretch
2. Anticipation
3. Staging
4. Straight Ahead Action and Pose to Pose
5. Follow Through and Overlapping Action
6. Slow In and Slow Out
7. Arc
8. Secondary Action
9. Timing
10. Exaggeration
11. Solid drawing
12. Appeal
CAPPTIVATE.co
Animation Principles Applied to Apps
1. Squash and stretch
2. Anticipation
3. Staging
4. Straight Ahead Action and Pose to Pose
5. Follow Through and Overlapping Action
6. Slow In and Slow Out
7. Arc
8. Secondary Action
9. Timing
10. Exaggeration
11. Solid drawing
12. Appeal
CAPPTIVATE.co
Animation Principles Applied to Apps
1. Squash and stretch
2. Anticipation
3. Staging
4. Straight Ahead Action and Pose to Pose
5. Follow Through and Overlapping Action
6. Slow In and Slow Out
7. Arc
8. Secondary Action
9. Timing
10. Exaggeration
11. Solid drawing
12. Appeal
CAPPTIVATE.co
Animation Principles Applied to Apps
1. Squash and stretch
2. Anticipation
3. Staging
4. Straight Ahead Action and Pose to Pose
5. Follow Through and Overlapping Action
6. Slow In and Slow Out
7. Arc
8. Secondary Action
9. Timing
10. Exaggeration
11. Solid drawing
12. Appeal
CAPPTIVATE.co
Animation Principles Applied to Apps
1. Squash and stretch
2. Anticipation
3. Staging
4. Straight Ahead Action and Pose to Pose
5. Follow Through and Overlapping Action
6. Slow In and Slow Out
7. Arc
8. Secondary Action
9. Timing
10. Exaggeration
11. Solid drawing
12. Appeal
CAPPTIVATE.co
Animation Principles Applied to Apps
1. Squash and stretch
2. Anticipation
3. Staging
4. Straight Ahead Action and Pose to Pose
5. Follow Through and Overlapping Action
6. Slow In and Slow Out
7. Arc
8. Secondary Action
9. Timing
10. Exaggeration
11. Solid drawing
12. Appeal
CAPPTIVATE.co
Without motion there can be no interaction.
Part 3: User Sessions
So why should we be so impressed by prototyping?
• They deliver a tangible 3D summary of all involved design issues
(shape, function, materials, product personality,…) which gives
the designer a chance to solve several problems in one design
iteration.
• Prototypes help designers and engineers balance between
rationality and intuition.
• A prototype can help you receive feedback that involves
ergonomics, shape, function, production… at the same time.
• A prototype can help you manage the complexity of design. It
provides you with constant feedback for all your senses. It’s
“real”
Physical modeling
• Good prototypes invite you to experiment and play with them.
• ‘They provoke reactions.
• How you play them is more important than how good the prototypes are.
• Prototypes help you think out loud, start conversations. Early prototypes don’t even
answer questions, they create new ones.
Paper Prototype
• https://www.youtube.com/watch?v=T4o8niW5LfQ
Ready? Fire! Aim.
• As designers know, a design process is not necessarily a sequential process. Things can
happen in parallel. Gathering information, detailing your “set of demands”, generating
concepts can happen in parallel.
More Tools!
• Key Note— http://keynotopia.com/
• Game Salad— http://gamesalad.com/
• http://www.netlabtoolkit.org/
What Tool Should You Use?
• Whatever tool helps you get your idea across
The Hazard of Frameworks, trends and templates
• The Long scroll
• Kindle, iPad, iPhone limit dimensions
• The Hamburger Button
Two Content Layout with Table
• First bullet point here
• Second bullet point here
• Third bullet point here
Group 1 Group 2
Class 1 82 95
Class 2 76 88
Class 3 84 90
Title and Content Layout with SmartArt
Step 1 Title
• Task description
• Task description
Step 2 Title
• Task description
• Task description
Step 3 Title
• Task description
• Task description
Week7
Week7
Week7
Week7
Week7

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Week7

  • 1. Week 7 PART 1 COLOR PRIMER
  • 9. Site that can help • http://www.colourlovers.com/ • https://color.adobe.com/
  • 10. Readable Typography • http://www.pearsonified.com/typography/ • Simplify for strong hierarchy • Use at max 2 fonts. Serif for Headers and sans-serif for the body
  • 11. Psychology of Typography • http://psychology.wichita.edu/surl/usabilitynews/81/PersonalityofFonts.asp
  • 23. Emotional Design • Successful User interactions should influence product behavior • Pinterest, Instagram, Facebook, twitter
  • 24. Emotional Design • Sensory Experience, Curiosity, visual imagery, pattern Recognition, Recognition over recall • Points Levels, Appropriate Challenge
  • 25. It was not Usability that makes it great.
  • 26. How to increase motivation with Psychology • UI needs to get out of the way of the Momentum Reduce friction • Reputation, Points, Awards, Levels, Scarcity • Cognitive Seduction: Fun, Humor, Playfulness, Surprise • Game Mechanics: Frictionless, Agency, Influence, Appropriate Challenge • Social Psychology: Persuasion, Choice, Status, Awards
  • 27. Week 7 PART 2 ANIMATION
  • 28. Animation Offers a medium of story telling and visual entertainment which can bring pleasure and information to people of all ages everywhere in the world. › WALT DISNEY
  • 29. 12 Animation Principles 1. Squash and stretch 2. Anticipation 3. Staging 4. Straight Ahead Action and Pose to Pose 5. Follow Through and Overlapping Action 6. Slow In and Slow Out 7. Arc 8. Secondary Action 9. Timing 10. Exaggeration 11. Solid drawing 12. Appeal
  • 30. 12 Animation Principles 1. Squash and stretch 2. Anticipation 3. Staging 4. Straight Ahead Action and Pose to Pose 5. Follow Through and Overlapping Action 6. Slow In and Slow Out 7. Arc 8. Secondary Action 9. Timing 10. Exaggeration 11. Solid drawing 12. Appeal http://the12principles.tumblr.com/
  • 31. 12 Animation Principles 1. Squash and stretch 2. Anticipation 3. Staging 4. Straight Ahead Action and Pose to Pose 5. Follow Through and Overlapping Action 6. Slow In and Slow Out 7. Arc 8. Secondary Action 9. Timing 10. Exaggeration 11. Solid drawing 12. Appeal http://the12principles.tumblr.com/
  • 32. 12 Animation Principles 1. Squash and stretch 2. Anticipation 3. Staging 4. Straight Ahead Action and Pose to Pose 5. Follow Through and Overlapping Action 6. Slow In and Slow Out 7. Arc 8. Secondary Action 9. Timing 10. Exaggeration 11. Solid drawing 12. Appeal http://the12principles.tumblr.com/
  • 33. 12 Animation Principles 1. Squash and stretch 2. Anticipation 3. Staging 4. Straight Ahead Action and Pose to Pose 5. Follow Through and Overlapping Action 6. Slow In and Slow Out 7. Arc 8. Secondary Action 9. Timing 10. Exaggeration 11. Solid drawing 12. Appeal http://the12principles.tumblr.com/
  • 34. 12 Animation Principles 1. Squash and stretch 2. Anticipation 3. Staging 4. Straight Ahead Action and Pose to Pose 5. Follow Through and Overlapping Action 6. Slow In and Slow Out 7. Arc 8. Secondary Action 9. Timing 10. Exaggeration 11. Solid drawing 12. Appeal http://the12principles.tumblr.com/
  • 35. 12 Animation Principles 1. Squash and stretch 2. Anticipation 3. Staging 4. Straight Ahead Action and Pose to Pose 5. Follow Through and Overlapping Action 6. Slow In and Slow Out 7. Arc 8. Secondary Action 9. Timing 10. Exaggeration 11. Solid drawing 12. Appeal http://the12principles.tumblr.com/
  • 36. 12 Animation Principles 1. Squash and stretch 2. Anticipation 3. Staging 4. Straight Ahead Action and Pose to Pose 5. Follow Through and Overlapping Action 6. Slow In and Slow Out 7. Arc 8. Secondary Action 9. Timing 10. Exaggeration 11. Solid drawing 12. Appeal http://the12principles.tumblr.com/
  • 37. 12 Animation Principles 1. Squash and stretch 2. Anticipation 3. Staging 4. Straight Ahead Action and Pose to Pose 5. Follow Through and Overlapping Action 6. Slow In and Slow Out 7. Arc 8. Secondary Action 9. Timing 10. Exaggeration 11. Solid drawing 12. Appeal http://the12principles.tumblr.com/
  • 38. 12 Animation Principles 1. Squash and stretch 2. Anticipation 3. Staging 4. Straight Ahead Action and Pose to Pose 5. Follow Through and Overlapping Action 6. Slow In and Slow Out 7. Arc 8. Secondary Action 9. Timing 10. Exaggeration 11. Solid drawing 12. Appeal http://the12principles.tumblr.com/
  • 39. 12 Animation Principles 1. Squash and stretch 2. Anticipation 3. Staging 4. Straight Ahead Action and Pose to Pose 5. Follow Through and Overlapping Action 6. Slow In and Slow Out 7. Arc 8. Secondary Action 9. Timing 10. Exaggeration 11. Solid drawing 12. Appeal http://the12principles.tumblr.com/
  • 40. 12 Animation Principles 1. Squash and stretch 2. Anticipation 3. Staging 4. Straight Ahead Action and Pose to Pose 5. Follow Through and Overlapping Action 6. Slow In and Slow Out 7. Arc 8. Secondary Action 9. Timing 10. Exaggeration 11. Solid drawing 12. Appeal http://the12principles.tumblr.com/
  • 41. 12 Animation Principles 1. Squash and stretch 2. Anticipation 3. Staging 4. Straight Ahead Action and Pose to Pose 5. Follow Through and Overlapping Action 6. Slow In and Slow Out 7. Arc 8. Secondary Action 9. Timing 10. Exaggeration 11. Solid drawing 12. Appeal http://the12principles.tumblr.com/
  • 44. Illusion of Life Traditionally, feedback loops control the movement of the body parts. For instance, an object tracking behavior is created by a feedback loop between the estimated object position from a camera and the servos of the robot’s head. This results in machine-like behavior that − in contrast to life-like behavior − can not be naturally interpreted. Early day’s animators dealt with a similar problem: creating the illusion of life of characters on paper, such that the audience understands what the character is doing and thinking. --A.J.N. van Breemen , Bringing Robots To Life: Applying Principles Of Animation To Robots
  • 45. Early Animation on the Web • Dancing baby • Under construction • Mail Me • Animation without interaction wasted space
  • 47. The Golden Age of Flash? http://www.thefwa.com/flash10/gabo.html
  • 48. The Golden Age of Flash? http://www.gavinowers.com/web/design1/index.html
  • 50. So…
  • 52. Rise of the Planet of the Apps
  • 53. "It's unbelievable. Here's some album art... no matter what you like, it looks pretty doggone gorgeous. ... with onscreen controls. I was giving the demo to someone a little while ago, and I finished the demo and I said what do you think? They said 'You had me at scrolling.'" › MACWORLD 2007: STEVE JOBS KEYNOTE
  • 54. As Apps took over the scene Motion became the core part of any interaction
  • 55. Gesture and Motion • iPhone's accelerometer popularized a new human-device interface
  • 56. Gesture and Motion • Consoles brought physical motion into the virtual space
  • 57. Physical Models for Gestural Interfaces
  • 58. Animation Principles Applied to Apps 1. Squash and stretch 2. Anticipation 3. Staging 4. Straight Ahead Action and Pose to Pose 5. Follow Through and Overlapping Action 6. Slow In and Slow Out 7. Arc 8. Secondary Action 9. Timing 10. Exaggeration 11. Solid drawing 12. Appeal CAPPTIVATE.co
  • 59. Animation Principles Applied to Apps 1. Squash and stretch 2. Anticipation 3. Staging 4. Straight Ahead Action and Pose to Pose 5. Follow Through and Overlapping Action 6. Slow In and Slow Out 7. Arc 8. Secondary Action 9. Timing 10. Exaggeration 11. Solid drawing 12. Appeal CAPPTIVATE.co
  • 60. Animation Principles Applied to Apps 1. Squash and stretch 2. Anticipation 3. Staging 4. Straight Ahead Action and Pose to Pose 5. Follow Through and Overlapping Action 6. Slow In and Slow Out 7. Arc 8. Secondary Action 9. Timing 10. Exaggeration 11. Solid drawing 12. Appeal CAPPTIVATE.co
  • 61. Animation Principles Applied to Apps 1. Squash and stretch 2. Anticipation 3. Staging 4. Straight Ahead Action and Pose to Pose 5. Follow Through and Overlapping Action 6. Slow In and Slow Out 7. Arc 8. Secondary Action 9. Timing 10. Exaggeration 11. Solid drawing 12. Appeal CAPPTIVATE.co
  • 62. Animation Principles Applied to Apps 1. Squash and stretch 2. Anticipation 3. Staging 4. Straight Ahead Action and Pose to Pose 5. Follow Through and Overlapping Action 6. Slow In and Slow Out 7. Arc 8. Secondary Action 9. Timing 10. Exaggeration 11. Solid drawing 12. Appeal CAPPTIVATE.co
  • 63. Animation Principles Applied to Apps 1. Squash and stretch 2. Anticipation 3. Staging 4. Straight Ahead Action and Pose to Pose 5. Follow Through and Overlapping Action 6. Slow In and Slow Out 7. Arc 8. Secondary Action 9. Timing 10. Exaggeration 11. Solid drawing 12. Appeal CAPPTIVATE.co
  • 64. Animation Principles Applied to Apps 1. Squash and stretch 2. Anticipation 3. Staging 4. Straight Ahead Action and Pose to Pose 5. Follow Through and Overlapping Action 6. Slow In and Slow Out 7. Arc 8. Secondary Action 9. Timing 10. Exaggeration 11. Solid drawing 12. Appeal CAPPTIVATE.co
  • 65. Animation Principles Applied to Apps 1. Squash and stretch 2. Anticipation 3. Staging 4. Straight Ahead Action and Pose to Pose 5. Follow Through and Overlapping Action 6. Slow In and Slow Out 7. Arc 8. Secondary Action 9. Timing 10. Exaggeration 11. Solid drawing 12. Appeal CAPPTIVATE.co
  • 66. Without motion there can be no interaction.
  • 67. Part 3: User Sessions
  • 68. So why should we be so impressed by prototyping? • They deliver a tangible 3D summary of all involved design issues (shape, function, materials, product personality,…) which gives the designer a chance to solve several problems in one design iteration. • Prototypes help designers and engineers balance between rationality and intuition. • A prototype can help you receive feedback that involves ergonomics, shape, function, production… at the same time. • A prototype can help you manage the complexity of design. It provides you with constant feedback for all your senses. It’s “real”
  • 69. Physical modeling • Good prototypes invite you to experiment and play with them. • ‘They provoke reactions. • How you play them is more important than how good the prototypes are. • Prototypes help you think out loud, start conversations. Early prototypes don’t even answer questions, they create new ones.
  • 71. Ready? Fire! Aim. • As designers know, a design process is not necessarily a sequential process. Things can happen in parallel. Gathering information, detailing your “set of demands”, generating concepts can happen in parallel.
  • 72. More Tools! • Key Note— http://keynotopia.com/ • Game Salad— http://gamesalad.com/ • http://www.netlabtoolkit.org/
  • 73. What Tool Should You Use? • Whatever tool helps you get your idea across
  • 74. The Hazard of Frameworks, trends and templates • The Long scroll • Kindle, iPad, iPhone limit dimensions • The Hamburger Button
  • 75. Two Content Layout with Table • First bullet point here • Second bullet point here • Third bullet point here Group 1 Group 2 Class 1 82 95 Class 2 76 88 Class 3 84 90
  • 76. Title and Content Layout with SmartArt Step 1 Title • Task description • Task description Step 2 Title • Task description • Task description Step 3 Title • Task description • Task description