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EPFL, spring 2012 - week 10!
screen design
overview
➝  theory
➝  design factors – gestalt principles
➝  typography & colour
➝  menus, forms, touch-based UIs
theory!
levels of human–computer Interaction
user’s/organisation’s goals
   output in the real world
   GOAL LEVEL

user’s knowledge 
             computer’s representation   TASK 
of task domain
                of task domain
             LEVEL



user’s knowledge 
             computer command            DIALOGUE
of language
                   language
                   LEVEL




user’s hands, eyes
            computer keyboard,          INPUT/
                               display
                    OUTPUT
                                                           LEVEL
human structures
              system structures
theory!
levels of HCI
                                                                         "
                                                                         "
user’s/organisation’s goals!   output in the real world!   GOAL LEVEL!   gmail example:
                                                                         
user’s knowledge !             computer’s representation   TASK !
of task domain!                of task domain!             LEVEL!
                                                                         “understanding of how
                                                                         Email applications work”
                                                                         "
user’s knowledge !             computer command            DIALOGUE      “understanding the
of language!                   language!                   LEVEL!        meaning and usage of
                                                                         the various interaction
                                                                         alternatives”
user’s hands, eyes!            computer keyboard,          INPUT/        
                               display!                    OUTPUT        “ability to perceive and
                                                           LEVEL!        interact with the various
human structures!              system structures!
                                                                         functions”
theory!
user experience design [Jesse James Garrett]

  
The process of user experience design is about “ensuring
   that no aspect of the user’s experience with your [system]
   happens without your conscious, explicit intent. This
   means taking into account every possibility of every action
   the user is likely to take and understanding the user’s
   expectations at every step of the way through that
   process.”

  ✱See: Garrett, J.J. (2003). The Elements of User Experience. New Riders Press
theory!
user experience design [Jesse James Garrett]
                                 web as software interface | web as hypertext system

                                                                                        concrete

                          surface
             VISUAL DESIGN

                                       INTERFACE            NAVIGATION
                                         DESIGN
              DESIGN
                         skeleton

                                          INFORMATION DESIGN



                         structure
   INTERACTION INFORMATION
                                         DESIGN
     DESIGN


                                      FUNCTIONAL              CONTENT
                           scope
                                        SPECIFI-              REQUIRE-
                                        CATIONS
               MENTS

                                                 USER NEEDS
                         strategy
                                              SITE OBJECTIVES
                                                                                        abstract




  ✱See: http://www.jjg.net/elements/pdf/elements_ch02.pdf
theory!
a framework for design thinking [John Cato]
➝    based on gathered knowledge and understanding move
     on to the actual crafting of the design:

     ➝  areas- decide on how to group together areas of
       information and activity, understand the basic building
       blocks of your system. Understand mood and feel,
       decide what kind of user experience you want.

     ➝  what are the pages for? Create a design storyboard to
       represent when and how users want to obtain
       information and carry out processes and actions.
       ✱See: Cato, J. (2001). User-Centered Web Design. Addison-Wesley.
theory!
a framework for design thinking [John Cato]
➝  what is on a page? detailing what are the contents of
   each page in an area."
   
➝  interaction design - decide on what can be done and
   design the way the user will interact on each page and
   carry out useful activity."
   
➝  visual design - design the details of what it all looks like
   and how the presentation should be to reach out to the
   user and satisfy the business.

     ✱See: Cato, J. (2001). User-Centered Web Design. Addison-Wesley.
theory!
the iterative process of design
    
“The process of design is one of creativity in problem
     solving. It is a process which explores facts and feelings,
     identifies design objectives and goals, generates possible
     solutions, chooses a solution, creates a design, evaluates
     the design and repeats. And so, to ‚repeat‘.“ [Cato]

    
 the design cycle often repeats 6-10 times.
theory!
visual attention
➝  designing  pages/screens needs to consider
  limited visual bandwidth
  ➝  not everything is „seen“
  ➝  selecting things to look "
    at is a serial process
  ➝  Bandwidth/attention is "
    devoted sequentially to "
    different locations on a "
    screen
theory !
vision as a serial process: “visual search”




                                ✱ gaze paths
                                  visualize "
                                  visual search
                                  processes
Rectangular arch?
or…
three columns?




✱find more examples of perceptual illusions on: 
http://psychology.sampson.cc.nc.us/Perceptill.htm
theory !
visual perception influences visual search
processes
➝  What we visually perceive is only partly caused by the
   stimulus (on the interface, or out in the environment)
➝  Prior knowledge has a lot of influence on"
   our perception, shaping our expectations"
   about how something is perceived
     In a first visual glance at something, "
      the brain analyses low level "
      characteristics of a stimulus (colour, "
      contrast, shape, context, …) and "
        guesses what we are most likely "
      looking at…
theory !
visual perception influences visual search
through bottom-up and top-down processes
   influence
      processing
   origin
            factors
   display
       bottom up
    current interface
 contrast
                                                   colour
                                                   motion
                                                   grouping
                                                   layout
                                                   labelling
   expectation
   top down
     memories of        contrast
                                past interfaces    colour
                                and target         motion
                                representation
    grouping
                                                   layout
                                                   labelling
theory!
bottom-up processes
➝    low level visual features can attract attention
➝    colour / contrast
➝    orientation / alignment
➝    motion

 
Visual design is a process of guiding the user’s perception
  - uses bottom-up processes to guide and influence a
  user’s vision/focus, but has to take into account top-down
  expectations as well.
 
(e.g. flashy adverts on the Web do not work, because
  people know they are there and ignore them)
design factors!
contrast ...guides visual attention 
➝  contrast is what pulls you in, in other words, it draws your
   eyes to the page. It allows you to move around the page
   and find things
➝  contrast must be strong. “If two elements, such as type,
   rules, graphics, colour, texture, etc. are not the same,
   make them very different- don’t make them almost the
   same”
➝  contrast creates a focal point, a dominating force, the
   place your eyes go to when first looking the page (web or
   print)
design factors!
colour contrasts
   bad examples
                     good examples
   People with cognitive or sight    People with cognitive or sight
   problems may have difficulty       problems may have difficulty
   reading and distinguishing text   reading and distinguishing text from
   from a background colour
         a background colour

   People with cognitive or sight    People with cognitive or sight
   problems may have difficulty       problems may have difficulty
   reading and distinguishing text   reading and distinguishing text from
   from a background colour
         a background colour
design factors !
contrast ... creates a hierarchy of information!

➝  allows you to skim more easily to pick out needed
   information
➝  adds interest to the page
➝  provides a means of emphasizing what is important
➝  directs the reader’s "
   eye
➝  On a page without "
   contrast, the reader "
   does not know where "
   to look first or what is "
   important
design factors!
similarity / dissimilarity
➝    similarity occurs when objects "
     look similar to one another. "
     People often perceive them as a "
     group or pattern


➝    dissimilarity occurring in "
     a group of similar elements "
     is called anomaly
design factors!
continuation / closure
➝    continuation occurs when the eye is "
     compelled to move through one "
     object and continue to another object.



➝    closure occurs when an object is "
     incomplete or a space is not "
     completely enclosed. 
     ➝    If enough of the shape is indicated, "
          people percieve the whole by filling "
          in the missing infomation.
design factors!
alignment
➝    It is always best to pick one alignment and "
     to stay with it. It is not a wise idea to mix "
     alignments.

➝    Hints for better alignment "                      bad example:
     (for text documents):
     ➝  do not place anything on the page arbitrarily
     ➝  move text away from left edge
     ➝  keep text out of the right edge
     ➝  use the same alignment throughout the entire document (right
        justify, left justify or centre align)
     ➝  do not centre align everything. Centre aligning should be done
        consciously, not because you cannot think of anything else to do
design factors!
repetition
➝  theidea of continuing and repeating certain visual
  elements of a page. The goal is add to the
  organizational strength and sense of unity.
design factors!
proximity
➝  proximity refers to the relationship that items develop
   when they are close together
➝  two items that are close, appear to have a belonging to
   each other
➝  related/similar items, get grouped together
➝  when items are physically far from each other, they do not
   appear to have a relationship with each other
➝  elements become visually disconnected from each other
➝  do not orphan items / objects
design factors!
proximity
➝    groups related items together
➝    makes page look smaller

➝    increases organisation
➝    organizes information
➝    defines a beginning and ending
design factors!
proximity / grouping
➝    proximity occurs when elements "
     are placed close together. They "
     tend to be perceived as a group
                                                                      
                                                                      
                           When the squares are given close proximity, "
                       unity occurs. While they continue to be separate "
                        shapes, they are now perceived as one group.
design factors!
balance
➝    visual balance comes from arranging elements on the
     page so that no one section is „heavier“ than the other

➝    a designer may intentionally throw "
     elements out of balance to create "
     tension or a certain mood
design factors!
asymmetrical balance
                    
this page uses a 3 column
                     format to create a neatly
                     organized asymmetrical
                     layout.
                
                    
the two columns of text are
                     balanced by the blocks of
                     colour in the lower left
                     topped by a large block of
                     with space.
design factors!
practical example of how human vision is
guided by colour, contrast, grouping,
alignment, ...




   http://www.webstyleguide.com/page/hierarchy.html
examples !
apple OSX dialog boxes
grouping with separators
grouping with white space
grouping with group boxes
Apple‘s changeable panes
example: relevance of design
attractiveness bias
                    “The first presidential debate between
                    Richard Nixon and Robert Kennedy (1960)
                    is a classic demonstration of the
                    attractiveness bias. 
                    "
                    Nixon was ill and running a fever. He wore
                    light colours and no makeup, further
                    whitening his already pale complexion and
                    contrasting his five-o’clock shadow. 
                    "
                    Kennedy wore dark colours, makeup, and
                    practiced his delivery in a studio prior to
                    the debate. 
                    People who listened to the debate by
                    radio believed Nixon to be the winner.
                    However, people who watched the debate
                    on TV came to a very different
                    conclusion.”
!
task-related organization!

 
"The primary goal for menu,
    form-filling, and dialog-box
    designers is to create a
    sensible, comprehensible,
    memorable, and convenient
    organization relevant to the
    user's task."
typography - design for readability
size
➝    provide alternatives (e.g. for different age
     groups)
➝    consider resolution of screen (e.g. mobile
     devices with higher res.)
typeface (fonts)
➝    for digital displays rather use "
     sans serif: "
     "
     "
     "
     than serif fonts:
typography - design for readability
contrast
   ➝    high contrast, avoid textured backgrounds
text blocks
   ➝    keep lines to 10 to 12 words (35 to 60 characters)
spacing
   ➝    vertical and horizontal spacing can enhance readibility especially
        when using small font sizes (or having long texts)
large fonts
➝  improve readability
➝  simplify selection
➝  very large fonts become a
   graphical element in the UI
!
custom fonts…for a unique style!





✱ sources for free fonts:
  http://www.webpagepublicity.com/free-fonts.html
  www.fontsmack.com
  http://www.smashingmagazine.com/2007/11/08/40-
  excellent-freefontsfor-professional-design
colours
➝  need be used in consistent manner
➝  a clearly defined colour scheme is an "
   important tool in design process
     ➝  Colour schemes help to organise and "
        structure 
     ➝  The rigid application of a good colour
        scheme can to some extend conceal a
        faulty layout
➝    they transfer mood and meaning "
     http://www.color-wheel-pro.com/color-meaning.html
➝    colour blindness can be an issue!
colour schemes
colours ...for the web 2.0
✱http://colorschemedesigner.com/




                 http://colorschemedesigner.com/
✱http://www.colourlovers.com
aesthetic web applications!
flickr – online photo management
menus!
single menus
➝  binary menus "
   (e.g. radio buttons)
➝  multiple-item menus
➝  multiple-selection menus
   (e.g. check boxes)
➝  pull-down, pop-up and
   toolbar menus
menus!
embedded menus and hotlinks
➝  embedded menus are an alternative to explicit menus
➝  it is natural to allow users reading about people, events, and
   places to retrieve detailed information by selecting menus in
   context
novel menu types (using direct manipulation)!
pie menus
novel menu types !
menu for small displays
 
entertainment, communication services (mobiles,
   PDA’s, MP3 players, …)
➝  learnability is a key issue
   ➝  e.g.   consistency of “Cancel” and “OK” buttons
➝  hardware      buttons
   ➝  navigation,   select
➝  expect  interactions
➝  tap interface
touch-based menus!
e.g. for mobile interfaces
➝  intuitive touchscreen"
   (e.g. unlock mechanism)
➝  big menu items

Windows Mobile   vs   Mac OSX
touch-based menus!
iPhone gestures
GESTURE
            ACTION
tap
                to press or select a control or link (analogous to a single mouse click).
                    You receive the onclick event for this gesture.
double tap
         to zoom in and center a block of content or an image.
                    to zoom out (if already zoomed in).
flick
               to scroll or pan quickly.
drag
               to move the viewport or pan.
pinch open
         to zoom in.
pinch close
        to zoom out.
touch and hold
     to display an information bubble, magnify content under the finger, or
                    perform specific actions in built-in iPhone applications and featres.
two-finger scroll
   to scroll up or down within a text area, an inline frame, or an element with
                    overflow capability, depending on the direction of the movement.
                    You can receive a mousewheel event for this gesture
references
➝    Gestalt principles
     ➝    www.usask.ca/education/coursework/skaalid/theory/"
          gestalt/gestalt.htm
     ➝    http://graphicdesign.spokanefalls.edu/tutorials/process/ gestaltprinciples/
          gestaltprinc.htm
➝  User-Centred Web Design, John Cato, Addison Wesley,
   2001
➝  Apple Human Interface Guidelines
     ➝    http://developer.apple.com/documentation/UserExperience/Conceptual/
          OSXHIGuidelines/index.html
➝    Universal Principles of Design, William Lidwell, Kritina
     Holden, Jill Buttler, Rockport Press 2003
http://deviceatlas.com/explorer#_/
properties/19/20
Reference design




adaptation                       adaptation

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PxS'12 - week 10 - screen design

  • 1. EPFL, spring 2012 - week 10! screen design
  • 2. overview ➝  theory ➝  design factors – gestalt principles ➝  typography & colour ➝  menus, forms, touch-based UIs
  • 3. theory! levels of human–computer Interaction user’s/organisation’s goals output in the real world GOAL LEVEL user’s knowledge computer’s representation TASK of task domain of task domain LEVEL user’s knowledge computer command DIALOGUE of language language LEVEL user’s hands, eyes computer keyboard, INPUT/ display OUTPUT LEVEL human structures system structures
  • 4. theory! levels of HCI " " user’s/organisation’s goals! output in the real world! GOAL LEVEL! gmail example: user’s knowledge ! computer’s representation TASK ! of task domain! of task domain! LEVEL! “understanding of how Email applications work” " user’s knowledge ! computer command DIALOGUE “understanding the of language! language! LEVEL! meaning and usage of the various interaction alternatives” user’s hands, eyes! computer keyboard, INPUT/ display! OUTPUT “ability to perceive and LEVEL! interact with the various human structures! system structures! functions”
  • 5. theory! user experience design [Jesse James Garrett] The process of user experience design is about “ensuring that no aspect of the user’s experience with your [system] happens without your conscious, explicit intent. This means taking into account every possibility of every action the user is likely to take and understanding the user’s expectations at every step of the way through that process.” ✱See: Garrett, J.J. (2003). The Elements of User Experience. New Riders Press
  • 6. theory! user experience design [Jesse James Garrett] web as software interface | web as hypertext system concrete surface VISUAL DESIGN INTERFACE NAVIGATION DESIGN DESIGN skeleton INFORMATION DESIGN structure INTERACTION INFORMATION DESIGN DESIGN FUNCTIONAL CONTENT scope SPECIFI- REQUIRE- CATIONS MENTS USER NEEDS strategy SITE OBJECTIVES abstract ✱See: http://www.jjg.net/elements/pdf/elements_ch02.pdf
  • 7. theory! a framework for design thinking [John Cato] ➝  based on gathered knowledge and understanding move on to the actual crafting of the design: ➝  areas- decide on how to group together areas of information and activity, understand the basic building blocks of your system. Understand mood and feel, decide what kind of user experience you want. ➝  what are the pages for? Create a design storyboard to represent when and how users want to obtain information and carry out processes and actions. ✱See: Cato, J. (2001). User-Centered Web Design. Addison-Wesley.
  • 8. theory! a framework for design thinking [John Cato] ➝  what is on a page? detailing what are the contents of each page in an area." ➝  interaction design - decide on what can be done and design the way the user will interact on each page and carry out useful activity." ➝  visual design - design the details of what it all looks like and how the presentation should be to reach out to the user and satisfy the business. ✱See: Cato, J. (2001). User-Centered Web Design. Addison-Wesley.
  • 9. theory! the iterative process of design “The process of design is one of creativity in problem solving. It is a process which explores facts and feelings, identifies design objectives and goals, generates possible solutions, chooses a solution, creates a design, evaluates the design and repeats. And so, to ‚repeat‘.“ [Cato]  the design cycle often repeats 6-10 times.
  • 10. theory! visual attention ➝  designing pages/screens needs to consider limited visual bandwidth ➝  not everything is „seen“ ➝  selecting things to look " at is a serial process ➝  Bandwidth/attention is " devoted sequentially to " different locations on a " screen
  • 11. theory ! vision as a serial process: “visual search” ✱ gaze paths visualize " visual search processes
  • 12. Rectangular arch? or… three columns? ✱find more examples of perceptual illusions on: http://psychology.sampson.cc.nc.us/Perceptill.htm
  • 13. theory ! visual perception influences visual search processes ➝  What we visually perceive is only partly caused by the stimulus (on the interface, or out in the environment) ➝  Prior knowledge has a lot of influence on" our perception, shaping our expectations" about how something is perceived  In a first visual glance at something, " the brain analyses low level " characteristics of a stimulus (colour, " contrast, shape, context, …) and " guesses what we are most likely " looking at…
  • 14. theory ! visual perception influences visual search through bottom-up and top-down processes influence processing origin factors display bottom up current interface contrast colour motion grouping layout labelling expectation top down memories of contrast past interfaces colour and target motion representation grouping layout labelling
  • 15. theory! bottom-up processes ➝  low level visual features can attract attention ➝  colour / contrast ➝  orientation / alignment ➝  motion Visual design is a process of guiding the user’s perception - uses bottom-up processes to guide and influence a user’s vision/focus, but has to take into account top-down expectations as well. (e.g. flashy adverts on the Web do not work, because people know they are there and ignore them)
  • 16. design factors! contrast ...guides visual attention ➝  contrast is what pulls you in, in other words, it draws your eyes to the page. It allows you to move around the page and find things ➝  contrast must be strong. “If two elements, such as type, rules, graphics, colour, texture, etc. are not the same, make them very different- don’t make them almost the same” ➝  contrast creates a focal point, a dominating force, the place your eyes go to when first looking the page (web or print)
  • 17. design factors! colour contrasts bad examples good examples People with cognitive or sight People with cognitive or sight problems may have difficulty problems may have difficulty reading and distinguishing text reading and distinguishing text from from a background colour a background colour People with cognitive or sight People with cognitive or sight problems may have difficulty problems may have difficulty reading and distinguishing text reading and distinguishing text from from a background colour a background colour
  • 18. design factors ! contrast ... creates a hierarchy of information! ➝  allows you to skim more easily to pick out needed information ➝  adds interest to the page ➝  provides a means of emphasizing what is important ➝  directs the reader’s " eye ➝  On a page without " contrast, the reader " does not know where " to look first or what is " important
  • 19. design factors! similarity / dissimilarity ➝  similarity occurs when objects " look similar to one another. " People often perceive them as a " group or pattern ➝  dissimilarity occurring in " a group of similar elements " is called anomaly
  • 20. design factors! continuation / closure ➝  continuation occurs when the eye is " compelled to move through one " object and continue to another object. ➝  closure occurs when an object is " incomplete or a space is not " completely enclosed. ➝  If enough of the shape is indicated, " people percieve the whole by filling " in the missing infomation.
  • 21. design factors! alignment ➝  It is always best to pick one alignment and " to stay with it. It is not a wise idea to mix " alignments. ➝  Hints for better alignment " bad example: (for text documents): ➝  do not place anything on the page arbitrarily ➝  move text away from left edge ➝  keep text out of the right edge ➝  use the same alignment throughout the entire document (right justify, left justify or centre align) ➝  do not centre align everything. Centre aligning should be done consciously, not because you cannot think of anything else to do
  • 22. design factors! repetition ➝  theidea of continuing and repeating certain visual elements of a page. The goal is add to the organizational strength and sense of unity.
  • 23. design factors! proximity ➝  proximity refers to the relationship that items develop when they are close together ➝  two items that are close, appear to have a belonging to each other ➝  related/similar items, get grouped together ➝  when items are physically far from each other, they do not appear to have a relationship with each other ➝  elements become visually disconnected from each other ➝  do not orphan items / objects
  • 24. design factors! proximity ➝  groups related items together ➝  makes page look smaller ➝  increases organisation ➝  organizes information ➝  defines a beginning and ending
  • 25. design factors! proximity / grouping ➝  proximity occurs when elements " are placed close together. They " tend to be perceived as a group When the squares are given close proximity, " unity occurs. While they continue to be separate " shapes, they are now perceived as one group.
  • 26. design factors! balance ➝  visual balance comes from arranging elements on the page so that no one section is „heavier“ than the other ➝  a designer may intentionally throw " elements out of balance to create " tension or a certain mood
  • 27. design factors! asymmetrical balance this page uses a 3 column format to create a neatly organized asymmetrical layout. the two columns of text are balanced by the blocks of colour in the lower left topped by a large block of with space.
  • 28. design factors! practical example of how human vision is guided by colour, contrast, grouping, alignment, ... http://www.webstyleguide.com/page/hierarchy.html
  • 29. examples ! apple OSX dialog boxes
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  • 37. example: relevance of design attractiveness bias “The first presidential debate between Richard Nixon and Robert Kennedy (1960) is a classic demonstration of the attractiveness bias. " Nixon was ill and running a fever. He wore light colours and no makeup, further whitening his already pale complexion and contrasting his five-o’clock shadow. " Kennedy wore dark colours, makeup, and practiced his delivery in a studio prior to the debate. People who listened to the debate by radio believed Nixon to be the winner. However, people who watched the debate on TV came to a very different conclusion.”
  • 38. ! task-related organization! "The primary goal for menu, form-filling, and dialog-box designers is to create a sensible, comprehensible, memorable, and convenient organization relevant to the user's task."
  • 39. typography - design for readability size ➝  provide alternatives (e.g. for different age groups) ➝  consider resolution of screen (e.g. mobile devices with higher res.) typeface (fonts) ➝  for digital displays rather use " sans serif: " " " " than serif fonts:
  • 40. typography - design for readability contrast ➝  high contrast, avoid textured backgrounds text blocks ➝  keep lines to 10 to 12 words (35 to 60 characters) spacing ➝  vertical and horizontal spacing can enhance readibility especially when using small font sizes (or having long texts)
  • 41. large fonts ➝  improve readability ➝  simplify selection ➝  very large fonts become a graphical element in the UI
  • 42. ! custom fonts…for a unique style! ✱ sources for free fonts: http://www.webpagepublicity.com/free-fonts.html www.fontsmack.com http://www.smashingmagazine.com/2007/11/08/40- excellent-freefontsfor-professional-design
  • 43. colours ➝  need be used in consistent manner ➝  a clearly defined colour scheme is an " important tool in design process ➝  Colour schemes help to organise and " structure ➝  The rigid application of a good colour scheme can to some extend conceal a faulty layout ➝  they transfer mood and meaning " http://www.color-wheel-pro.com/color-meaning.html ➝  colour blindness can be an issue!
  • 46. ✱http://colorschemedesigner.com/ http://colorschemedesigner.com/
  • 48. aesthetic web applications! flickr – online photo management
  • 49. menus! single menus ➝  binary menus " (e.g. radio buttons) ➝  multiple-item menus ➝  multiple-selection menus (e.g. check boxes) ➝  pull-down, pop-up and toolbar menus
  • 50. menus! embedded menus and hotlinks ➝  embedded menus are an alternative to explicit menus ➝  it is natural to allow users reading about people, events, and places to retrieve detailed information by selecting menus in context
  • 51. novel menu types (using direct manipulation)! pie menus
  • 52. novel menu types ! menu for small displays entertainment, communication services (mobiles, PDA’s, MP3 players, …) ➝  learnability is a key issue ➝  e.g. consistency of “Cancel” and “OK” buttons ➝  hardware buttons ➝  navigation, select ➝  expect interactions ➝  tap interface
  • 53. touch-based menus! e.g. for mobile interfaces ➝  intuitive touchscreen" (e.g. unlock mechanism) ➝  big menu items Windows Mobile vs Mac OSX
  • 54. touch-based menus! iPhone gestures GESTURE ACTION tap to press or select a control or link (analogous to a single mouse click). You receive the onclick event for this gesture. double tap to zoom in and center a block of content or an image. to zoom out (if already zoomed in). flick to scroll or pan quickly. drag to move the viewport or pan. pinch open to zoom in. pinch close to zoom out. touch and hold to display an information bubble, magnify content under the finger, or perform specific actions in built-in iPhone applications and featres. two-finger scroll to scroll up or down within a text area, an inline frame, or an element with overflow capability, depending on the direction of the movement. You can receive a mousewheel event for this gesture
  • 55. references ➝  Gestalt principles ➝  www.usask.ca/education/coursework/skaalid/theory/" gestalt/gestalt.htm ➝  http://graphicdesign.spokanefalls.edu/tutorials/process/ gestaltprinciples/ gestaltprinc.htm ➝  User-Centred Web Design, John Cato, Addison Wesley, 2001 ➝  Apple Human Interface Guidelines ➝  http://developer.apple.com/documentation/UserExperience/Conceptual/ OSXHIGuidelines/index.html ➝  Universal Principles of Design, William Lidwell, Kritina Holden, Jill Buttler, Rockport Press 2003
  • 56.
  • 57.
  • 59.
  • 60.