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Design-Rules-Notes

Principles + Practices for Great UI Design

  • UI Design Mantras:
  • 1: Design is design is design (how humans react to what they see and why)
  • 2: Stop solving other people's problems (your probs are your own)
  • 3: Form doesn't & shouldn't follow function (the two have to work together)
  • 4: Every force evolves form (impact forces play a role in what it looks like)
  • 5: On small screens, less is more (we want quick, ease of use, and simple)
  • 6: Balance creates visual order & signals relationships (individual elements do not compete with the whole)
  • 7: Visual rhythm speeds comprehension and use (consistent repetitous structure/flow)
  • 8: Good design is held together by harmony (visual elements relating/complementing each other)
  • 9: Dominance directs user focus (creates a focal point, highlighting important part)
  • 10: Align everything with everything else
  • 11: Group & organize related content w/proximity
  • 12: Use color to communicate & influence interaction
  • 13: Choose color based on associations, emotion, brand
  • 14: Contrast always wins

1. Ground Rules

What You Need to Know Upfront

  • design is solving problems, not drawing pictures
  • does the design serve the purpose of its existence? (context of use)
  • how should it be perceived?
  • nothing in UI design is ever arbitrary
  • don't look at themes; they don't tell us anything about problems to solve
    • you will not find inspiration looking at the work of others
    • you will find someone else's solution to someone else's problem
    • the problem you have to solve belongs exclusively to you
  • don't look at trends
    • flat design doesn't consider appropriateness or whether people will understand what they see
    • don't rely on instincts as to what looks good and what doesn't
    • think hard about the appropriateness of visual decisions; let them be informed by research, investigation, and fact
  • form must follow function
    • louis sullivan manifesto 1896
    • frank lloyd wright was an intern of his
      • believed the two should be in union
      • his application of the principle was the Guggenheim museum
    • Bauhaus was the foundation for modern graphic design
    • *** Great Resource *** Universal Principles of Design
    • form doesn't and shouldn't follow function
      • the two things affect eachother, one doesn't supersede the other
      • what will set you apart is your understanding of why you make the visual decisons that you make
      • if the form of a design was ruled solely by its function, then every function item would have only one design solution. Every element would have the same design.
      • do you need to know the mechanics of how something works in order to use it?
      • as users we don't care how it works
        • our focus is the experience and our expectations of it
        • we have a mental model that predicts the experience
        • when UI sticks to our mental model, use is easier...we buy, share, etc
    • form should be determined by success critera (not funct or personal pref)
      • we are interested in outcomes not features
      • what aspects of the design are critical to success?
  • many forces affect the design and development process
    • audience needs, client desires, ethical obligations, aesthetic inclinations, tech constraints, cultural presuppositions, funct reqs, material properties, avail time, avail budget, avail resources
    • balancing act between UI design, info archit, frontend html/css, middle tier logic, backend data struc, prog & processes
  • if it's too complex, we assume it's hard to use
  • icons without labels are worse than labels alone
  • if an opp to interact isn't visible, we assume it isn't avail
  • small screen design
    • focus on context of use, when are they doing this
    • simplify, each screen should contain one primary action
    • design for thumbs, things within easy thumb reach
    • design for fat fingers, right size, right space b/w icons
    • minimize the need to type
    • less is more

2. Organizing Visual Information

  • ensure pos & neg space fit together so one doesn't overpower the other
  • individual elements shouldn't compete with the whole
  • the job of balance is to create order and signal relationships
  • balanced space allows user to quickly scan and group related elements
  • negative space works to signal visual hierarchy
  • all visual design has rhythmic consistency and controlled structure
  • visual elements must relate and complement each other in harmony
  • harmony is directional (guides user to a certain place)
  • harmony creates clear and purposeful flow
  • dominance is achieved by emphasizing one or more visual elements
  • dominance creates a focal point will people will instinctively go at first glance
  • without clear dominance, elements compete w/each other
  • contrast supersedes size when it comes to dominance
  • more negative space creates more dominance
  • aligning elements that are related by context creates visual order
  • proximity often supersedes color/contrast to show separation

3. Using Color and Contrast Appropriately

  • color gets attention and stirs emotional response

  • be consistent to avoid confusion

  • color creates connection/continuity

  • color implies meaning (must do research, know audience, know effect)

  • color should never be sole differentiator of the UI elements

  • are you using color correctly? (used sparingly, reinforce/interfere with content hierarchy, will this be functional for someone color blind)

  • black >>> authority & power, timeless, cool

  • white >>> innocence & purity, cleanliness, peace

  • red >>> alarm & urgency, attention, warning, love

  • pink >>> romance, grace, compassion, female

  • blue >>> peaceful, tranquil, business, tech, male (association with sky)

  • green >>> nature, calming, relaxing

  • yellow >>> optimism, happiness, warmth, joy, hope (association with sunlight)

  • purple >>> royalty, wealth, luxury, feminine, romantic

  • brown >>> nature, earth, friendship, genuineness

  • lighter shades of blue >>> friendlier, trust

  • darker shades of blue >>> suggest security

  • 4 color variations req'd for good UI design

    • shadows, midtones, highlights, accents
  • contrast ensures you pay attention and take the right actions

  • contrast enables readability when using stark, complementary colors

  • contrast directs focus, ideally to core content

  • secondary content should have less contrast

  • contrast helps understand relationships b/w elements

  • contrast communicates hierarchy

  • color and contrast depend on context

4. Designing with Typography and Imagery

  • 95% of what we see on screens are text based language
  • typography creates emotional impact
  • more than just font; purposefully utilizing size, weight, space, style, etc
  • never center align paragraphs (hard on brain and eyes)
  • space between letters is kerning
  • leading is space between lines of text
  • typography rules:
    • 1: Two typefaces max; character widths and weights should be complementary avenir & georgia have similar character widths
    • 2: Limit line width; eye works harder when too wide
    • 3: Choose Readability;
    • 4: Choose legibility; beware of L's that look like I's
    • 5: Use space b/w paragraphs; visual breaks giving eye rest
    • 6: Align text elements using baselines; mult text elements should share common alignment
    • 7: Use styles to visually differentiate content; typeface should have at least 3 styles >> regular, italic, bold
  • imagery rules:
    • 1: make sure it serves its purpose; what message does it send
    • 2: focus on people not things; person using product, not just product
    • 3: cropping can change meaning
    • 4: never go for cheap shot, especially sexist; don't objectify
    • 5: don't forget the power of illustration; can sometimes be more impactful
  • dos and donts:
    • dont default to stock photos

5. Creating and Simplifying Visual Cues

6. Things to Remember

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