Title: Visual Structure
1Visual Structure
This material has been developed by Georgia Tech
HCI faculty, and continues to evolve.
Contributors include Gregory Abowd, Jim Foley,
Diane Gromala, Elizabeth Mynatt, Jeff Pierce,
Colin Potts, Chris Shaw, John Stasko, and Bruce
Walker. Comments directed to foley_at_cc.gatech.edu
are encouraged. Permission is granted to use with
acknowledgement for non-profit purposes. Last
revision October 2003.
2Agenda
- Gestalt
- Clarity
- Consistency
- Hierarchy
- Balance
- Grids
- Contrast
- Textures
- Evaluating
3Gestalt Principles
- Proximity
- Similarity
- Common fate
- Closure
4Gestalt Good Continuation
- In each example, we give the left overlapping
objects the - center interpretation, not the right-most
interpretation
5Gestalt Good Continuation
- In each example, we give the left overlapping
objects the - center interpretation, not the right-most
interpretation
6Combining Gestalt Principles
- Several Principles can be combined
- Proximity reinforces similarity
- Proximity reinforces closure
- Proximity opposes closure
7Gestalt Use Visual Structure to Reinforce
Logical Structure
- Proximity reinforces alphabetization
ATE GET BAT GOT BIT HAT CAT HIT DOG HOT EAT LAP FA
R MAP FAT PAT
ATE BAT BIT CAT DOG EAT FAR FAT GET GOT HAT HIT HO
T LAP MAP PAT
8Gestalt Use Visual Structure to Reinforce
Logical Structure
- Proximity counters alphabetization
ATE BAT BIT CAT DOG EAT FAR FAT GET GOT HAT HIT HO
T LAP MAP PAT
9Gestalt Use Visual Structure to Reinforce
Logical Structure
ATE BAT BIT CAT DOG EAT FAR FAT GET GOT HAT HIT HO
T LAP MAP PAT
10Gestalt Grouping
- Visual structure by grouping indentation
(common fate)
Rotate X Rotate Y Rotate Z Zoom In Zoom Out
Rotate X Y Z Zoom In Out
11Gestalt Grouping
- Even more visual structure
Rotate X Y Z Zoom In Out
12Gestalt Dialogue Box Example
13Gestalt Dialogue Box Example
14Gestalt Dialogue Box Example
15Gestalt Dialogue Box Example
16Gestalt Dialogue Box Example
17Gestalt Dialogue Box Example
18Gestalt Closure Allows a Spartan Display to
Convey Structure
19Gestalt Proximity
- Items close together appear to have a
relationship - Distance implies no relationship
Time
Time
20Gestalt Proximity to Create Structure
Name
Name
Name
Addr1
Addr1
Addr1
Addr2
Addr2
Addr2
City
City
City
State
State
State
Phone
Phone
Phone
Fax
Fax
Fax
21Gestalt Use of Proximity to Form Structure
Aids Data Entry Speed
- 171 343 735 vs 171343735
- 20 25 54 83 28 vs 2025548328
McCormick, Human Factors in Engineering and
Design, McGraw Hill, 1976
22Gestalt Application of Principles to Screen
Format
PART NUMBER FILE MISCELLANEOUS BRACKETS PART
0926431X LH BRONZE STUD BRACKET GROUP B BUDGET
GROUP 2413 CLASS R SUB-ACCOUNT 92 UNITS
DOZENS DEPRECIATION PERIOD 15 ACTION______ PRODUCT
STATUS NOT YET ALLOCATED ADDITION DATE 1 DEC
75 F. BRIGGS DES 9 LAST AMENDED 14 MAY 75 R.
SMITH PROC 11 DELETION DATE NONE MAIN
SUPPLIER J. BLOGGS SON, ROTHERHAM
T. Stewart, Displays and the Software Interface,
Applied Ergonomics, 1976, pp. 137-146
23Gestalt Application of Principles to Screen
Format
PART NUMBER FILE MISCELLANEOUS BRACKETS PART
0926431X LH BRONZE STUD BRACKET GROUP B BUDGET
GROUP 2413 CLASS R SUB-ACCOUNT 92 UNITS
DOZENS DEPRECIATION PERIOD 15 ACTION______ PRODUC
T STATUS NOT YET ALLOCATED ADDITION DATE 1 DEC
75 F. BRIGGS DES 9 LAST AMENDED 14 MAY 75 R.
SMITH PROC 11 DELETION DATE NONE MAIN
SUPPLIER J. BLOGGS SON, ROTHERHAM
24Gestalt Application of Principles to Screen
Format
Part Number File Miscellaneous Brackets Part
0926431X LH Bronze Stud Bracket Group B Budget
Group 2413 Class R Sub-account 92 Units
Dozens Depreciation Period 15 Action______ Produc
t Status Not Yet Allocated Addition Date 1 Dec
75 F. Brigs Des 9 Last Amended 14 May 75 R.
Smith Proc 11 Deletion Date None Main
Supplier J. Bloggs Son, Rotherham
25Using Gestalt Principles is REALLY Important
- Use visual structure to reinforce the underlying
logical structure
26Principle Clarity
- Every element in an interface should have a
reason to be there. Make that reason clear! - Less is more form follows function
- Dont use clip art cliches, like gratuitous 3D
buttons every decision should descend directly
from your concept and metaphor, not because it is
a standard default or because you just like it
27Clarity
- White space (blank space)
- Directs the eye
- Provides balance through its use
- Strengthens impact of message
- Allows eye to rest between elements of activity
- Increases legibility, clarifies hierarchy
- Used to promote simplicity and elegance
28Clarity
- Economy of Visual Elements
- Minimize borders, heavy outlining, section
boundaries - Use white space instead
- Reduce clutter
- Minimize the number of controls
29Clarity via White Space
30Clarity via White Space
31Clarity
32Clarity via White Space Example
- Too much white space
- Do simple redesign
- Fonts?
- Weak gridding
- placeholder
33Clarity via White Space Example
- Caused by underpopulated information space and
graphic design problem - placeholder for figure
34Principle Consistency
- Be consistent in every aspect
- In layout, color, images, icons, typography, text
- Within screen, across screens
- Stay within metaphor everywhere
- Platform may have a style guide follow it!
35Inconsistent Visual Design
- Sports Flash has no icons
- Other five screens on the same level do
- placeholder for images
36Inconsistent Visual Design
- Inconsistent icon placement
- placeholder for image
37Inconsistent Structure Example
- Multiple paths from 4 screens
- No way back from Sports Flash
- Keyword Grandstand
- placeholder for figure
38Inconsistency
- Result when local and global designs arent
balanced - Color Palette conflict
- Conflict between local and global design
- placeholder for figure
39Inconsistent Use of Graphical Elements to Depict
Logical Structure
- Icons used with list items
- placeholder for figure
- Icons NOT used with list items
- placeholder for figure
40Principle Hierarchy
- What are the relative levels of importance?
- What should the user see first? Second?
41Hierarchy
- What are the relative levels of importance?
- What should the user see first? Second?
- Remember this one!
42Hierarchy
- What are the relative levels of importance?
43Hierarchy
44Typographical Hierarchy
45Typographical Hierarchy plus Indentation
46Principle Balance
- Good example
- placeholder for figure
- Bad example
- placeholder for figure
47Principle Grids
- Western world
- Start from top left
- Allows eye to parse display more easily
48Grids
- (Hidden) horizontal and vertical lines to help
locate window components - Align related things
- Group items logically
49Grids Examples
50Grid Alignment
- Grid the invisible, underlying structure of a
site - Grid essential you must use one
51Grid Aligment
- Grid the invisible, underlying structure of a
site - Grid essential you must use one
52Grid Alignment
- Grids
- Help locate window components
- Align related things
- Group items logically
- Minimize number of controls, reduce clutter
53Grid Alignment
- Grids
- Help locate window components
- Align related things
- Group items logically
- Minimize number of controls, reduce clutter
54Grid Example
55Grids
- Good example
- placeholder for figure
- Bad example
- placeholder for figure
56Example Balance/Proximity/Grids
- Too many icons
- Unclear what is hot
- Is balanced
- Weak gridding
- placeholder for figure
57Principles Contrast
- Pulls you in
- Guides your eyes around the interface
- Supports skimming
- Take advantage of contrast to guide user through
hierarchy of information add focus or to
energize an interface with texture - Can be used to distinguish active control
58Contrast
- Can be used to set off most important item
- Allow it to dominate
- Ask yourself what is the most important item in
the interface, highlight it - Use geometry to help sequencing
59Contrast Techniques
- Blinking
- Good for grabbing attention, but use very
sparingly - Reverse video, bold
- Good for making something stand out
- Again, use sparingly
60Contrast Example
Importantelement
www.delta.com
61Example
Clear, clean appearance Opinion?
www.schwab.com
62Example
Clear, clean appearance Opinion?
www.schwab.com
63Poor Graphic Design
- Inconsistent tone
- Marble conflicts with icons
- Varied hue, saturation and brightness
- Unbalanced heavy on left.
- No Gridding
- placeholder for figure
64Poor Graphic Design
- Colors conflict
- Conflict between global and local icons
- Font unreadable
- placeholder for figure
65Poor Graphic Design
- Violates proximity and hierarchy rules
- Breaks from grid
- Unclear whats hot
- placeholder for figure
66Principle Background Textures to Convey Mood or
Context
- Conveys mood
- Respectable
- Solid
- Secure
- Muted
67Background Texture
- Conveys mood
- Exciting
- Energetic
- Professional
68Background Texture
- Conveys mood
- Playful
- Bright
- Chaotic
69Background Texture
70Evaluating Screen Organizations
- Logical grouping
- Visual reinforcement of logical groupings
- Aesthetics
- Eye movements
- Hand movements to devices
- Consistency
71Screen Design Aesthetics
72Screen Design Aesthetics
- By removing the box around the menu area, the
meaningless but attention getting ragged right
border is created. - placeholder
73The Best of AOL
- Excellent icon use to represent most commonly
accessed items - Works well in greyscale
- Note Icons Boxing, clustering with and without
boxes - placeholder
74Example
Home page
Content page 1
Content page 2
www.santafean.com
75UI Exercise
- Look at interface and see where your eye is
initially drawn (what dominates?) - Is that the most important thing in the
interface? - Sometimes this can (mistakenly) even be white
space!
76BadExample
Disorganized
77Bad Example
Visual noise
78Bad Example
Overuse of 3D effects