Thursday, May 15, 2014

Creating User Experiences: Fundamental Design Principles by Billy Hollis part 3

Gestalt: Common fate
Items that move together are grouped
The most common use in software dragging and dropping a set of items

Gestalt: Figure / ground
Your visual system unconsciously chooses what part of the field of vision to consider the foreground, or figure.
This part of the field of vision gets the attention and focus
The rest is considered the background, or ground, and unconsciously given lesser importance
The ground can also be used for grouping
Elements with a common ground are considered grouped








Gutenberg Diagram

The visual system sweeps from top left to bottom right for people who read left to right, top to bottom, for RTL readers the sweep is from top right to bottom left.
Notice where the most important information is contained on the screen in the application

Human desire for natural things creates another family of design principles - resulting from many generations living on the savannah/grasslands.

Savannah principle
Natural gradient preference
Top-down lighting bias
Horror vacui
Contour bias
Unobtrusive animation

The general theme is that imitating natural things in a user interface results in a subconscious preference by users and can lower stress

*is the preference for whitespace, or is this more influenced by the application of Hicks Law (more choices = bad).  How does a screen with only a few things on it, but close together, feel vs a screen with only a few things that are separated by white space.  Probably some of both, even a screen with white space on it but too many things feels "busy". Nmkl;

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