Visual Elements of User Interface Design
UI / UX Design Specialization by California Institute of Arts (CalArts).
What is a User Interface?
Itâs the bridge between user and content/functionality.
The Relationship between UI and UX
UI | UX | |
---|---|---|
Defines: | How it looks, the visual design. | How it feels, the non-visual design. |
Made of: | Form, aesthetics, look & feel, organization. | Feel, navigation, story, structure. |
Driven by: | Design driven. | User driven. |
A Brief Historical Overview of Interface Design
We need to have feedback, know when the interface is working or not, know if we make a mistake or if itâs all right, and to be able to undo and redo our actions.
Interface Conventions: Theory
An interface should be based on:
- Real world knowledge (analog models).
- Learned behavior (conventions).
- Cause and effect (action / reaction).
- Consistency (logical / systematic).
- Seamless (speed and ease).
- Immediate intuition (a few teach a lot).
- Fulfillment (payoff / results).
- Undo / redo / confirm (feel safe).
Template vs Content
To ensure we make the right interface, it should be based on content, context, and functionality for a specific, well defined audience.
A generic template can work for some UI elements or components. But it wonât work for the entire interface, that leads us to a generic experience, a poor experience.
Aesthetics & Functionality
Aesthetics and functionality are different things, but, UI should always be related and familiar to the functionality. Relationships make it easy to know how it works by how it looks.
Design Before Design
Project Brief is the non-visual pre-design (how it all starts).
Here we define:
- What is it?
- Who is it for?
- Where does it live?
The client determines and must be clear about:
- Goals.
- Constraints.
- Platform.
- Audience.
Look and Feel
Defining style and mood helps to envision the overall design (pre-design).
It defines:
- Mood.
- Typography.
- Color palette.
- Language.
Language as a design tool
Language sets mood and tone.
We need to define naming and branding for the UI by specifying the audience, their attitude and motivation to use the app/web.
Color & Shape
Use color and shape to define association, functionality and state of UI elements. That lets the user know if an element is disabled, active or inactive.
Imagery
Kinds of imagery:
- Imagery as content: can be videos, search engines and all images in boxes.
- Imagery as navigation: they are icons, symbols and links to some other content or functionality.
- Imagery as mood: they contribute to the look and feel, and can be a part of the content or the navigation.
- Immersive imagery. Itâs a special case, itâs used for games, apps and animations. By its own, they create the context, a whole world/universe for the product, where things donât have to âliveâ in boxes anymore.
Typography
Type is language made physical, is fast, is accurate, and has a clear meaning, is economical, and can represent what cannot be depicted.
Types of typography:
- Type as content: typographic material, articles, blogs, books, etc.
- Type as interface: labels, buttons and navigation.
- Type as branding: the app or site identity.
Icons
Difference between icons and symbols:
- Icon: pictorial representation (realistic/descriptive). We use to know what an icon is.
- Symbol: non-pictorial representation (abstract). We use to learn what a symbol means.
Sometimes a single image can act as both an icon and a symbol.
What makes a good icon?
- Communication (ideas + aesthetics).
- Functionality (technical).
- Audience (they get it!).
- Recognition (saturation + simplicity).
Functionality
Creating a logical UI is creating a predictable system.
A UI must combine logic, hierarchy and systematic behaviors. While using intuition, discovery and learning.
These facts help the user to interact fast and easily, as we make an economic interface. Economizing UI elements and user actions, saving time and doing more with less.
Speed and Style
Speed
Good | Bad |
---|---|
Simple / direct | Boring |
Unambiguous | Boring |
Rapidly adoptable | Boring |
Familiar / predictable | Boring |
Logical | Boring |
Style
Good | Bad |
---|---|
Entertaining | Obstructs Content |
Engaging | Time-consuming |
Rewarding experience | Frustrating experience |
Brandable | Dates rapidly |
Novel / individual | Unnecessary |
Composition and Structure
Content-specific design: Sometimes, the structure is the actual content, and its functionality drives all the design decisions.
Buttons
Size: Must be related to the size of the cursor, finger and the screen.
Shape: Meaningful for functionality, depending on its label and the screen.
Color: It can make it easy to recognize what a button is made for (even without a label).
Dimension: Making a button similar to a real one, makes the UI intuitive.
System: Buttons need to have a logic placement on screen to make sense by thyself.
Not Buttons
Menus, links, fields. Use design conventions for these elements, for shape, scale, contrast, clarity and economy, in order to reinforce and emphasize the goals of speed and function.
States and Changes
Let the user know the UI element is responsive (is working) by adding visual states, normal, hover, active, inactive.
Think about the different static element states as well as how your elements animate between states.
Hierarchy of Content
Figure out what goes where, and why:
- Function, whatâs (and whatâs NOT) important to the user?
- Intention, whatâs (and whatâs NOT) important to the client?
Itâs critical to define the scene, the thinking, and physical reaction of the user:
- Whatâs the first thing the user sees?
- Whatâs the userâs first impression?
- Whatâs the first thing the user does?
Conventions and Expectations
Small screen: single task + multiple screens.
By convention we focus on a single task when working on a small screen, even when multiple functions are available, we keep them hidden, until we need them.
Big screen: multiple tasks + single screen.
In this case, we can focus on multiple tasks on a single big screen as we have enough space to work.