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UI SOFTWARE
ARCHITECTURE
Topics

Visual structure

Model-view-controller

View hierarchy

Observer

Android design pattern
2
Visual structure

Clarity

Consistency

Hierarchy

Balance

Grids

Contrast

Textures

Evaluating


3
Clarity

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”
4
Clarity

Economy of Visual Elements

Minimize borders, heavy outlining, section
boundaries

Use white space instead

Reduce clutter

Minimize the number of controls
5
Clarity via White Space


White space
6
Principle: Consistency

Be c ons is tent in e ve ry as pe c t:

In layout, color, images, icons,
typography, text

Within screen, across screens

Stay within metaphor everywhere

Platform may have a style guide – follow
it!
7
Inconsistency

Result when local and global
designs aren’t balanced

Color Palette conflict

Conflict between local and global
design
8
Principle: Hierarchy

What are the relative “levels” of

importance?

What should the user see first?
Second?
9
Hierarchy

What are the relative “levels” of
importance?
10
Typographical Hierarchy
11
Typographical Hierarchy plus
Indentation
12
Principle: Grids

Western world

Start from top left

Allows eye to parse display more
easily
13
Grids

(Hidden) horizontal and vertical
lines to help locate window
components


Align related things

Group items logically
14
Grids: Examples
15
Grid Alignment

Grid: the invisible, underlying structure of a site


Grid: essential – you must use one
16
Grid Aligment
17
Grid Alignment

Grids

Help locate window components

Align related things

Group items logically

Minimize number of controls,
reduce clutter
18
Grid Example
19

Principles: 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
20
Contrast

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
21
Contrast Techniques


Blinking

Good for grabbing attention, but use
very sparingly

Reverse video, bold

Good for making something stand out

Again, use sparingly
22
Contrast Example
23
Important
element
Poor Graphic Design

Inconsistent tone

Marble conflicts with icons

Varied hue, saturation and brightness

Unbalanced – heavy on left.

No Gridding

Colors conflict

Conflict between global and local icons


Font unreadable
24
Evaluating Screen Organizations

Logical grouping

Visual reinforcement of logical
groupings

Aesthetics

Eye movements

Hand movements to devices

Consistency
25

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