GUI Design Guidelines, Gestalt, Layout and Colour

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GUI DESIGN ITPDP’26, L12

Dr. Minna Pakanen Department of Digital Design and Information Studies mpakanen @cc.au.dk

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CONTENTS

  • Visual perception

  • Gestalt principles

  • UI design guidelines

  • Interaction patterns

  • Break

  • UI design process

  • Layout of GUIs

  • Aesthetic styles

  • Color on screen

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VISUAL PERCEPTION

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Jeff Johnson (2013) Designing with the Mind in Mind: Simple Guide to Understanding User Interface Design guidelines

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4

WE PERCEIVE WHAT WE EXPECT

Our expectations & perceptions—are biased by three factors:

  • The past: our experience

  • The present: the current context

  • The future: our goals

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BIASED PERCEPTION

By our experience

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Jeff Johnson (2013)

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BIASED PERCEPTION

By our experience Design implication: Be consistent!

  • Place information and controls in consistent locations

  • Controls and data displays that serve the same function on different pages should be placed in the same position on each page, and have the same colour, text fonts, shading, and so on

Jeff Johnson (2013)

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BIASED PERCEPTION

By current context

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Jeff Johnson (2013)

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BIASED PERCEPTION

By current context

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Jeff Johnson (2013)

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MINNA PAKANEN

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BIASED PERCEPTION

By our goals

Is there a screwdriver in the next picture?

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BIASED PERCEPTION

By our goals

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Jeff Johnson (2013)

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BIASED PERCEPTION

By our goals

Was there a screwdriver in the prior picture?

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BIASED PERCEPTION

By our goals

Was there a tape roll in the picture?

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BIASED PERCEPTION

By our goals

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Jeff Johnson (2013)

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DESIGN IMPLICATIONS

Avoid ambiguity

  • Test your design to verify that all users interpret the display in the same way

  • Where ambiguity is unavoidable, either rely on standards or conventions to resolve it, or prime users to resolve the ambiguity in the intended way

  • For example, computer displays often shade buttons and text fields to make them look raised in relation to the background surface.

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DESIGN IMPLICATIONS

Understand user goals!

  • Users come to a system with goals they want to achieve

  • Goals may vary, and goals strongly influence what users perceive

• Ensure that at every point in an interaction, the information users need is available, prominent, and maps clearly to a possible user goal, so users will notice and use the information

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GESTALT PRINCIPLES

Gordon, I. E. (2004). Theories of visual perception. Psychology press.

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GESTALT

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“The whole of something is more important to our understanding than the individual parts.”

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GESTALT PRINCIPLES

  • Describe how the human eye perceives visual elements

  • Aim to:

  • show how complex scenes can be reduced to more simple shapes

  • explain how the eyes perceive the shapes as a single, united form rather than the separate simpler elements involved.

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GESTALT PRINCIPLES

1) Similarity

2) Proximity

  • 3) Common region

  • 4) Closure

  • 5) Continuation

6) Figure-ground

  • 7) Focal point

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1) SIMILARITY

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When things appear to be similar to each other we group them together. And we also tend to think they have the same function.

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2) PROXIMITY

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EXAMPLE: PROXIMITY

When elements are close together, appear to be more related to each other than objects with more proximity to each other

  • separate or build relationship using empty space between objects

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3) COMMON REGION

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EXAMPLE: COMMON REGION

The principle of common region is highly related to proximity. It states that when objects are located within the same closed region, we perceive them as being grouped together.

Adding borders or other visible barriers is a great way to create a perceived separation between groups of objects—even if they have the same proximity, shape, color, etc.

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4) CLOSURE

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EXAMPLE: CLOSURE

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gizmodo.com

www.worldwildlife.org

https://commons.wikimedia. org/wiki/File:NBC_logo.svg

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https://www.fairtrade.net

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5) CONTINUATION

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EXAMPLE: CONTINUATION

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https://juliankay.com/development/principles-and-actions-for-metro-app/

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https://en.wikipedia.org/wiki/The_Dark_Side_of_the_Moon#/ media/File:Dark_Side_of_the_Moon.png

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EXAMPLE: CONTINUATION

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6) FIGURE-GROUND

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People perceive objects as either being in the foreground (figures) or the background (grounds)

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EXAMPLE: FIGURE-GROUND

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EXAMPLE: FIGURE-GROUND

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https://www.usertesting.com/blog/gestalt-principles

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7) FOCAL POINT

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EXAMPLE: FOCAL POINT

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https://www.instagram.com

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https://dribbble.com/shots/10003996-focal-pointlogotype/attachments/2021673?mode=media

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UI DESIGN GUIDELINES Jeff Johnson (2013) Designing with the Mind in Mind: Simple Guide to Understanding User Interface Design guidelines. W3C Web Accessibility Initiative WAI (n.d.) Accessibity guidelines. https://www.w3.org/WAI/fundamentals/accessibility-principles/#standards

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CHALLENGES WITH UI DESIGN GUIDELINES

Following guidelines is not as straightforward as following cooking recipes

  • › Design rules often describe goals rather than actions › Very general to make them broadly applicable

  • › Open to interpretation › Design rules often contradict, i.e., they suggest different designs

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UI DESIGN GUIDELINES

Conflicts & tradeoffs

Bright screen & Lightweight & Multifunctional & Powerful & High resolution & WYSIWYG &

Long battery life Sturdy Easy to learn Simple Fast loading Usable by blind people

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2 BEST KNOWN UI DESIGN GUIDELINES

Shneiderman (1987);
Shneiderman and Plaisant (2009)
Nielsen and Molich (1990)

Strive for consistency

Cater to universal usability

Offer informative feedback

Design task flows to yield closure

Prevent errors

Permit easy reversal of actions

Make users feel they are in control

Minimize short-term memory load
• Consistency and standards
• Visibility of system status
• Match between system and real world
• User control and freedom
• Error prevention
• Recognition rather than recall
• Flexibility and efficiency of use
• Aesthetic and minimalist design
• Help to recognize, diagnose, and recover from errors
• Provide online documentation and help

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OTHER UI DESIGN GUIDELINES STONE ET AL. (2005)

  • Visibility : First step to goal should be clear

  • Affordance : Control suggests how to use it

  • Feedback : Should be clear what happened or is happening

  • Simplicity : As simple as possible and task-focused

  • Structure : Content organized sensibly

  • Consistency : Similarity for predictability

  • Tolerance : Prevent errors, help recovery

  • Accessibility : Usable by all intended users, despite handicap, access

  • device, or environmental conditions

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ACCESSIBILITY GUIDELINES

W3C WEB ACCESSIBILITY INITIATIVE WAI

Focus on

  • Perceivable information and user interface

  • Text alternatives for non-text content

  • Captions and other alternatives for multimedia

  • Content can be presented in different ways

  • Content is easier to see and hear

  • Operable user interface and navigation

  • Functionality is available from a keyboard

  • Users have enough time to read and use the content

  • Content does not cause seizures and physical reactions

  • Users can easily navigate, find content, and determine where they are

  • Users can use different input modalities beyond keyboard

  • Understandable information and user interface

  • Text is readable and understandable

  • Content appears and operates in predictable ways

  • Users are helped to avoid and correct mistakes

  • Robust content and reliable interpretation

  • Content is compatible with current and future user tools

https://www.w3.org/WAI/fundamentals/accessibility-principles/#standards

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OTHER UI DESIGN GUIDELINES JOHNSON (2007)

  • Focus on the users and their tasks, not on the technology

  • Consider function first (conceptual model), presentation later

  • Conform to the users’ view of the task

  • Design for the common case

  • Don’t complicate the users’ task

  • Facilitate learning: consistency!

  • Deliver information, not just data

  • Design for responsiveness

Johnson, J. (2007). GUI bloopers 2.0: Common user interface design don’ts and dos

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INTERACTION PATTERNS Jenifer Tidwell (2010) Designing Interfaces: Patterns for Effective Interaction Design

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12 INTERACTION PATTERNS

  1. Safe exploration

  2. Instant gratfication

  3. Satisficing

  4. Changes in midstream

  5. Deferred choices

  6. Incremental construction

  7. Habituation

  8. Spatial memory

  9. Prospective memory

  10. Streamlined repetition

  11. Keyboard only

  12. Other people’s advice

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1. SAFE EXPLORATION

”let me explore without getting lost or in trouble”

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2. INSTANT GRATIFICATION

”I wan’t to accomplish something NOW, not later”

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2. INSTANT GRATIFICATION

”I wan’t to accomplish something NOW, not later”

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3. SATISFICING (SATISFYING + SUFFICE)

”this is good ennough, I dont want to spend time learning it better”

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3. SATISFICING (SATISFYING + SUFFICE)

This means several things that interaction designers should consider:

  • Use “calls to action” in the interface: give the user directions what to do first, type here or drag things here, and tap the button to begin…

  • Make labels short, plainly worded, and quick to read (includes menu buttons)

  • Use the layout of the interface to communicate the meaning

  • Make it easy to move around the interface, the back button!

  • Avoid visual complexity, as novice users look for the first thing that might work

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4. CHANGES IN MIDSTREAM

”I changed my mind about what I was doing”

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5. DEFERRED CHOICES

”I don’t want to

answer that now, let me finish later”

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6. INCREMENTAL CONSTRUCTION

”let me change this. No that doesn’t look right; let me change it again. That looks better”

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7. HABITUATION

”that gesture works everywhere else, why doesn’t it work here?”

Ctrl+C, Ctrl+V, Ctrl+X, Ctrl+S, Ctrl+A, Ctrl+Z

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8. SPATIAL MEMORY

”I swear that button was here a minute ago. Where did it go?”

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8. SPATIAL MEMORY

”I swear that button was here a minute ago. Where did it go?”

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9. PROSPECTIVE MEMORY

”I am putting this here to remind myself to deal with this later”

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9. PROSPECTIVE MEMORY

”I am putting this here to remind myself to deal with this later”

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10. STREAMLINED REPETITION

”I have to repeat this how many times?”

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10. STREAMLINED REPETITION

”I have to repeat this how many times?”

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11. KEYBOARD ONLY

”Please don’t make me use a mouse”

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12. OTHER PEOPLE’S ADVICE

”What did everyone else say about this”

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A LITTLE ABOUT THE UI DESIGN PROCESS…

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UI DESIGN PROCESS

  1. Strategy

  2. Scope

  3. Structure

  4. Skeleton

  5. Surface

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1. STRATEGY

  • › What is the problem you are trying to solve?

  • › What are your user needs?

  • › How is problem best solved?

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https://shft.run

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2. SCOPE

  • › Specification: what should it do? And in what way?

  • › Prioritised features: the most important elements (and why)?

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https://shft.run

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3. STRUCTURE

  • › User flow: what are the most logical steps for your users to take, to gratify their needs

  • › Information architecture: how to structure your system

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https://careerfoundry.com/en/blog/ux-design/what-are-user-flows/22[[ND]]

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4. SKELETON

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On the structure: › Placing elements in relation to one another › Presentation of the information –> facilitates understanding

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WIREFRAMING TOOLS

Wireframe.cc

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https://wireframe.cc

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WIREFRAMING TOOLS

Balsamic

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https://balsamiq.com/wireframes/

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5. SURFACE

  • › What should the interface look like?

  • › How can the visual support the desired interaction?

  • › How can it best communicate the brand, product, value, and functionality in one cohesive image?

  • › What is the sensory experience desired?

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SURFACE

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https://shft.run

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LAYOUT OF GUIS

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To avoid the common mistakes …

• Uxplanet

https://uxplanet.org/common-webpage-design-mistakes-59eed9831bd7

  • Material design

https://material.io/design/

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RESPONSIVE LAYOUT

Columns, gutters, and margins

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2. Gutters:
Spaces between
columns
3. Margins:
Space between
content and left
and right edges of
the screen
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1. Columns:
where the content
is placed
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https://material.io/design/layout/responsive-layout-grid.html#columns-gutters-and-margins

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Larger gutter

RESPONSIVE LAYOUT

Gutters and margins

Gutter & margins width can be different from each other

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Gutter and margins for horizontal scroll

https://material.io/design/layout/responsive-layout-grid.html#columns-gutters-and-margins

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EVEN SPACING

Gutters and margins

Gutter & margins width can be different from each other

Gutter and margins for horizontal scroll

https://material.io/design/layout/responsive-layout-grid.html#columns-gutters-and-margins

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RULE OF THIRDS

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41% 20%
25% 14%
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WHITE SPACE

Negative space

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https://medium.muz.li/the-effective-utilization-of-white-space-in-ui-design-c944009b2540

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https://designwoop.com/minimalist-app-design

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ORGANIZE AND PRIORITIZE THE CONTENTS

Size: The more important a headline is, the larger its font size should be Prominence: The more important the headline or content, the higher up the page it should be Content Relationships: Group similar content types by displaying the content in a similar visual style, or in a clearly defined area.

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(Jeff Johnson, 2013)

https://m2.material.io/design/layout/applying-density.html#layout

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ORGANIZE THE CONTENTS PROPERLY

Locate important things in predictable locations:

  • Display the company name and logo prominently in the top left corner of the homepage

  • Remember to enable users using logo as going back to landing page

  • The most important content should be above the fold (i.e. the area of the page visible without scrolling, the landing site) , and lead users down the page when there is more content to see.

  • Primary navigation in a highly noticeable place

    • Menu, language selection, search fields should be in the header area

    • The most crucial tasks should be visually prominent on the page

  • Describe actions in a way that resonates with your target audience's goals. What are they hoping to achieve on your homepage?

  • Links should be named descriptively

  • Keep it simple and make sure your design scales to different GUIs (mobile, tablet and computer)

https://www.nngroup.com/articles/homepage-design-principles/

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ORGANIZE THE CONTENTS PROPERLY

Examples: vr.fi and dsb.dk

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  • Where are the logo, menu, language selection, search field, and the most important contents for the user’s task completion?

  • What is in the header, main area, and footer?

  • Is the most priority content prominently presented?

  • How is the navigation designed, does it work well both in mobile and computer?

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TYPOGRAPHY

Note that print and screen need different kind of typography!

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S S
Sans serif
Serif
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TYPOGRAPHY ON SCREEN

  • Avoid hard to read and decorative fonts

  • Consider font size

  • Avoid text on noisy background

  • Avoid long sections of bold, italic, or uppercase text.

  • Avoid centered text in text blocks

How about this?

Or this?

  • Left-aligned text for large sections, as this gives readers a consistent starting point for each line of text.

  • Centered, right-aligned, or justified text .

  • can be used for headings or short sections

Jeff Johnson (2013)

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ACCESSIBILITY OF SCREEN FONTS

Focus on size, spacing, contrast, font

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https://www.audioeye.com/ultimate-guide-to-accessible-web-design/

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MINIMIZE THE NEED FOR READING

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Jeff Johnson (2013)

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STATES OF AN INTERACTIVE ELEMENT

Distinct, additive & consistent visual representations

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https://material.io/design/interaction/states.html#usage

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STATES OF AN INTERACTIVE ELEMENT

Distinct, additive & consistent visual representations

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https://material.io/design/interaction/states.html#usage

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ERROR MESSAGES

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Sorry!

Put it in where users are looking

  • People focus in predictable places when interacting with graphical user interfaces

  • Mark the error

  • indicate clearly what is wrong

Reserve red for errors

  • Using red for any other information on a computer display invites misinterpretation

  • Use another color for errors or mark them with an error symbol if designing for cultures where red is positive color (Chinese)

Your password was not correct. Please try again. OK

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Jeff Johnson (2013)

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GUI DESIGN & PROTOTYPING

Figma

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https://www.figma.com

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AESTHETIC STYLES

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SKEUOMORPHISM

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http://www.originalgreen.org/blog/2013/skeuomorphism---how-steve.html

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SKEUOMORPHISM

Benefits

Skeuomorphism may be used in many different ways to help familiarise users to a new product and technology

  • For example, if an object casts a shadow, our brains automatically visualise that as a 3D shape that has volume

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SKEUOMORPHISM

Challenges

  • The problem is when borrowing features from the original design, you often also bring its limitations with it, even when these limitations have no reason to exist anymore • There is also the problem of getting skeuomorphism wrong: making something look like a physical object but not work like it

http://www.originalgreen.org/blog/2013/skeuomorphism---how-steve.html

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FLAT

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https://mspoweruser.com/developers-31-days-of-windows-phone-metro-design-from-microsoft-ux-designer/

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FLAT

Challenges

• Taking the approach too far to minimalism can have serious consequences on usability because when all the affordances of the design are removed it is harder for the user to know how to interact with the interface

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FROM SKEUOMORPHISM TO FLAT DESIGN

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skeuomorphic

flat

22[ND] APRIL 2026 MINNA PAKANEN

FROM SKEUOMORPHISM TO FLAT DESIGN

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skeuomorphic

flat

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WHAT IS NEXT?

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https://smithhousedesign.com/new-logo-instagram-marks-beginning-end-flat-design/

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NEUOMORPHISM

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https://dribbble.com/shots/7994421-Skeuomorph-Mobile-Banking

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NEUOMORPHISM

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https://envato.com/blog/skeuomorphism-is-back/

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STYLE: WHICH PATH TO CHOOSE?

Good designers design for context, picking the best option for the specific case

  • Take all the good things from flat design and skeuomorphism/realism and apply them in a way that is still usable. (e.g. Skeuominimalistic or neumorphism)

  • Consider implications when using realism

  • Simplification should not affect usability, and maximize skeuomorphic affordances to the point where it does not affect the simple beauty of minimalism

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ANIMATION ON WEBPAGES

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https://www.handwrytten.com

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ANIMATION EASTER EGGS

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COLOR IN GUI

How to use colours in GUI design

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112

COLOR

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Primary colors

Johannes Itten, 1961

https://www.wikiwand.com/en/Johannes_Itten

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COLOR

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Secondary colors

Johannes Itten, 1961 https://www.wikiwand.com/en/Johannes_Itten

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COLOR

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Full color wheel

Johannes Itten, 1961 https://www.wikiwand.com/en/Johannes_Itten

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COLOR SPACE

RGB

For any kind of screen:

  • computers, smartphones, tablets, TVs, cameras, etc.

  • For digital images and elements

  • Web & app design

RGB

  • Icons

  • Buttons

  • Graphics

  • File formats: JPG, PNG, GIF

• Web: HEX#(RRGGBB)

https://99designs.dk/blog/tips/correct-file-formats-rgb-and-cmyk/

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Warm

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----- Start of picture text -----
Energizing
Happiness
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MEANINGS

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----- Start of picture text -----
Cheerful
Energetic
Harmony
Natural Change/movement
Renewal GREEN Vitality
ORANGE
BLUE RED Bold
Calm
Aggression/danger
Refreshing
Love
Reliability/ strength
Hot
PURPLE
Wisdom
Luxury
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Note the cultural differences:

https://www.smashingmagazine.com/2010/01/color-theory-for-designers-part-1-the-meaning-of-color/22[ND] APRIL 2026 MINNA PAKANEN

COLOR HARMONY

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----- Start of picture text -----
Complimentary
Monochromatic Analogous
Split-complimentary Triadic Rectangle Square
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COLOR HARMONY: COMPLIMENTARY

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COLOR HARMONY: ANALOGOUS

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https://www.mastercard.dk/da-dk.html

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COLOR HARMONY: TRIADIC

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https://www.burgerking.dk/menu

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COLOR HARMONY: TRIADIC

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https://indicius.com

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DISTINGUISHING COLORS

by saturation and brightness as well as hue

  • Avoid subtle color differences

  • Make sure the contrast between colors is high

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Paleness of the color >

Patch size <

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Separation >

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Jeff Johnson (2013)

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DISTINGUISHING COLORS

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Jeff Johnson (2013)

https://colorbrewer2.org

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DISTINGUISHING COLORS

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Jeff Johnson (2013)

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DISTINGUISHING COLORS

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SEPARATE STRONG OPPONENT COLORS

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Jeff Johnson (2013)

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ACCESSIBLE COLORS

Avoid color pairs that color-blind people cannot distinguish

  • Red – green

  • Blue - yellow

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  • Accessible colors: https://color.adobe.com/create/color-accessibility

  • Check images to see how people with various color vision deficiencies would see them: https://www.color-blindness.com/coblis-color-blindnesssimulator/

  • Find predefined suitable themes for infographics from: Jeff Johnson (2013)

  • https://colorbrewer2.org

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DESIGNING WITH COLOURS

The basic rules

  • Remember that colors evoke feelings and moods (e.g., red = love, passion, strength, and aggression), note also cultural differences

  • Try to match the color to the overall tone and feel of the brand or product

  • One color only might work, some brands are recognizable by their distinct color (e.g., McDonalds, Ferrari)

  • :

  • Consider using color harmony

  • Colors near to each other on the color wheel (e.g. for a “warm” palette: red, orange, and yellow hues or a cold palette…)

  • Complementary colors (e.g., other sides of the color wheel)

  • Don’t use colors that are so bright that they are hurting eyes (chock colors)

  • Remember color blind users!

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TEXT COLOR

Text on colored backgrounds

  • Black text on light backgrounds

  • White text on dark backgrounds

  • Color backgrounds or typography change the rules regarding text opacity and different states of the text

  • Avoid long color text on color backgrounds!

https://material.io/design/

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DESIGNING WITH COLORS

GUIs

  • Start with neutrals

  • Grey tones, white, black

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  • Add 1-3 colors that fits with the brand

  • Use colors wisely!

  • Remember the white space!

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DESIGNING WITH COLORS

GUIs

  • https://m2.material.io/design/color/ the-color-system.html#color-themecreation

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ADOBE COLOR

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https://color.adobe.com/

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ADOBE COLOR

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https://color.adobe.com/trends/Interaction

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FIGMA TUTORIAL MONDAY 27[TH] APRIL (12:00-15:00)

https://www.figma.com

  • Maja will visit to teach you Figma prototyping with Julia

  • Before Monday:

  • Watch Julia’s Figma Intro (in Bs today afternoon)

• Make a Figma account and try it to get familiar with the basic functions!

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https://brightspace.au.dk/d2l/le/lessons/202542/topics/2569575

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BACKGROUND LITERATURE

  • › Löwgren & Stolterman (2007) Thoughtful Interaction Design

  • › Jeff Johnson (2013) Designing with the Mind in Mind: Simple Guide to Understanding User Interface Design guidelines

  • › Johnson, J. (2007). GUI bloopers 2.0: Common user interface design don’ts and dos

  • › Jenifer Tidwell (2010) Designing Interfaces: Patterns for Effective Interaction Design

  • › https://www.usertesting.com/blog/gestalt-principles/

  • › https://medium.com/hh-design/crash- course-ui-design-25d13ff60962

› https://webdesign.tutsplus.com/articles/a- beginners-guide-to-wireframing-- webdesign 7399

  • › https://www.interaction-design.org/literature/article/laws-of-proximity-uniform-

  • connectedness-and-continuation-gestalt-principles-2

  • › https://www.nngroup.com/articles/homepage-design-principles/

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Thank you for today! Questions?

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