by Murray Turoff
Department of Computer
and Information Science
New Jersey Institute
of Technology
Newark NJ, 07102
TEL: 973 596 3399
email: turoff@vc.njit.edu
homepage: http://eies.njit.edu/~turoff/
© Copyright 1998 Murray Turoff
TABLE OF CONTENTS SET 2
Visibility
(4)
Direct
Manipulation (25)
Metaphors
& Signs (39)
Typology
& Symbols (66)
Color
(121)
Proportions
(169)
© copyright 1998 Murray Turoff
Responses to limitations
of command-based interfaces
| Limitations | Evolutionary Response | Revolutionary? Response |
| Keyboard entry | Command
abbreviation:
macros and scripts |
Menus
depth & breath) |
| Remembering commands | Help queries | Menus
(rich systems) |
| Remembering system state | State queries | WYSIWYG
(system opacity) |
| Verb-object orientation | Object-verb with selection queries | Direct
Manipulation
(lacks leverage) |
Interface Evolution
I (Nielson 1993)
| Current Interface Generation | Next-Generation Interface | |
| User focus | Controlling computer | Controlling task domain |
| Computer’s role | Obeying orders literally | Interpreting user actions and doing what it deems appropriate. |
| Interface control | By user (interface is explicitly made visible) | By computer (since user does not worry about the interface as such) |
| Syntax | Object-action composites | None (single user token constitutes an interaction unit) |
| Object visibility | Essential for the use of direct manipulation | Some objects may be implicit and hidden |
| Interaction stream | Single device at a time | Parallel streams from multiple devices |
Interface Evolution
II (Nielson 1993)
| Current Interface Generation | Next Interface Generation | |
| Bandwidth | Low: keyboard & mouse | High to very high (virtual realities) |
| Tracking feedback | Possible on lexical level | Needs deep knowledge of object semantics |
| Turn-taking | Yes, user and computer wait for each other | No: user and computer both keep going |
| Interface locus | Workstation screen, mouse, and keyboard | Embedded in user’s environment, including entire room and building |
| User programming | Imperative and poorly structured macro language | Programming by demonstration and non imperative, graphical language |
| Software packaging | Monolithic applications | Plug and play modules |
HISTORY REPEATS I
Grass is always greener
in the future but not different from past.
Computer control and
task domain a problem of functional and system opacity
Interface control must
extend to asynchronous process control (e.g. time sharing and operating
system control)
Objects and tokens
must be observable via status when desired.
Interaction stream
is multitasking oriented
HISTORY REPEATS II
Bandwidth is not output
but input constrained (leverage and law of requisite variety)
Deep object knowledge
needs to be matched to expert task domain knowledge. Experts can manipulate
abstractions of task domain.
Turn-taking becomes
asynchronous communication process.
User programming via
better languages, agents, modeling and computer literacy.
Modular user libraries
was first approach to interactive systems in the sixties.
Mac vs. Anti-Mac Objectives
| Mac | Anti-Mac |
| Metaphors | Reality |
| Direct Manipulation | Delegation |
| See and Point | Describe and Command |
| Consistency | Diversity |
| WYSIWYG | Represent Meaning |
| User Control | Shared Control |
| Feedback and Dialog | System Handles Details |
| Forgiveness | Model User Actions |
| Aesthetic Integrity: simple, clean | Graphic Variet: rich understandable complexity |
| Modelessness | Richer Cues |
| Mac Interface | Anti Mac Interface |
| Users have no previous computer experience | Users have grown up with computers (P) |
| Office automation, productivity enhancement objectives | Work, play, Groupware, embedded and ubiquitous in all things (P) |
| Limited computer power | Unlimited computer power(!?) |
| Impoverished communications bandwidth | Rich communications bandwidth (TS) |
| Stand alone system that is stable unless the user decides to make a change | Connected system subjected to constant change. (TS) |
Mac and Anti Mac Comparison
II (Gentner, Nielson, 1996)
| Mac Interface | Anti Mac-Interface |
| Direct manipulation of icons | Language (Hmmmm!) |
| Weak object orientation (Small number of large objects with very limited attributes) | Strong object orientation (Large number of small objects with rich attribute sets) |
| "Finder" (visible file system) is unifying home base, and files are the basic interaction object | Personal information (retrieval as unifying principle with atomic information units as basic interaction object. |
| Surf your hard drive | Information comes to you(!!) |
| The power to be your best. | You won’t always have to work that hard.(!!) |
Graphical Modeling:
larger number of interface components to manage
Interface Dialog Management:
presentation and organization of components
Allowing Leverage:
providing higher level abstraction and lower level manipulability
Data relationships:
relating data to graphical components and visualization
Metaphors
Metaphors evolve to
become models that provide a true representation of the target object
Takes place by the
user learning from experience.
Horesless carriage
becomes automobiles
A natural human process
Direct manipulation
Direct Manipulation
only needs the use of abstract objects to provide leverage.
WYSIWYG: What You See
Is What You Get!
WYSIATI: What you See
Is All There Is!
WYSIWYG can encourage
system opacity (e.g. HTML editors)
User Control
Will always be important
In dynamic environments
of processes and agents:
Control provided over
behavior of processes and agents
Need for observation
of "Law of Requisite Variety"
Shared control for
group activities the unexplored problem
VISIBLE LANGUAGE
Layout
Typography
Color and Texture
Metaphors
Imagery: sign, icons,
symbols
Forms
Animation
3-D
Sound
Devices & Instruments
SCREEN AND GRID LAYOUT
Identify components
to be arranged
Identify display space
constraints
Explore interrelation
of components
Explore interrelation
of components
Develop single basic
layout scheme
Determine basic units
(e.g. text size)
Determine horizontal
subdivisions
Determine vertical
subdivisions
Determine angular lines
Determine overlaps,
foreground, background
GOALS OF SCREEN LAYOUT
Structure display by
clarifying relation of windows, menus, and control panels.
Isolate Control, data,
and status or feedback regions within display
Ensure that reoccurring
but transient objects appear in predictable locations.
2 AND 1/2 DIMENSIONS
Color depth
Drop shadows
Beveled edges
Highlighting and low
lighting
Brightness levels
Shrinking and growing
Texture
Size
Linear perspective
Aerial perspective
REASONS FOR VISUAL FORMALISMS
Exploitation of human
visual skills
Manipulability
Specializability
Broad applicability
Familiarity
VISUAL MIMIC (SPREADSHEET)
BENEFITS
Task-specific semantic
primitives
Simple control structures
Behavioral complexity
(richness) via interaction of small pieces of code attached to cells (micro
object model)
Built in top level
control flow
Good visualization
of program state
Problems
Graphical Modeling:
larger number of interface components to manage
Interface Dialog Management:
presentation and organization of components
Allowing Leverage:
providing higher level abstraction and lower level manipulability
Data relationships:
relating data to graphical components and visualization
© copyright 1998 Murray Turoff
DISTANCES
Between users cognitive view and the way it is done
ENGAGEMENT CONVERSATION
MODEL
| Distance to user goals \ | Semantic Control | Direct Manipulation Control |
| Large (Expert) | Low
level language:
Pascal, C, APL |
low
level model:
Violin, Equations of a physical process, plane cockpit |
| Small (novice) | High
level language:
SPSS, SAS, BASIC. UNIX, LISP |
High
level model:
CD Player, nuclear plant control panel |
Higher order languages:
Low level model
Immediacy of feedback
Translation of intentions
to actions
Novices can learn quickly
Experts can work fast
Ease of use
Trial and error learning
enhanced
Insensitive to expertise
Repetitive operations
difficult
Variables/actions not
easy to express
Problems with accuracy
(e.g. drawing)
Cannot infer intentions
Emphasizes current
way of thinking
Some sacrifices of
reality
Manipulation of actions
difficult
Match with mental model
required
Inhibits expertise
development
Internal coherence:
components of knowledge are related in an integrated structure (consistency
of syntax)
Validity: users mental
model predicts system outcomes (internal model does not have to be the
same)
Degree of similarity:
match to the mental model gained from experience
DIRECT MANIPULATION MODEL TYPES:
Structural models: Sometimes
difficult to learn (e.g. push down lists, Smalltalk)
Functional models:
matches between input and output, easy to learn
Distributed models:
transactions and state changes (e.g. networks), micro learning good, macro
learning difficult (e.g. Hypertext)
Procedural models:
programming like (Logo, Turtle graphics)
Common sense models:
interacting objects, from clear to ambiguous
DESIGN MATRIX
| Cognitive | Physical | Computer | |
| Current state | |||
| Intention (goal) | |||
| Change mechanism (control) | |||
| Sequence of operations | |||
| Final state | |||
| Feedback | |||
| Evaluation |
| .T (text) | Type | .A (variable) | Answer |
| .R (text) | Remark | .E | End |
| .M /x/y/ | Match x or y | .J (label) | Jump |
| .JY (label) | Jump If Yes | .JN (label) | Jump If No |
| .U (name) | Use | .C (expression) | Compute |
Writing Lessons
"The way we think, what we experience, and what we do every day is very much a matter of metaphor" - - Lakoff & Johnson, 1980
THREE PROBLEMS WITH METAPHORS
The target domain has
features not in the source domain
The source domain has
features not in the target domain
Some features that
exist in both domains work differently.
METAPHOR RELATIONSHIP EXAMPLES
Desk: drawers, files,
folders, papers, piles
Document: books, newspapers,
newsletters, articles, figures, forms
Photography: albums,
photos, photo brackets/holders, frames
Television: program,
channels, networks, commercials
Compact disk, cassette:
tracks
Jukebox: Records, tracks
Deck of Cards: Cards,
games, game rules, chips, gambling
Film: rolls, slide
trays, shows, reels, movie
Tree: Branches, trunk,
leaves, roots
GROUP DIVERSE METAPHORS
White collar workers:
desktop, in box, telephone, files
Engineers, scientists:
laboratory workbench
Middle Class consumers:
pocket book, library, mall, VCR control, market, bazaar
Carpenter: tools, hammer,
nails, lumber, plane, wood types
VISUAL SEMIOTICS
The study of signs which
are things that stand for something else.
It is probably Hippocrates
who is considered the father of semiotics which is the study of signs.
Signs can be icons,
symbols or indexes.
Icons look like the
physical object they represent
Symbols are understood
on the basis of conventions
An Index is that which
causes the sign to exist (e.g. flag at half mast)
DIMENSIONS OF SEMIOTICS
Lexical: production
of signs from basic elements
Syntactic: visual display
characteristics determining identification and visibility.
Semantic: the meaning
of a sign
Pragmatic: the perception
of the sign by the observers
RHETORIC
Semantic techniques
for conveying meaning
Metaphor: conveying
an analogy (skull for poison)
Symbol oriented metaphor
types:
Metonymy: A symbol
is substituted for the object (flag stands for country)
Prosopopoeia: Making
an inanimate object animate. (cursor becomes a hand).
Synedoce: Substitute
a part for a whole (I for all letters in italicize icon)
ICONS
An icon is something
that represents something else that is usually static in nature.
The stars in the American
flag "icon" represents the states and the stripes represent the original
colonies.
The American flag represents
the country just as religious icons represent God.
Many of the icons in
a tool menu represent a specific menu choice that can be made.
SYMBOL
A symbol is somewhat
more dynamic in nature and conveys a condition that is not obvious from
the actual sign itself.
The American flag at
half mast indicates the death of someone important to the country.
Meaning is not represented
within the symbol itself but is convey by triggering semantic content in
the mind of the viewer.
Many trademarks are
really symbols in that the connection between the mark and what it represents
has to be learned.
INDEXES:
Indexes are the most
dynamic use of signs in that they signify a contextual situation.
The American flag on
the battlefield may signify the position of the front line.
The flag on a ship
signifies what country the ship is registered to.
Current use of signs
in interfaces have largely focused only on icon usage and there is a great
deal of future possibility for using signs as symbols and as indexes.
HOURGLASS EXAMPLE
The Hourglass can be
used in all three ways.
When the cursor turns
to an hourglass in windows, it is being used as a symbol that the processor
is busy and that the user cannot undertake an action while that symbol
is present.
If the computer knew
how long it was going to be busy and the actual amount of sand in the hourglass
was set to indicate at any instance how much longer the processor would
be busy, then the hourglass becomes an index sign.
If the hourglass were
on the toolbar and choosing it meant to start a run or execution of a task,
then it is the usual icon.
OTHER SIGN DIMENSIONS:
Image: The sign resembles
in appearance that of which it is a likeness.
Diagram: Reveals structure
of the depicted fragment of reality.
Metaphor: Emphasizes
important properties of the ubject it refers to.
Assimilative: Relationship
to reality fragment is not obvious and must be learned.
Another factor that
applies to signs (as well as words) is whether the meaning is inherent
in the sign or the meaning depends upon the context of the communication.
Such signs are called "shifters" in linguistics.
SEMANTOGRAPHY
Approximate 100 abstract
images invented by Charles Bliss in 1949 to fit on an IBM typewriter ball.
They could be utilized
to compose more complex figures.
There was some limited
success in using this pictorial language with handicapped individuals as
a communication medium.

THE STRUCTURAL MODEL OF COMMUNICATIONS
Pragmatics: Context,
Virtual Channels
Semantics: Interprets,
Formulates
Syntactic: Encode,
Decode
THE STRUCTURAL MODEL OF COMMUNICATIONS
In the above model of
communications, the virtual channels are the ones that determine the "success"
of communications.
A sender has a pre
conception of how the receiver will interpret the message (feed forward),
that influences the formulation of the message, and the feedback that will
be expected to confirm the interpretation of the message.
The process of modifying
the virtual channels is in fact the process of learning.
The information content
of the above types of messages are dependent upon the relative understandings
of senders and receivers. (Transaction Dependent)
TRADEMARKS
Brands for livestock,
wood, leather, etc.
Tool marks, Engravings
Some of the earliest
signs in western civilization were the "house-marks" which denoted ownership
of items by a family.
They were carved in
the wood owned and harvested, the livestock were branded with it, and tools
and other possessions were labeled with the marks.
Mystic Signs (Masonic/Dollar
Bill)
PROFESSIONAL SIGNS
Families of Signs (powerful)
Circuit components,
flow chart symbols, etc.
In many scientific
engineering fields, the signs are standardized.
The use of signs in
interface design is in a very primitive state considering the dynamic possibilities
of animation that can go far beyond the historical use of signs.
FAMILIES OF SIGNS
Signs in an interface
situation should be viewed in the context of establishing families of signs.
The following medieval
set illustrates the power of this approach.

POPULAR AND BIZARRE
CHARACTER NAMES
| ! | exclamation point, exclamation, bang, factorial, excel, ball-bat, smash, shriek, cuss, wow, hey |
| # | pound sign, number sign, sharp, crunch, mesh, hex, hash, flash, grid, pig-pen, tictactoe, scratch mark, octothorp |
| $ | dollar sign, currency symbol, buck, cash, string, escape, ding, big-money |
| % | percent sign, percent, mod, double-oh-seven |
| & | ampersand, amper, and, address, andpersand |
PARALINGUISTIC CUES
IN ASCII
| :-) | basic smiley, ha ha, happy |
| :-( | boo hoo, frowning, mad, sad |
| :'-( | crying |
| :-@ | extremely angry, screaming |
| :-* | Oops! |
| @= | flame, nuclear bomb going off, war started |
| @l@ | too many hours at terminal |
| [] | hugs |
| xx | kisses |
| _\\// | Vulcan salute |
| ||*( | handshake offered |
| ||*) | handshake accepted |
| @>--->---- | a rose, a flower |
| @%&$%&* | obvious! |
ICONS: SYNTACTIC DESIGN
Use simple, clear, unitary
imagery
Use large objects and
bold lines
Maintain a figural
dark/light balance
Strive for balance
and symmetry
Keep images stylistically
consistent
Limit variation in
size, shape, angle, line thickness, and white space
ICONS: SEMANTIC DESIGN
Select a distinctive
point of view
Exploit archetypal
features
Exploit user’s knowledge
of the world
Avoid jargon-oriented
"puns"
Respect established
conventions
ICONS: PRAGMATIC DESIGN
Make icon appealing
Make distinctive features
prominent
Make the icon readable
at a glance
Match the icon to the
display limitation
Enhance the viewers
understanding of the icon’s message
ICONS: SET DESIGN
List objects to be represented
Generate quick concept
sketches
Sort sketches by visual
style
Select most promising
sketch set
Create layout grid
for selected style
Refine selected icons
based on grid
MENUS ATTRIBUTES
Presentation, duration,
and navigation
Pull-down, pop-up,
stay-up static
Normal, default, selected,
disabled, attached menus, dialogs
List (expandable),
Table, Tree, Network, Chinese, Multiple choice, Answer ahead
Depth and Breath
Tool bars and tables
Ordering and grouping
(by functionality)
MENU LAYOUT
Menu items grouped according
to easily recognizable (learnable) relationships: logical, functional,
frequency, numeric, alphabetical, etc.
Extreme positions easier
to learn (Top, bottom, corners, etc.), remember and locate
Interior positions
easier to move to
© copyright 1998 Murray Turoff
TYPE STRUCTURE

TYPES OF FONTS
Roman Serifs:
Oldstyle:
Graramond, Caslon
Modern: Bodoni, Scotch Roman
Transitional:
Clearface, Bookman
Others:
Traditional:
Century, Baskerville
Square
serif: Clarendon, Stymie
Sans serif
(without serifs): News Gothic, Futura
Script and cursive: Lydian Cursive
Text letters:
Old English, Engravers Text
Non Proportional fonts:
Courier, Typewriter
Decorative
types: Comstock, Caslon Openface
TYPE STRUCTURE
Baseline: the virtual
line upon which the type rests. Descenders, such as the lower part of q,
p, g, etc., fall below the baseline for lowercase text.
x-height: the height
of the letter x. The ratio of x-height to the body size determines the
visual importance of lowercase letters for a given typeface.
Faces with large x-heights
tend to be very open, airy, and legible (e.g., Helvetica) and those with
small x-heights tend to be more compact and restricted, but take up less
space (e.g., Optima).
Given the same size
type fonts those with smaller x-heights will look smaller.
SERIFS
Serifs at the bottom
of letters help the eye visualize the "virtual" base line the type is on.
Serifs at the top help
to move the eye along in the scanning process by effectively pointing to
the right.
Serifs were originated
with Roman stonecutters who wished to give the end of letters carved in
stone more strength and crisp definition.
Typefaces without serifs
are known as sans (without) Serifs and were developed after 1800.
SERIF PROPERTIES
Sans-serifs were designed
as letters not for texts but for captions. Provides a more modern look
but must be bigger for reading.
Types with serifs are
more legible for reading bodies of text.
The more letters are
differentiated from each other, the easier is the reading.
The longer a line is
the more important it is to use a good serif type.
The more concentrated/dense
the type the more critical is a good serif
SERIF TYPES
Bracketed: traditional,
safe, and rather staid.
Hairline: graceful
and nearly feminine
Wedged: impression
of power
Square: exaggerated
bulk that is energetic and forceful.
Rounded: familiarity
with strength
Calligraphic: freely
styled and informal
COUNTERS
A counter is a hollow
space that forms an integral part of a letter. Letters such as a, b, d,
and o have closed counters, whereas the letters c, n, and v have counters
that are open.
Counters influence
the sense of stress or tautness in a type font. There are three types of
stress: rounded, vertical, and geometric.
Geometric (perfect
circles for counters) is considered the no stress situation.
STRESS IN COUNTERS
Rounded stress is where
the letters are widened so the O and others are wider and flatter than
a perfect circle. This is the most legible choice.
Vertical stress is
where the letters are squeezed so the O and others are taller and skinner
than a perfect circle.
Vertically and geometrically
stressed letters consist of less white space and more mass. Such type fonts
are more dazzling and thus more attractive to the eye even if they can
not be read as fast.
FONT PROPERTIES
Times Roman was designed
for newspapers to be able to set legible, compact lines of types. It is
too cramped for use as a heading.
Certain type fonts
are so cleanly designed that they are felt to be transparent to the reader.
The families of true Garamonds and Times New Roman are in this category.
They are good for the
body of text and for allowing contrast with display fonts for headings
and such.
FONT FAMILIES
For any family of fonts
such as Helvetica the type font exists in many versions that differ in
weight, proportion, angle, or texture. These changes result in versions
that are slanted, lightened, darkened, stretched, widened, or reversed.
Weight is perhaps the
most noticeable:
extra light, light,
semilight, medium, semibold, bold, extra bold, and ultrabold
Other classifications
of forms:
hairline, outline,
inline, roman, italic, and bold italic.
LETTER STRUCTURE
Certain letters composed
chiefly of oblique strokes appear rather heavy. This is the case of: A
K M N V W X Y k v w x y
To avoid this heavy
appearance, type designers make some of the oblique strokes thinner.
Letters divide up into
the following classifications quite naturally:
Straight line letters:
AEFHIKLMNTVXYZ
Curved line letters:
BCDGJOPQRSU
Open letters (lighter):
CDGOQ
Closed letters (darker):
BHRKE
TYPE SIZING
Type is measure in a
system of picas and points developed by Simon Fournier in 1737, and perfected
by Firmin Didot in 1785.
There are 12 points
to the pica and approximately 6 picas to the inch (six picas are actually
.9962 inches). Using a base of 12 rather than 10 allowed easier calculation
of alternative formats since 12 is divisible by more factors than 10.
Type size is commonly
measured in points beginning around 6 points on up.
In general anything
14 points and under is considered body type for regular text and anything
larger is considered display size (e.g., headings and titles).
TYPE SPACING
The spacing between
lines is referred to as the "leading" because it was originally done with
standardized strips of lead, each one or one and half points in width.
This spacing affects
the "tone" of the text that is the sense of gray and smoothness one gets
by holding the text a distance away where the individual lines are not
discernible.
Decent sized spacing
makes text more readable. Usually the automatic setting is 120 percent
of the type size.
Typefaces with tall
lowercase letters (x heights) would require more leading than those with
small x heights.
TYPE SPACING RELATIONSHIPS
As the type size increases
the need for letting space does not increase linearly.
The relationship between
type size, type of font, line length, open space, and leading requires
visual judgment of proportions. A safe start is using 20% of the type size
for leading.
Leading should never
be more than half the type size unless it is used to separate ideas in
bullets or lists.
TYPE SIZE & SPACES
Point size: the distance
from the lowest descender (e.g., p or g) to the highest part of the tallest
ascender (e.g., d or b) is the type size.
em and en spaces: Em
is a square space equal to the point size and an en is half that size in
width. For example, a 12 point em is 12 points wide and used to be a square
blank piece of metal type. An en is half an em.
A single em is considered
to be the minimum and default indent for a paragraph so that the indent
size is proportional to the type size.
Em and En are also
represented by the long and short dashes.
LINE CHARACTERISTICS
Reading is easiest when
a complete thought or sentence occupies one line.
If a line is too short
or if sentences are so long they take many lines, then reading for comprehension
is difficult, especially if the reader is not an expert on the subject
material.
When a person reads
the peripheral vision of the left eye is anchored to the left margin of
the page. If the line is too wide and the reader looses that anchor then
the eye has to use the baseline to find its way back to the beginning of
the next line so that scanning and reading speed is lowered.
LINE SIZE
In general lines should
be between 1.5 and 2.5 alphabets long.
Another rule of thumb
is lines should be ten to twelve words long.
Once again the higher
x-heights allow longer lines and smaller x-heights require shorter line
lengths.
Clearly there is point
where two columns of text are better than one long line.
KERNING I
This is the process
of adjusting the space between certain character pairs to minimize gaps
for the best appearance and readability (example 'Ye Te' instead of 'T
e Y e').
When a constant letter
space is used between words it should be the width of the "i"
When kerning, spacing
that is visually proportional the letter's width affords the highest degree
of legibility.
KERNING II
Good typography dictates
that type be set with minimum letter spacing where possible.
Example letter pairs
that are considered to be kerning pairs are: AC AL AN AO AT AV AW AY V,
V. Va Ve Vo WA Wa We Wh Wi Wo Wr
Certain double and
triple letter combinations were set as a separate piece of type to ensure
close spacing: fi, ffi, fl, ffl, ff, ae, ce.
WHITESPACE I
The Italian Renaissance
regarded empty space as background, further back, and encircling the object.
Modern art considers
empty space as an equal part of the composition.
Consider the white
space inside the D as representing the letter.
WHITESPACE MANIPULATION
The unprinted counterforms
can also be enhanced in emphasis by placing letters closer together. Compare
the internal form of the space in the D and the O for a number of different
fonts.
Also, if you can graphically
space letters take a word and move the letters closer and closer together
until they overlap. These exercises show the impact of the whitespace.
Modern fonts tend to
allow such manipulation and remain legible.
ILLUSION IN TYPE
Our visual perception
and the associated aesthetic sense are different than the reality of geometric
design. Humans see things differently from the real way they are drawn.
The proportions, arrangements,
forms, and type fonts that look good to the eye cannot be constructed geometrically
by using a straight edge and compass because of the illusions of the human
eye.
The eye tends to magnify
all horizontal values and diminish vertical ones. The resulting optical
illusions are real and must be dealt with as part of the design process.
ILLUSION TYPES
They are well known
in typography but apply equally well to interactive screen and icon design.
1. The geometric square
looks greater in width than in height. An optical square must therefore
be slightly increased in height to appear to the eye as a square.
2. When a geometric
figure is divided transversely, the lower half looks smaller. (consider
the design of the letters A and H.)
3. FORCE OF GRAVITY
The thick horizontal
bar looks fatter than a bar of equal geometrical thickness placed on end.
The "force of gravity"
active in a form makes it broader. (Consider why we make various parts
of letters thicker and thinner.)
The thick bar placed
on end looks thinner in the direction of gravity (at the bottom). (Consider
the design of pillars in ancient buildings such as the Parthenon.)
Note that ascenders
in type are usually shorter than descenders.
SMALL SQUARES & CURVES
4. Reducing a black
square in size makes it look like a rounded dot.
5. The geometric circle
looks wider than its height. Note that the letter O is rarely a perfect
circle, at least on the inside, in a type font.
6. Two constructed
semi-circles, joined to make an S, cannot form and organic whole. The two
movements come to a halt (to the eye) at the point of the union and this
break must be smoothed over optically.
7. A circular movement
flows into two straight lines. The tendency of the semicircle to close
must be prevented by two straight lines. Again there is a break at the
points of transition. A U cannot be constructed geometrically.
SUBJECTIVE INFLUENCES
8. The same black circle
changes in appearance depending on its position on a plane surface. In
the upper part of the surface it seems to float (balloon) whereas the lower
edge it conveys a sense of weight (wheel). Our visualization of an object
is influenced by prior experiences.
9. The triangle placed
like a pyramid looks stable; turned upside down the same form looks unstable
and irresolute. The same is true of the square sitting flat or turned on
end (diamond).
10. A thick bar placed
horizontally and vertically. The form looks heavy and weighty when horizontal,
but lighter and more mobile when vertical.
BACKGROUND & SIZE
11. Given a white square on a black background and a black square of the same size on a white background, the white square radiates beyond its edges against the black background and looks appreciably larger than the black square of equal size on a white background.

PARALLEL LINES
12. Taking a series
of parallel lines to make up a square area, the use of horizontal lines
make the square look higher than it is; while the vertical lines make the
square look wider.
13. Given a square
formed by either two horizontal or two vertical lines, the horizontal lines
make the surface look wider; the vertical lines increase its height.
ENCOUNTERS
14. Two lines of the
same length look shorter or longer on a relative basis by the shape of
the arrows on the end(< > or > <). Serifs on ascenders or descenders
can make them look longer or shorter by the shape of the serifs.
15. The eye creates
movement as a result of its scanning process. The dot moves and gives rise
to the line, the line moves and gives rise to a plane, and the plane moves
and gives rise to a body.
TAUTNESS
Certain figures and
shapes can exhibit stress that is referred to in typology as being "tautened."
A vertical line is
tautened and the tautering lies in the direction of gravity.
A horizontal line that
connects to two vertical supports (H) is tautened from left to right.
If there is sufficient
blank space between the line and each side (l - l) the tension is removed
and the line appears at rest.
TAUT EXAMPLES
TENSION, STRESS, & HARMONY
Design is a process
of choosing a compromise between a degree of tension and a degree of harmony.
A group of lines to
create a surface is in harmony with other lines; but a solid surface and
line create a tension due to contrast and both the line and the surface
is intensified.
The letter L is a combination
of a linear form with a slight addition of surface.
Finally there is an
illusion of motion. Humans seek to group things together mentally and this
causes them to make inferences from objects in close proximity.
EXAMPLES
Feeling & Rhythm II

TYPE ILLUSIONS
No mechanical way of
measuring spaces between letters. An optical illusion occurs.
Adding diagonals to
lines makes them longer or shorter. ' I ' seems longer than ' J ' but they
are the same height.
A line placed in the
middle of a space will seem lower than the middle so the lines in H are
usually above the middle.
Comparing IL and LI,
the IL space seems larger, also YT seems closer than dose JT.
WORD ILLUSIONS
In the combinations
HIT, HOT, and HOOK, the H and O have to be closer together than H and I
to appear equal. The OO has to be still closer.
The unbalanced appearance
of a word is produced in "COFFEE" or in "OGEE" when the open letters are
exaggerated or are much wider than the other letters.
Some words have distinctive
silhouettes: HEN, GOOD, BLOSSOM, ALMA, and COLLEGE.
TEXT ILLUSIONS
Lay a piece a paper
over a line of capital letters, covering half, and most of the capital
letters will be indistinguishable. Do the same with a line of lower case
and most of the lower case letters can still be recognized with their bottom
half missing.
A black square creates
a hole in a white space and varying shades of gray create holes to a lesser
extent.
The finer the lines
of a gray square the more intense and uniform is the gray, even if the
relative amount of actual white coverage is the same. Lines of type create
a gray surface and what is called the "tone" of the type area.
TEXT LINES
In a book, readable
lines are usually considered as ten to twelve words (6 characters on the
average for words), while for newspapers it is considered to be five to
seven words.
The margins of a page
in a book help to increase the size of the line, while in a newspaper there
is very narrow white spaces between columns so that if lines are too long
it will send the eye scanning to the next column.
When lines become too
long it is difficult to pick up the next line.
The longer the line,
the more one has to increase the line spacing to ease the linear scanning
process and the return of the eye to the beginning of the next line (this
is referred to as 'registration').
TONE
Lay a piece a paper over a line of capital letters, covering half, and most of the capital letters will be indistinguishable. Do the same with a line of lower case and most of the lower case letters can still be recognized with their bottom half missing. A black square creates a hole in a white space and varying shades of gray create holes to a lesser extent. The finer the lines of a gray square the more intense and uniform is the gray, even if the relative amount of actual white coverage is the same. Lines of type create a gray surface and what is called the "tone" of the type area. In a book, readable lines are usually considered as ten to twelve words (6 characters on the average for words), while for newspapers it is considered to be five to seven words. The margins of a page in a book help to increase the size of the line, while in a newspaper there is very narrow white spaces between columns so that if lines are too long it will send the eye scanning to the next column. When lines become too long it is difficult to pick up the next line. The longer the line, the more one has to increase the line spacing to ease the linear scanning process and the return of the eye to the beginning of the next line (this is referred to as 'registration').
Lay a piece a paper over a line of capital letters, covering half, and most of the capital letters will be indistinguishable. Do the same with a line of lower case and most of the lower case letters can still be recognized with their bottom half missing. A black square creates a hole in a white space and varying shades of gray create holes to a lesser extent. The finer the lines of a gray square the more intense and uniform is the gray, even if the relative amount of actual white coverage is the same. Lines of type create a gray surface and what is called the "tone" of the type area. In a book, readable lines are usually considered as ten to twelve words (6 characters on the average for words), while for newspapers it is considered to be five to seven words. The margins of a page in a book help to increase the size of the line, while in a newspaper there is very narrow white spaces between columns so that if lines are too long it will send the eye scanning to the next column. When lines become too long it is difficult to pick up the next line. The longer the line, the more one has to increase the line spacing to ease the linear scanning process and the return of the eye to the beginning of the next line (this is referred to as 'registration').
Lay a piece a paper over a line of capital letters, covering half, and most of the capital letters will be indistinguishable. Do the same with a line of lower case and most of the lower case letters can still be recognized with their bottom half missing. A black square creates a hole in a white space and varying shades of gray create holes to a lesser extent. The finer the lines of a gray square the more intense and uniform is the gray, even if the relative amount of actual white coverage is the same. Lines of type create a gray surface and what is called the "tone" of the type area. In a book, readable lines are usually considered as ten to twelve words (6 characters on the average for words), while for newspapers it is considered to be five to seven words. The margins of a page in a book help to increase the size of the line, while in a newspaper there is very narrow white spaces between columns so that if lines are too long it will send the eye scanning to the next column. When lines become too long it is difficult to pick up the next line. The longer the line, the more one has to increase the line spacing to ease the linear scanning process and the return of the eye to the beginning of the next line (this is referred to as 'registration').
Lay a piece a paper over a line of capital letters, covering half, and most of the capital letters will be indistinguishable. Do the same with a line of lower case and most of the lower case letters can still be recognized with their bottom half missing. A black square creates a hole in a white space and varying shades of gray create holes to a lesser extent. The finer the lines of a gray square the more intense and uniform is the gray, even if the relative amount of actual white coverage is the same. Lines of type create a gray surface and what is called the "tone" of the type area. In a book, readable lines are usually considered as ten to twelve words (6 characters on the average for words), while for newspapers it is considered to be five to seven words. The margins of a page in a book help to increase the size of the line, while in a newspaper there is very narrow white spaces between columns so that if lines are too long it will send the eye scanning to the next column. When lines become too long it is difficult to pick up the next line. The longer the line, the more one has to increase the line spacing to ease the linear scanning process and the return of the eye to the beginning of the next line (this is referred to as 'registration').
MARGINS
The oldest theory about
margins is known as the "golden section"
Jan Tschichold, a Bauhaus
designer, observed that many medieval manuscripts used the proportion of
2:3:4:6 for the inner, outer, head, and foot margins.
One can construct this
proportion uniquely using a compass and a straight edge on any two page
layout.
Other such constructions
exist to express alternative versions of a basic 2:3 proportion.

MARGIN RATIOS
The width of the page
should be proportional to its depth by a ratio of 2:3.
The 6 by 9 inch book
format conforms to this exactly.
The ratio of the text
to the page area is also 2:3 so that for a 6 by 9 inch book the text is
4 by 6 inches.
Text should be at least
as deep as the sheet is wide.
MARGINS IN TYPE
Margins used to facilitate
scanning of and transfer between columns
Text needs breathing
spaces, or margins within text area
Margins between paragraphs
= one line
Spaces before and after
headings to set them off (2:1)
POSTER & SCREEN DESIGN
There is a certain similarity
between the art of designing a poster and that of designing an interface
screen.
The objective of a
poster is to go beyond the mere convenience of an impression and appeal
to instincts, emotions, reason, and judgment.
A successful interface
screen demands attention, holds it, and crates a desire to interact with
it.
POSTER DESIGN VARIABLES
Simplicity
Unusual or Novel
Suitability
Tone and color
Spacing and proportion
Rhythm
All these are appropriate
measures for screen design. Even "novel" is very appropriate for gaming
applications or providing strategic screens that will be striking.
MEASURES OF TYPE QUALITY I
Distinctiveness: The
distinguishing characteristics of each letter are strongly marked; for
example, the lip on the Q from O; the R and P, the C and G; and within
combinations such as LIT.
The more distinctive
the letters the easier it is to read the font.
Simplicity: There are
no unnecessary parts as in the Victorian fonts.
MEASURES OF TYPE QUALITY II
Proportion: No part
of a letter is wrongly exaggerated or dwarfed.
Beauty of form: Each
letter is an individual and living whole.
Beauty of Uniformity:
The existence of a family likeness of the different letters so they go
well together.
Beauty of the arrangement:
the general fitness in the placing, connecting, and spacing of letters,
words, and lines within the space.
BALANCE OF LAYOUTS
Most screen layouts
are asymmetric or what is called informal balance.
Informal balance is
livelier and holds greater interest than formal balance.
The golden division
of a line or the "golden mean," is considered quite pleasing to the eye
and is an imbalanced ratio that occurs quite a bit in nature (.618:1 or
.382:.618). This ratio is sometimes approximated by 3:5 or 3/8:5/8.
If one is looking at
a standard page the optical center is higher than the mathematical center
and the Golden Division Line is slightly above the optical center.
TYPE & COLOR: READING
SPEED TEST (Paterson & Tinker, 1940)
| Color Combination |
Differences
in %
|
| Black on white |
0.0
|
| Green on white |
-3.0
|
| Blue on white |
-3.0
|
| Black on yellow |
-3.8
|
| Red on yellow |
-4.8
|
| Red on white |
-8.9
|
| Green on red |
-10.6
|
| Orange on Black |
-13.5
|
| Orange on white |
-20.9
|
| Red on green |
-39.5
|
| Black on purple |
-51.5
|
100 Pixels per inch
= Minimum for standard page
1024 Pixels = 10.24
inches < 11 inches
40 to 60 characters
desirable text line range
Average maximum reading
speed = 53 Characters / line
Columns separate by
"gutters" at least 2 character spaces (1 to 2 picas)
2 to 5 columns per
page or screen, vertical or horizontal
© copyright 1998 Murray Turoff
COLOR DIMENSIONS
Hue: Spectral wavelength
and resulting color
Value/illumination:
Relative amount of lightness or darkness
Chrome: Purity of color
from gray to most vivid (complete saturation)
Other ways of representing
color for different media (photography, paint, printing, etc.) are used.
COLOR BENEFITS: CODING
Group, categorize, and
chunk information (information coding)
Increase number of
complementary coding dimensions
Identify elements of
structure and/or processes
Provide a sense of
realism or virtual realism
Imply certain physical
states (speed of water)
Depict logical structure
of ideas
Portray time and progress
COLOR BENEFITS: OTHER
Convey emotional content
More resources needed
About 8% ?(1 in 12)
of males have color deficient vision
May cause discomfort,
visual fatigue, afterimages, dizziness
May contribute to confusion
(blue = death / coolness)
Disciplinary and cultural
differences
COLOR DISADVANTAGES II
Confusing and conflicting
guidelines
Distract the user when
inadequately used.
Dependent on viewing
and stimulus conditions
Result in information
overload or misdirection
Unintentionally conflict
with cultural conventions
PHYSIOLOGY OF PERCEPTION I
Light passes through
lens without any color correction
Different wavelengths
focus at different distances
Trying to focus on
two colors far apart on spectrum causes strain on eye muscles and can result
in illusions
e.g. blue objects come
into focus nearer to lens than red ones so red objects appear closer
PHYSIOLOGY OF PERCEPTION II
Retina: light sensitive
receptors
Rods: black and white
Cones: color receptors,
require more light, one cone sensitive to one color
64% of cones red sensitive
32% are green sensitive
4% are blue sensitive
Blue receptors are
more on peripheral, red and green more in center
PHYSIOLOGY OF PERCEPTION III
Incident light must
reach threshold to trigger signal
Detection is a distribution
about peak wavelength
Characteristics make
evolutionary sense
red is danger and caution:
blood
green is food and sought
blue is everywhere
and should be ignored
AGING
With age lens develops
a yellow coating
Filters shorter wavelengths
reducing blue detection
Fluids in eye become
less transparent causing colors to be come less vivid and of lower perceived
brightness.
Older operators need
higher brightness levels to distinguish colors
Use brighter colors
for older viewers
Users with color deficiencies
need to be able to tailor use of color
COLOR DIFFERENTIATION
It is difficult to focus
on edges created by color alone
Demarcations in color
should be made in conjunction with changes in brightness as well
A thin black line between
the opposing colors will serve to further delineate them
Do not use adjacent
colors that differ in blue, black, yellow (peripheral colors) as line between
colors becomes fuzzy.
Use adjacent colors
that differ in hue and value.
The perceived color
and size of an area is affected by the color of its surrounding area
GENERAL GUIDELINES
Another problem is that
colored graphs that are easy to see on a dark CRT are often hard to make
out when plotted in the same colors on a white piece of paper
With an image containing
many different colors, a neutral (gray) background should be used
Use a neutral or muted
color for the display background to minimize interference with the subject
matter
Color coding should
be complementary to the use of other cues such as shape, location, pattern,
or sound
COLOR WHEEL
A design should work
in black, white, and shades of gray before applying color or no color combination
will be any good.
The basic tool for
a designer is a good color wheel.
The primary colors
in a color wheel are: red, blue and yellow.
The secondary colors
are: green, orange, purple.
Complementary colors
are pairs of colors arranged opposite (a primary and a secondary: red with
green). Placed side by side, these cause vibrations.

COLOR HARMONY ON THE WHEEL
A triad is three colors
equally spaced around the wheel (use of an equilateral triangle) and they
are usually quite pleasing to the eye (blue, red, and yellow; or orange,
green, purple).
Any equal sided figure
(square, pentagon) will give a set of pleasing colors if inscribed within
the color wheel and rotated to any position.
FUNDAMENTAL HUES
Colors have both spatial
and vibration or motion illusions.
When the six fundamental
hues:
yellow, orange, red,
violet, blue, and green
are placed next to
each other on a black background, the light yellow appears to advance and
the violet lurks in the depth of the black background.
If the background color
is white, it is the violet that seems to advance while the yellow sinks
back into the background. The other colors are in-between in their effect.
GOLDEN SECTION
It was discovered in 1915 that the depth perception of the six fundamental hues on a black background conform the ratio of the Golden Section in their gradation of depth.
The Golden section of a line can be defined as the proportion given by dividing a line at a point such that the shorter part is in the same proportion (r) to the longer part as the longer part is to the whole:

Golden Section Condition: r = b/a = a/(a+b)
which results in: r*r+r-1=0 and r=.618
For example, the depth perception from yellow to orange relative to orange to red follows the Golden Section.
COLOR MIXING
Your screen color is
gotten by mixing red, green, and blue light (RGB) and are additive.
All three together
forms white.
On paper pigment is
an opaque substance that absorbs light. Since each pigment takes away color
this is a subtractive process.
The subtractive primaries
are cyan, yellow, and magenta (CYM).
All three colors together
produces black.
COLOR NEIGHBORS AND OPPOSITES
Colors that sit next
to each other in the color wheel are spectral neighbors (blue and green,
red and orange, yellow and green)
These pairs can be
used for shadowing or to suggest dimension, low contrast situations. Avoid
these when you need a distinct visual boundary between touching colors.
Colors opposite one
another on the color wheel are far apart visually and if they are fully
saturated and placed side by side they will appear to move or vibrate.
If two such colors
need to touch, one should reduce the saturation of one of them and/or use
a thin white or black line to create a boundary between them.
COLOR HARMONY ALTERNATIVES
Another rule to determine
the harmony of colors is that two or more colors are mutually harmonious
if their mixture yields a neutral gray, complementary.
One also obtains harmony
by ordering colors in their actual application by hue.
Coding of linear relationships
(interval and quantitative scales) is better accomplished by utilizing
saturation and/or luminance since they are linear.
Coding different nominal
categories (no linear relationship) is better done by contrasting hues
since perception of hues are represented by the color circle and have no
beginning or end.
BLACK, WHITE, and GRAY
Black and white has
the highest contrast and it is why we usually have black text on a white
background for documents.
On a screen, a pure
white background can become too bright and then fatigue may set in. A very
light gray would be a better choice than pure white. Reducing contrast
is needed for reducing fatigue and increasing contrast is needed for greater
visibility.
The eye is more sensitive
to changes in lighter shades of gray than it is to the same amount of change
in darker grays. People can distinguish roughly five shades of gray in
addition to the end points of black and white.
FOREGROUND AND BACKGROUND
The brightest or lightest
element in a dark area will attract the eye first.
The role of the background
is to recede, clarify and focus the foreground elements.
Foreground can be represented
by lighter shades of gray and background by darker shades of gray.
Transparency can show
contrast of background to foreground by both shadow and transparency techniques.
COLOR CAUTIONS
Avoid color coding small
objects. For fine detail one should use black, white, and gray. Surround
objects in a neutral color or complementary color.
For applications involving
significant non redundant use of color it is important to check the performance
of the color monitor and the surrounding lighting conditions.
Consistency of use
of coding and no exceptions
Meaningful color code
must be in terms of user relevance
SEVEN DIFFERENT FORMS OF COLOR CONTRAST
1. Contrast of hue
2. Light-dark contrast
3. Cold-warm contrast
Two colors are complementary
5. SIMULTANEOUS CONTRAST
Results from the fact
that for any given color the eye simultaneously requires the complementary
color.
This is an illusion
that generates instability and tension
It can be used to convey
excitement
The can be gotten by
using two non complementary colors together or taking a rich primary color
with a gray background.
Example: A red error
flag on a gray background with no close green is a great error indicator
to shake up the user.
6. CONTRAST OF SATURATION
Saturated colors are
diluted by mixing them with white or black.
The most saturated
or pure colors are the "florescent" tones.
The effect of the "dull-vivid"
contrast brought about by saturation dilution is a relative effect
Vivid colors can be
used to set off and highlight areas of dull colors in some situations.
(marking, boxing)
7. CONTRAST OF EXTENSION I
One can arrive at relative
areas that different colors should take up in order to balance the contrast
between the colors.
This is contrast by
extension.
Using these proportions
produces areas that are static and quite.
When one violates these
ratios and allows one color to dominate, the results can be extremely expressive.
Goethe estimated a
scale using pure colors on a neutral gray background of medium brilliance:
yellow : orange : red : violet : blue : green
9 8 6 3 4 6
For example, yellow to violet is 9:3 or 3:1. Therefore violet must occupy three times the area that yellow does for the two be in a balanced contrast when they have the same purity. Yellow has three times the strength of violet. (e.g. pie charts)
NUMBER OF COLORS
Use a maximum of 5 +- 2 colors
Use spectral order in color coding
Use foveal (central)
and peripheral colors appropriately
Blue for large areas,
not for lines or text
Red and green in center
of visual field, not edges
Use black, white, yellow,
and blue in peripheral
COLOR COMBINATIONS
Use colors that exhibit minimum shift in color by size if the colors change in size in the image (depends on surrounding colors).
Size influences perception of both value and chrome
Light text, thin lines, small shapes in white, yellow, red on medium dark backgrounds (blue, green, red, dark gray) for dark viewing situations.
Use dark text, thin lines and small shapes (black, violet) on light backgrounds for light viewing situations.
Use highest contrast in composition for text
COLOR USAGE
Use common color for grouping related elements
Color can best be used as a redundant form of coding (e.g. with shape, text, sound)
Use color to enhance
black and white information
COLOR VIBRATIONS & ILLUSIONS
Simultaneous use of high-chrome spectrally extreme colors cause vibrations, illusions of shadows and afterimages.
| Color | Associated With | Meaning |
| Red | Blood, Fire | Danger, Heat |
| Yellow | Sun | Warmth |
| Blue | Water | Cool |
| Green | Young Leaves | Life, Youth |
| Brown | Dead Vegetation, Earth | Age, Death |
| Paler Colors | Atmospheric Haze | Distance |
COMMON COMMERCE CODES
| Field | Red = | Other Associations |
| Finance | Loss | Black = gain |
| Politics | Radicalism | |
| Traffic Signs | Stop | Yellow
= caution
Green = go |
| Safety | Danger | Yellow
= caution
Green = safety |
AMERICAN NATIONAL STANDARDS
INSTITUTE (ANSI) COLOR RECOMMENDATIONS
| Color | Meaning |
| Red | Danger, Stop |
| Orange | Dangerous Parts or Components |
| Yellow | Caution |
| Blue | Non-safety Messages |
| Green | Safety |
| Black on Yellow | Radiation |
| Black on White | Traffic Markings |
| Culture | Red | Yellow | Green | Blue |
| European
Western |
Danger | Caution, Cowardice | Safe, Sour | Masculinity, Sweet, Calm, Authority |
| Japanese | Anger, Danger | Grace, Nobility, Childish gaiety | Future, Youth, Energy | Villainy |
| Chinese | Joy, Festive Occasions | Honor, Royalty | ||
| Arabic | Happiness, Prosperity | Fertility, Strength | Virtue, Faith, Truth |
CONSISTENT COLOR CODING
Red = stop, danger,
hot, fire
Yellow = caution, slow,
test
Green = OK, clear,
vegetation, safety
Blue = cold, water,
calm, sky
Warm colors = action,
response required
Cool colors = status,
remoteness
Grays, white, blue
= neutrality
CULTURAL DIFFERENCES OF BLUE
Movie audiences: tenderness,
pornography
Financial managers:
reliability
Health care professionals:
death
Power industry: coolness,
water
EMOTIONS IN COLOR
High illumination: hot,
active, comic
Low illumination: emotional,
tense, tragic
High chrome: emotional,
tense, hot, comic
Warm hues (red, orange,
yellow): active, comedy, recreation
Cool hues (green, blue,
violet, purple, gray): tragedy, romance, efficiency, work
COLOR CAN IMPROVE PERFORMANCE IN
recall tasks
search-and-locate tasks
retention tasks
comprehension of instructional
materials.
decision judgment tasks
where it is used to make alternatives and their supporting information
clearly distinguishable.
MACRO GUIDELINES
Use color conservatively.
Limit the number of
colors
Recognize the power
of color as a coding technique.
Use color to help in
formatting
Use color changes to
indicate status changes.
Ensure that color-coding
supports the task.
Use color in graphic
displays for greater information density.
PROCESS GUIDELINES
Place color coding under
user control.
Have color-coding appear
with minimal user effort.
Design for monochrome
first.
Be consistent in color
expectations about color codes.
Be alert to common
expectations about color codes.
Be alert to problems
with color pairings.
COLOR & SHAPES

A conjecture about an
association between shape and color
COLOR OBSERVATIONS
Prior notes not sufficient
for complex uses of color
Numerous other details
needed for:
© copyright 1998 Murray Turoff
CLASSICAL PROPORTIONS
1:1 Square
1:1.414 Square root
of two
1:1.618 Golden rectangle
1:1.732 Square root
of three
1:2 Double square
1:2.236 Square root
of five
Examples
Attention getting
Stable, permanence
Dynamic on diagonal,
unstable
Inscribed square natural
division
Divided in two resulting
rectangles with same proportion
GOLDEN PROPORTION
Artistic and iterative
Inscribed square produces
another golden rectangle
Square root of three
SUMMARY OF PROPORTIONS
| Name | side ratio | diagonal | equal division | ratio of inscribed square : rectangle |
| square |
1:1
|
1.414
Ö
2
|
2:1
|
infinity
|
| square root of two |
1.414:1
|
1.732
Ö
3
|
* 1.414:1
|
2.414:1
|
| square root of three |
1.732:1
|
2.000
Ö
4
|
1.155:1
|
1.366:1
|
| double square, or square root of four |
2:1
|
2.236
Ö
5
|
1:1
|
1:1
|
| square root of five |
2.236:1
|
2.449
Ö
6
|
1:1.118
|
1:1.236
|
| golden rectangle |
1.618:1
|
1.902
|
1.236:1
|
* 1.618:1
|
GOLDEN RECTANGLE
Consider the summation series where each succeeding number is the sum of the prior twos:
1-2-3-5-8-13-21-34-55-89 or n(i) = n(i-1) + n(i-2)
Consider A:B::B:C, for example: 1:2::2:3 or 2:3::3:5.
For this series, the
product of the means BB is always 1 greater than the product of the extremes
AC: BB = AC + 1
As the numbers in the
series gets larger the error of one becomes very small and the resulting
limit is the Golden Rectangle where the product of the means equals the
product of the extremes.

GOLDEN RECTANGLE SPIRAL
Golden Rectangle produces a logarithmic spirals found in nature (e.g., pine cones, sunflowers, flower petal arrangements, pineapples, etc.).

Good example of the
limit in not being able to specify numeric values for the drawing of objects.
DEPTH
1. Contrast and gradation
in size.
2. Converging parallels
and diagonal action.
3. Position in the
picture plane.
4. Overlapping.
5. Transparency and
exposure of hidden lines.
6. Diminishing detail
7. Atmospheric perspective
8. Advancing and receding
color.
9. Motion in and out
of the plane such as zooming.

PROPORTION CHARACTERISTICS
Margins used to allow
transfer between mediums, windows, workspaces
Use of distinctive
proportions can be more visually pleasing
Distinctive proportions
to code window types
Constrained by resolution
of screen
PANNING IN THE X AND Y DIMENSIONS
Up-down and right-left
for panning
Forward-backward for
depth
In-out for zooming
Rotation (aerial views,
back views)
Distortion (e.g., fish
eye)
Animation (movement
of object by themselves)
Virtual Reality manipulation
(putting ones hand in the screen)
Cycling (bagel / doughnut)
WINDOWS & SCREENS
Horizontal grid lines
break up columns into zones for footers, primary titling, and main text
Screens appear less
complicated when single line separates windows form each other, not combination
lines and between spaces
Character or occupation
density of screen ideal at about 30% and should never be more than 50%
to prevent cluttered result
WINDOW CONTROLS
Typical