Graphic Design Flashcards

1
Q

Guidelines of graphic design

A

Guidelines:
– Simplicity
– Contrast
– White space
– Balance
– Alignment

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2
Q

Simplicity

A

Less is more
When in doubt leave it out

Simple designs can be immediately recognized
and understood with a minimum of conscious
effort.
* Anything that is not essential to the
communication task must be removed.
* Good design is simple, bold and direct. It
ensures that significant design elements will be
noticed by removing insignificant elements
whenever possible.

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3
Q

Techniques for simplicity

A

Reduction
Regularity
Combining elements for maximum leverage

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4
Q

Contrast
– Perceivable differences along a visual dimension
– Irregularities that highlight elements and convey information.
– Should be strong, but few in numbers
– Theory of visual variables – Jacques Bertin1983

A

Nothing

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5
Q

Contrast

A

Contrast
– Perceivable differences along a visual dimension
– Irregularities that highlight elements and convey information.
– Should be strong, but few in numbers
– Theory of visual variables – Jacques Bertin1983

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6
Q

Scale = possible kinds of comparisons

A

Nominal
Ordered
Quantitative

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7
Q

Length = number of possible values on each dimension

A

Shape: long (infinite variety)
* Position: long (limited by display size and resolution) and
fine-grained
* Orientation: very short ( ~ 4 levels)
* Other variables ~10 levels

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8
Q

Interaction among visual variables

A

Associative perception: can a variable be ignored
when looking at others?
* Size and value are dissociative (they dominate perception
and disrupt the processing of other correlated dimensions).
– It is difficult to determine the hue of a very small dot or thin line

– Selective perception: can a variable be picked out to
exclusion of others?
* Shape is not selective

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9
Q

Techniques for contrast

A

Choose appropriate visual variables.
* Use as much length as possible (but minimize the
number of distinct values)
* Sharpen distinctions for easier perception
– Multiplicative scaling, not additive
– Redundant coding when needed
– Cartoonish exaggeration when need
* “Squint test”

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10
Q

White space

A
  • Use white space to group interface elements.
  • Use margins around interface elements.
  • Integrate figure and ground
    – Objects should be scaled proportionally to its
    background.
  • Do not crowd controls together
    – Crowding creates spatial tension and inhibits scanning
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11
Q
  • Use white space to group interface elements.
  • Use margins around interface elements.
  • Integrate figure and ground
    – Objects should be scaled proportionally to its
    background.
  • Do not crowd controls together
    – Crowding creates spatial tension and inhibits scanning
A

Nothing

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12
Q

Purpose of white space

A

To separate
To structure
To highlight

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13
Q

Gestalt principles

A

Explain group recognition

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14
Q

Balance and simetry

A

– Choose an axis (usually vertical)
– Distribute elements equally around the axis

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15
Q

Alignment

A

Align labels
* Left or right
– Align controls
* Left and right
– Align text
* baseline

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16
Q

Guidelines for spacing

A

– Use whitespaces
* Always leave margins around text
– Be generous with leading (but not too much)
* 120% of font size
– Keep text paragraphs narrow
* 60-75 characters (12 points)!