Design Rules of Thumb

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    DESIGN RULES

    OF THUMB

    Assembled by Chr is DeLeon for LCC6313 Fal l 2012

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    These slides are designed to function on screen or on

    paper, but are much too wordy to be used in an oral

    presentation.

    When creating slides to present in class, keep wordier

    text (if needed) in the notes section. Use the slides

    instead for fewer, carefully-chosen words, alongside

    appropriate images, graphs, diagrams, maps, etc.

    SLIDES-AS-HANDOUT DISCLAIMER

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    Nothing Should Be ArbitraryGuide Attention with Layout and TypeSituate Thinking by SketchingBe a CuratorGet Some DistanceStart Early

    DESIGN RULES OF THUMB WELL COVER

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    MAKE DISTINCTIONS SEMANTIC

    NOTHING SHOULD

    BE ARBITRARY

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    Make distinctions semantic

    N O T H I N G S H O U L D

    BE ARBITRARY

    In case it isnt sufficiently obvious, this is an example of what not to do. Its meaningless visual clutter. Photo by Veronica L. Almy Wright..

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    1. Images and placement convey meaning andtone. Use this deliberately.

    2. Use color, font, and layout to say somethingabout the topic.

    3. Dont use anything in its default stateit wasntmade with your purposes in mind. Adapt it.

    MAKE DISTINCTIONS SEMANTIC

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    TONE

    What do theseimages, fonts,

    and colors say

    about Adobe?

    RESTRAINT

    How many

    fonts can you

    spot here?

    (TONE/RESTRAINT ADOBE EXAMPLE)

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    THINK ON PAPER (OR LAPTOP)

    SITUATE THINKING

    BY SKETCHING

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    1. PROTOTYPE, WIREFRAME Sketching for digital media hasmany forms. Does it need interaction? Sound? Rearranging?

    2. JUST DO SOMETHING If its bad, get it down to get it out ofyour system. If its decent, get it down and iterate on it.3. NO DESIGN IS OR SHOULD BE PERFECT Tradeoffs and

    compromises are found by sketching and implementation.

    4. CODE IN LAYERS If what youre designing involves code,dont try to immediately program it all at once. Get the bare

    minimum working, then build upon that one step at a time.

    THINK ON PAPER (OR LAPTOP)

    Black text for 2 and 3 come from Frederick, Matthew. 101 Things I Learned in Architecture School. Cambridge, MA: MIT, 2007. Print.

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    Image from http://blogs.wayne.edu/web/2010/12/08/whiteboard-exemplar-online-newsletter/

    PUT YOUR IDEAS INTO A SKETCH, A MOCK-UP, OR A PROTOTYPE

    Doing something concrete with ideas lets us notice and address

    issues that arent evident when merely thinking about them.

    (WHITEBOARD UI DIAGRAM EXAMPLE)

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    USE STYLE TO SUPPORT CONTENT

    GUIDE ATTENTION WITH

    LAYOUT AND TYPE

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    1. PROXIMITYUse spacing and grouping to convey relationships2. CONTRASTExaggerate differences3. ALIGNMENTLine up edges, limit use of text centering4. REPETITIONRepeating a pattern keeps focus on the content5. PLACEMENTWhats at the top is assumed most important

    USE STYLE TO SUPPORT CONTENT

    1-4 from Williams, Robin. The Non-designers Design Book: Design and Typographic Principles for the Visual Novice. Berkeley, CA: Peachpit, 2004. Print.

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    (CONTRAST

    REPETITION

    PROXIMITY

    ALIGNMENT

    EXAMPLE)

    PROXIMITY

    Using a littleextra spacing

    above each

    heading than

    below ties it to

    its body text

    CONTRAST

    Headings are a

    different size,

    color, and

    typeface, to

    help establish

    a hierarchy

    REPETITION

    The use of a

    clear pattern

    minimizes

    ambiguity or

    distraction

    from content

    ALIGNMENT

    Headings areleft justified.

    Indentation is

    used only for

    paragraphs

    after the first

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    Quoted, including headline, from Frederick, Matthew. 101 Things I Learned in Architecture School. Cambridge, MA: MIT, 2007. Print.

    WHAT MAKES A MUSEUM GREAT ISTHE STUFF THAT'S NOT ON THE WALLS

    BE A CURATOR

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    1. Anything that doesnt add meaningfully to what youre doingis a distraction from the elements that do.

    2. Its fine to try many different things during development, butfor the final draft prune out everything but what works best.

    3. You need less than you think A good designer isn t afraidto throw away a good idea. (Fried and Heinemeier)

    4. Pick only one or two fonts, a few sizes, and a limited colorpalette. Trying to use everything possible looks amateur.

    WHAT MAKES A MUSEUM GREAT IS

    THE STUFF THAT'S NOT ON THE WALLS

    3 is quoted from Fried, Jason, and David Heinemeier. Hansson. Rework. New York: Crown Business, 2010. Print.

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    (Google, showing no clutter, just search

    functionality)

    COMPARE THIS SEARCH ENGINE TO

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    EXCITE.COM AS A TOTALFAILURE TO CURATE

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    The incredibly cluttered webpage of excite.com no doubt took a

    significant amount of time and work to develop. But that in no

    way makes it good design. Furthermore, no amount of better oradditional programming can solve the problem shown there!

    The main type of work that could help is thorough curation.

    Sometimes that means tossing something out, even if it works

    in the programming, because it isnt working in the design.

    THINK ABOUT ALL THAT HARD WORK

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    YOURE PROBABLY TOO CLOSETO SEE WHATS WRONG WITH IT

    GET SOME DISTANCE

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    1. STEP BACK Back up a l ittle. What stands out? Should it?2. TAKE A BRE AK Start early, make progress, get away from it,

    then come back fresh. Good ideas need context and time.

    3. GET A SECOND OPINION Ask a fellow designer for critique.Respect their time by asking about specific aspects. This isalso a good opportunity to practice your design vocabulary.

    4. DO USER TESTING Put it in front of a non-designer for reaction.Watch them use it without telling them how it works. Listen to

    feedback, and look for patterns, but dont argue. After releaseyou cannot always be there to justify complaints!

    YOURE PROBABLY TOO CLOSE

    TO SEE WHATS WRONG WITH IT

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    FEEDBACK All design involves cr i t ique. Dont wait unt i l the end!

    Image from http://gtresearchnews.gatech.edu/gtri-to-create-online-vehicle-design/

    FEEDBACKAll design involves critique. Dont wait until the end!

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    ITERATION AND TIME TO RETHINK AREESSENTIAL TO GOOD DESIGN RESULTS

    START EARLY

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    We are all terrible estimators. We think we can

    guess how long something will take, when we

    really have no idea.(Fried and Heinemeier)

    Hofstadter's Law: Any computer project will

    take twice as long as you think it will, even

    when you take into account Hofstadter's Law.

    ITERATION AND TIME TO RETHINK ARE

    ESSENTIAL TO GOOD DESIGN RESULTS

    Quote from Fried, Jason, and David Heinemeier. Hansson. Rework. New York: Crown Business, 2010. Print. / Hofstadters Law form Douglas Hofstadter, Gdel, Escher, Bach: An Eternal Golden Braid

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    Image from http://www.instructables.com/id/How-to-use-Documatic-The-automated-documentary-pr/

    Starting earlier is not only about enduring less stress and getting

    more out of the fun concept phaseyoull get better results!

    HAPPY GEORGIA TECH GRAD STUDENTS START EARLY

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    Nothing Should Be Arbitrary

    Guide Attention with Layout and TypeSituate Thinking by SketchingBe a CuratorGet Some DistanceStart Early

    DESIGN RULES OF THUMB WE COVERED