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UI/UX - Week 7
WTWD 610 - Visual Design Principles
| Term | Definition | Example |
|---|---|---|
| Typography | The art and technique of arranging type to make written language legible, readable, and visually appealing. Typography involves selecting typefaces, point sizes, line lengths, line-spacing, and letter-spacing. | Choosing a clean, sans-serif font for headings and a serif font for body text to enhance readability on a website. |
| Iconography | The use of icons and symbols to represent ideas, objects, or functions in a visual and intuitive way. Icons help users navigate interfaces and understand functionality quickly. | Using a magnifying glass icon to represent a search function on a website. |
| Visual Hierarchy | The arrangement and presentation of elements in a way that signifies their importance. Visual hierarchy helps users understand and prioritize information based on the visual prominence of elements. | Using larger font sizes and bold colors for headings to make them stand out from body text. |
| Color Theory | The study of how colors interact with each other and how they can be combined to create visually appealing and harmonious designs. Color theory includes understanding color wheels, color relationships, and color psychology. | Choosing complementary colors (opposite each other on the color wheel) to create contrast and visual interest in a design. |
| Contrast | The difference in visual properties that makes an object distinguishable from other objects and the background. Contrast is used to create emphasis and improve readability. | Using a dark text color on a light background to ensure text is easily readable. |
| Balance | The distribution of visual elements in a design to create a sense of stability and harmony. Balance can be symmetrical (evenly distributed) or asymmetrical (balanced by visual weight). | Arranging images and text on a webpage so that both sides have equal visual weight. |
| Alignment | The placement of elements in a design so that they line up along common rows or columns, creating a cleaner and more organized appearance. | Aligning all text and images to the left margin to create a uniform layout. |
| Whitespace (Negative Space) | The empty space between and around elements in a design. Whitespace helps separate content, improve readability, and create a clean, uncluttered look. | Using ample whitespace around text blocks to make the content easier to read and navigate. |
| Consistency | The uniformity of design elements across different parts of a digital product. Consistency helps create a cohesive and intuitive user experience. | Using the same button styles and color schemes throughout a website to maintain a consistent look and feel. |
| Grid System | A framework of horizontal and vertical lines that help designers organize content in a structured and predictable manner. Grid systems ensure alignment and consistency in layouts. | Using a 12-column grid in Figma to design a responsive webpage layout. |
| Gestalt Principles | The psychological theories that explain how people perceive and interpret visual elements as unified wholes. Key principles include proximity, similarity, continuity, closure, and figure-ground. | Grouping related icons together using proximity to indicate they belong to the same category. |
| Focal Point | The area of a design that attracts the most attention and acts as a visual anchor. Focal points guide users' eyes to the most important information. | Using a bold, large heading at the top of a webpage to draw attention to the main message. |
| A11Y / Accessibility | The practice of making digital products usable by people with a wide range of abilities & disabilities. Accessibility ensures that everyone, including those w/ visual, auditory, cognitive, and motor impairments, can use & interact with digital interfaces. | Implementing screen reader support, keyboard navigation, and sufficient color contrast on a website to ensure it is accessible to all users. |
| Similarity (Gestalt Principle) | The tendency to perceive objects that look similar to one another as part of the same group. Similarity helps users quickly understand which elements are related in a design. | Using the same color and shape for all buttons that perform similar actions on a webpage. |
| Proximity (Gestalt Principle) | The tendency to perceive objects that are close to one another as related or grouped together. Proximity helps organize information and indicates relationships between elements. | Placing labels close to their corresponding input fields in a form to indicate their association. |
| Heuristics | General principles or guidelines used to improve the usability of a product. Heuristics help identify usability problems and guide design decisions. | Applying Nielsen's 10 usability heuristics, such as "Consistency and standards" and "Visibility of system status," during a usability evaluation. |
| Cognitive Bias | Systematic patterns of deviation from norm or rationality in judgment. Cognitive biases affect user behavior and decision-making processes and should be considered in design. | Designing with the "Anchoring Bias" in mind by providing a higher initial price to make subsequent prices seem more reasonable. |
| Doherty Threshold | The principle that productivity soars when a computer and its users interact at a pace (<400ms) that ensures neither has to wait on the other. Fast response times keep users engaged and satisfied. | Ensuring that website interactions, such as loading new content or submitting forms, occur within 400 milliseconds to keep users engaged. |
| Occam's Razor | The principle that simpler solutions are more likely to be correct than complex ones. In design, this means favoring simplicity and avoiding unnecessary complexity. | Simplifying a user interface by removing unnecessary features and focusing on the core functionality. |
| Fitts's Law | The principle that the time required to move to a target area is a function of the distance to the target and the size of the target. Larger and closer targets are faster and easier to hit. | Designing large, easily clickable buttons for primary actions on a mobile app. |
| Laws of UX | A collection of principles that describe how users interact with interfaces, helping designers create more intuitive and effective user experiences. | Some common laws include: Fitt's Law, Hick's Law, Jakob's Law, Miller's Law, Tesler's Law and more. |
| Hick's Law | The principle that the time it takes to make a decision increases with the number and complexity of choices. Simplifying choices can help users make decisions more quickly. | Reducing the number of menu items on a website to make it easier for users to find what they need. |
| Jakob's Law | The principle that users spend most of their time on other sites, so they prefer your site to work the same way as all the other sites they already know. Consistency with familiar interfaces improves user experience. | Designing a navigation menu that functions similarly to popular websites to make it intuitive for users. |
| Miller's Law | The principle that the average person can only keep 7 (plus or minus 2) items in their working memory. Limiting the number of options presented at once can help users process information more effectively. | Organizing content into smaller, manageable chunks, such as using bullet points or lists. |
| Tesler's Law | Also known as the Law of Conservation of Complexity, this principle states that every application has an inherent amount of complexity that cannot be removed. | Simplifying a complex form by using progressive disclosure, revealing additional fields only when necessary. |