L2 Flashcards

1
Q

Fundamental principle of designing a visual display

A

The fundamental principle of designing a visual display is that it is necessary to work out a correspondence between the (invisible) information structure that is being represented, and the visible marks that the user can see

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2
Q

What are the components of an information structure?

A

An information structure consists of some number and variety of individual elements, and relationships between them.
Each element or relationship may correspond to a visible mark or arrangement of marks on a display surface.
Display design involves choosing the correspondences, marks and arrangements of marks in ways such that the overall result makes sense to the user.

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3
Q

Conventions used by typography and text

A

Information on paper can be structured using tabulated columns, alignment, indentation and emphasis, borders and shading.
All of those were incorporated into computer text displays. Interaction conventions, however, were restricted to operations of the typewriter rather than the pencil.
Each character typed would appear at a specific location. Locations could be constrained, like filling boxes on a paper form.
And shortcut command keys could be defined using onscreen labels or paper overlays. It is not text itself, but keyboard interaction with text that is limited and frustrating compared to what we can do with paper.

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4
Q

Grid system

A
  • most screen-based information is interpreted according to textual and typographic conventions, in which graphical elements are arranged within a grid system, occasionally divided or contained with ruled and coloured borders.
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5
Q

Conventions used in maps/graphs

A

Graphs can represent variation of a quantity over time
Maps organise places according to their approximate direction and distance
basic diagrammatic conventions rely on quantitative correspondence between a direction on the surface and a continuous quantity such as time or distance. These should follow established conventions of maps and graphs.

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6
Q

Conventions used by schematic drawings

A

engineering drawing conventions allow schematic views of connected components to be shown in relative scale, and with text annotations labelling the parts.
White space in the representation plane can be used to help the reader distinguish elements from each other rather than directly representing physical space

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7
Q

Conventions used in pictures

A

This is the first computer visual representation that might suffer from the ‘resemblance fallacy’, i.e. that drawings are able to depict real object or scenes because the visual perception of the flat image simulates the visual perception of the real scene.
New perspective rendering conventions are invented and what’s acceptable can change over time
the way a photography is framed changes it smeaning
A good pictorial representation need not simulate visual experience (more realistic unicorn)
- pictorial representations, including line drawings, paintings, perspective renderings and photographs rely on shared interpretive conventions for their meaning. It is naïve to treat screen representations as though they were simulations of experience in the physical world.

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8
Q

Conventions used by node and link diagrams

A

Information structure represented by connectivity of nodes
Circuit schematics ignore certain information e.g. types of solder joins and represent other information by conventions e.g. direction of signal flow
Position of nodes is irrelevant to information structure
Secondary notation can be implemented by positioning of nodes e.g. use plane to assist reader in ways not related to the technical content
London Underground diagram – travellers are interested in order and connectivity, not location, but …
node and link diagrams are still widely perceived as being too technical for broad acceptance. Nevertheless, they can present information about ordering and relationships clearly, especially if consideration is given to the value of allowing human users to specify positions.

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9
Q

Conventions used in icons and symbols

A

Symbols could be pictorial, or fairly arbitrary conventions
Conventional symbols might ignore the entity being symbolised
Semiotics – in what sense do marks correspond to meaning (Latin versus Korean alphabet relationships to sounds)
Inappropriate correspondences – stack of change for a change button
In practice icons are decoration to text labels – those intended to be self explanatory must be supported with textual tooltips
the design of simple and memorable visual symbols is a sophisticated graphic design skill. Following established conventions is the easiest option, but new symbols must be designed with an awareness of what sort of correspondence is intended - pictorial, symbolic, metonymic (e.g. a key to represent locking), bizarrely mnemonic, but probably not monolingual puns.

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10
Q

How is visual metaphor used to present information structures?

A

Desktop … wastepaper bin
Strict analogy to physical objects would become obstructive rather than instructive
Representational conventions of the desktop are useful – size and positions of windows on the desktop has no meaning, they are not connected and there is no visual perspective, so it’s neither a graph, nor map, nor picture.
The real value of the desktop is the extent to which it allows secondary notation with the user creating her own meaning by arranging items as she wishes
Window BORDERS separate areas of the screen into different pictorial, text or symbolic contexts as in the typographic page design of a textbook or magazine
Icons use a large number of conventions to indicate symbolic correspond to software operations and/or company brands, but they are only occasionally or incidentally organised into more complex semiotic structures.
theories of visual representation, rather than theories of visual metaphor, are the best approach to explaining the conventional Macintosh/Windows ‘desktop’. There is huge room for improvement.

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11
Q

What can we learn from unified theories of visual representation for how we present information structures to users

A

Prior structures were derived from existing domains e.g. typography, cartography, engineering and architectural drafting, art criticism and semiotics.
remember that all visual representations simply comprise marks on a surface that are intended to correspond to things understood by the reader
2D surface can be made to correspond to physical space (in a map), dimensions of an object, pictorial perspective, or to continuous abstract scales (time or quantity)
The surface can be partitioned into regions that should be interpreted differently
Within any region, elements can be aligned, grouped, connected or contained in order to express their relationships
Correspondence between arrangement and the intended interpretation must be understood by convention or explained
Any individual element might be assigned meaning according to many different semiotic principles of correspondence

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12
Q

Marks: graphic resources

A

Shape orientation size texture saturation colour line

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13
Q

Marks: correspondence

A

Literal (visual imitation of physical features)
Mapping (quantity, relative scale)
Conventional (arbitrary)

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14
Q

Design uses of marks

A

mark position, identify category (by shape texture colour)
Indicate direction (orientation line)
Express magnitude (saturation size length)
Simple symbols and colour codes

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15
Q

Graphic resources available for developing SYMBOLS

A
Geometric elements
Letter forms 
Logos and icons
Picture elements 
Connective elements
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16
Q

Correspondences achieved by symbols

A
Topological via linking 
Depictive (pictorial conventions)
Figurative (metonym, visual puns) 
Connotative (professional and cultural association) 
Acquired (specialist literacies)
17
Q

Design uses of symbols

A
Texts and symbol calculi
Diagram elements 
Branding
Visual rhetoric 
Definition of regions
18
Q

Graphic resources available for designing regions

A
Alignment grids 
borders and frames
area fills
white space
gestalt integration
19
Q

Correspondences that can be implied using regions

A

Containment
Separation
Framing (composition, photography)
Layering

20
Q

Design uses of regions as visual representation

A

Identifying shared membership
Segregating or nesting multiple surface conventions in panels
Accommodating labels, captions or legends

21
Q

Graphic resources relevant to designing with surfaces

A

The plane
material on which the marks are imposed (paper, stone)
Mounting, orientation and display context
Display medium

22
Q

Correspondences achieved using surfaces as visual representations

A
Literal (map) 
euclidean (scale and angle) 
Metrical (quantitative axes) 
Juxtaposed or ordered (regions, catalogues)
image schematic
Embodied/situated
23
Q

Design uses of surfaces for visual representations

A
Typographic layouts 
Graphs and charts 
Relational diagrams 
Visual interfaces 
Secondary notations 
Signs and displays