Design of Visual Displays Flashcards

(24 cards)

1
Q

What is the fundamental principle of designing a visual display?

A

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

List the 4 types of visual components

A
  1. Mark
  2. Symbol
  3. Region
  4. Surface
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3
Q

What is a mark? Give 2 examples

A

A visual representation that primarily identifies something specific. Eg. an app icon or logo

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4
Q

What is a symbol? Give 2 examples

A

Represents an abstract concept or idea understood through convention or shared meaning Eg. settings icon, download button

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5
Q

What is a region? Give 2 examples

A

Navigational section Eg. search bar, scroll bar

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6
Q

What is a surface? Give 2 examples

A

Area for interaction Eg. button, grid system

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7
Q

What is typography?

A

The way in which we arrange text on a screen or page to make it readable

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8
Q

How is most screen-based information interpreted?

A

According to textual and typographic conventions

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9
Q

What is textual and typographic convention? Why?

A

Graphical elements are arranged within a grid system. This makes them easier to parse

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10
Q

What do most basic diagrammatic conventions rely on? What conventions should these follow?

A

Quantitative correspondence between a direction on the surface and a continuous quantity such as time or distance. These should follow the conventions of graphs and maps

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11
Q

What can make information on a screen easier to understand in general?

A

If it corresponds to existing paper conventions

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12
Q

What are engineering drawing conventions?

A

Schematic views of connected components shown in relative scale with text annotations labelling the parts

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13
Q

Why is there white space in schematic drawings?

A

It helps the reader distinguish elements from each other rather than directly representing physical space

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14
Q

What is resemblance fallacy?

A

It says that drawings are able to depict real life objects or scenes because the visual perception of the flat image simulates the visual perception of the real scene

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15
Q

What is no code/low code?

A

The idea that programming will become trivial without code

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16
Q

Give 4 examples of pictorial representations

A
  1. Line drawings
  2. Paintings
  3. Perspective renderings
  4. Photographs
17
Q

What do pictorial representations rely on?

A

Shared interpretive conventions for their meaning

18
Q

What is an advantage of node-and-link diagrams?

A

They can present information about ordering and relationships clearly, especially if human users can specify positions

19
Q

What is a node-and-link diagram?

A

Drawing made up of boxes connected with lines

20
Q

What is a disadvantage of node-and-link diagrams?

A

Too technical for broad acceptance

21
Q

Why are icons appealing to manufacturers?

A

They try to use icons not text wherever possible so that to avoid having to translate text when selling products in different countries. They are also easier for pre-literate children to understand and be processed more quickly than text by most people

22
Q

What is a disadvantage of icons?

A

They might be ambiguous

23
Q

Are theories of visual metaphor more or less successful than theories of visual representation?

A

Much less successful

24
Q

How do people design successful user interfaces?q

A

By arranging elements on a 2d screen using the theories of HCI