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Internet

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... Cognition, Graphic art, Semiotics, Cognitive Ergonomy, User Interface design, Creativity ... Ma 01-12 9:45-12:30 JS graphic design 2 ... – PowerPoint PPT presentation

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Title: Internet


1
Information Representation / Multimedia 1
2 November-December 2003 - February 2004 Gerrit
C. van der Veer FEW-Informatica-IMSE Human-Compute
r Interaction - Multimedia Cultuur gerrit_at_cs.vu.
nl
2
Background of this course and its teachers
Computer science - HCI - MMC
  • Research focus within Software Engineering
  • Bachelor Master as specialism of Information
    Sciences
  • Multidisciplinar domain and team
  • Focus on design of state of the art Information
    Representation for people in context (culture of
    use)
  • not aiming at the technology but at
  • the User Virtual Machine (UVM)
  • the User Experience

3
M.M. Technologie ? M.M. Design
  • Insight in the multidisciplinary basis for art of
    information representation Perception,
    Cognition, Graphic art, Semiotics, Cognitive
    Ergonomy, User Interface design, Creativity
  • Experience in practicing the techniques, and
    acquisition of basic skills in design of text,
    graphic representation, motion visualisation,
    envisioning scenario, sound and touch
  • Basics ot multimedia techniques and user-relevant
    concepts for the design of virtual reality
  • Experience in team-design of a representation for
    a client, a target audience, and a topic or
    domain of discourse.

4
An intensive course
  • Ects 12 for IR/M 12 (320 hours of student
    time)
  • Period 24.11.2003-19.12.2003,
    02.02.2004-27.02.2004 - full time
  • Teachers
  • Gerrit C. van der Veer (GV), VU - coordination,
    design,
  • Johan F. Hoorn (JFH), VU - psychology,
    multimodal representation
  • Janke Smit (JS), VU - graphical design
  • Yuri Engelhardt (YE), guest teacher UvA -
    representation design

5
Course material
  • Lecture notes, presentations, information,
  • www.cs.vu.nl/gerrit/Communicatie-Afbeeldingen
  • general availability after each lecture

6
Time table, week 12
  • Di 25-11 830-1000 () GV introduction
  • 1015-1200 () JFH Language Psy Inf.
    Representaton
  • Wo 26-11 945-1200 JFH Text
  • 1345-1600 JS graphical design principles
  • Do 27-11 1400-1600 () JFH Image
  • Vr 28-11 945-1200 JFH Motion
  • Ma 01-12 945-1230 JS graphic design 2
  • Di 02-12 915-1230 GV scenario development and
    analysis
  • Wo 03-12 915-1000 GV assessment of scenario
    homework
  • 1015-1200 JFH Sound and Touch
  • Do 04-12 1215-1400 JFH Creativity Support

7
Time table, week 34
  • Ma 08-12 945-1200 JS graphics and style
  • Di 09-12 915-1200 YE representation design
  • Do 11-12 945-1130 JFH Virtual Reality
  • 1330-1500 YE representation design 2
  • Ma 15-12 945-1200 JS Graphics continued
  • Di 16-12 945-1130 JFH Digital Tour Guides
  • Wo 17-12 915-1200 GV/JFH/JS start project

8
Time table, week 5-8
  • Wo 04-02 945-1130 GV/JFH/JS project review
  • Wo 11-02 945-1130 GV/JFH/JS project review
  • Wo 18-02 945-1130 GV/JFH/JS project review
  • Vr 27-02 1045-1530 GV/JFH/JS project
    presentation

9
Design of representations
  • We focus on design, not implementation
  • A representation is a view on a universe of
    discourse the world of the content
  • Users of a representation have a goal in relation
    to the content
  • In many cases there are several different roles
    for users, e.g.
  • author - goal to define content
  • publisher - to sell course book for a certain
    audience
  • teacher - to select and provide course material
  • student - to collect content information

10
Design of representations
  • Some types of users (role related) provide
    content, all have goals,
  • each type has a context of use, depending ont the
    context there are aspects of culture and emotion.
  • Design decisions
  • structure of the content
  • navigation through content
  • modality, style, make-up and representation of
    content

11
Design for a client
  • The client starts with
  • a situation / culture / context of use for the
    new design
  • a goal for the design
  • wishes / requirements / knowledge regarding the
    content
  • one or more target groups with specific roles
    related to the content
  • The designer starts with
  • analysis based on this, followed by
  • specification of dialogue/navigation, stucture,
    representation

12
A short introduction is there a problem, and
what can be elements in the solution?
  • Focus is on the representation of information
    that allows correct and effective transfer of the
    content
  • This requires
  • knowledge of the goals, the context and culture
    of use, and information on all user roles
  • insight in technical possibilities and conditions
    (multimodal representations by applying
    multimedia ICT)

13
Goal of the clientcorrectness is the
representation perceived / understood correctly?
  • A matter of content, but format, make-up and
    representation may suggest (other) meaning
  • Perceptual mechanisms
  • humans presume relations because of spatial
    structure, colour, common movement, etc.
  • Habit / culture
  • underscore, blue color, are interpreted as
    hyperlink
  • button like headings / labels (gif)

14
Goal of the client Effectiveness
  • Same mechanisms and others serve to support quick
    and easy understanding
  • Criteria
  • consistency
  • readability
  • efficiency, parsimoneous (no irrelevant
    distractors)
  • logical form reflects content structure
  • productive form shows patterns

15
Additional client goals
  • to attract
  • to pleasure (keep attentive, stay, come
    back)
  • to shock / engage (Amnesty International, SIRE)
  • to arouse (seduce audience to act)
  • to distinguish
  • to create / maintain identity (branding)

16
Representation from the point of view of the
audience
  • space (lay-out)
  • perceptual mechanisms and variables
  • color, shape, size, orientation, movement
  • representation design and text pages
  • page lay-out
  • typography
  • illustrations

17
Meaning v.s. estheticspainting with characters
  • a page may be completely structured without the
    use of lines and other separators
  • position, color, size, line length, line spacing,
    character spacing
  • think in blocks that are build from characters

18
Page lay-outhuman perceptionscanning,
search, reading, understanding
  • First 10 lines should be enough to get an
    impression of content and relevance
  • top title, main navigation, recognition
  • bottom additional navigation, author, date, e.c.

19
Lay-out en culture of use
  • in the western world we read from left to right
    and from top to bottom

20
Text layout
  • in the western world we read from left to right
    and from top to bottom important issues should
    be presented first (top left)
  • reading max 40-60 char. per line
  • newspaper colloms (8 cm)
  • otherwise the head has to move

21
When using modern ICT and multimedia, consider
the problem of platform diversity and
changeability
  • E.g., all images (e.g. gifs)
  • negative effects
  • download time
  • universal accesability (some users can not /
    decide not to accept pictures)
  • maintenance (teksteditor does not work)

22
Filling the space
  • designers like white space (esthetics), like
    museum directors
  • real estate is expensive, so designers tend to
    use every inch (newspapers, Las Vegas, sites like
    Yahoo)
  • typografical rule of thumb 70 message, rest
    blank
  • psychological rules of thumb (Fitts Law) use
    a simple grid

23
Consistency
  • Most important lay-out rule
  • facilitates
  • recogntion
  • ease of use
  • suggests carefulness

24
Typografie (a science on representation, reading,
and communication)
  • Typography considers contrast background-foregroun
    d
  • Typography aims at readability of words and text

25
Fonts
  • Fonts are important graphical elements, that
    support meaning, as well as convey style
  • balance technology (screen resolution), tradition
    and the need to be different

26
guidelines based on psychology of perception
  • line distance not smaller than font size
  • restricted difference in font sizes (10-14)
  • maximum 2 font types
  • consider resolution of screens when choosing
    fonts
  • use font variables (color) mainly to indicate
    headers, not within text

27
background
  • A common cause of failure
  • contrast is the main importance light text on
    dark background or vice versa
  • avoid contrast in the background

28
Pictures in hypermedia
  • Relevance of pictures?
  • restrict use of colors
  • test colors for various web browsers
  • indicate clearly possibilities to omit pictures
  • specify size
  • load pictures as soon as possible

29
Bitmaps or vector graphics - technology choice
is related to user goals
  • bitmaps (raster graphics)
  • gif, jpeg
  • for photos and pictures where color various
    continuous
  • vergen meer geheugen
  • vector graphics
  • Postscript, Flash, VML (vector mark-up language)
  • line drawings, cartoons, fonts
  • independent of screen resolution

30
Compression
  • Small size files will load quicker
  • two types lossy or lossless
  • lossless GIF
  • lossy JPEG

31
Use of color related to goal of owner and
psychology of audience
  • helps to organize structure
  • a way to create consistency and harmony
  • this requires design an early choice of a
    systematic color scheme

32
Accessability
  • visualy (or other modality) impaired users, color
    blind users
  • language
  • people with old, slow, restricted technology
  • circumstances (context of use)

33
Cultural accessability
  • Cultural dimensions (Geert Hofstede)
    Neth. Jap.
  • power distance
    l h
  • individualism / collectivism
    i c
  • masculinity / femininity
    f m
  • uncertainty avoidance
    l h
  • long-term / short-term time orientation
    s l
  • Cultural typology of websites
  • A. Marcus, Interactions VII, 4, july 2000,
    www.acm.org

34
Technical conditions and uncertainties
  • browsers differ in implementation of standards
  • standards differ
  • HTML, Javascript, .
  • colors, fonts, and font size differ between
    platforms(Mac, PC, Unix)
  • monitor size, resolution, number of colors

35
main rule Keep it simpel
  • Be parsimonious in use of pixels
  • ( relation datainkt)
  • consider time to download, to search, to read, to
    maintain
  • priority to goals, content and meaning

36
Homework for next tuesday
  • find examples of representations that are
    tailored to different audiences
  • analyse the reasons for differences (cultures and
    contexts of use, different audience roles)
  • indicate the variables chosen
  • assess the success of the design choices
  • example (not to be used) website of a car
    company in 5 different countries, and for 2
    market segments (domestic / transport)
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