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Introduction to Design Patterns in interaction and graphics.

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Introduction to Design Patterns in interaction and graphics
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Page 1: Introduction to Design Patterns in interaction and graphics.

Introduction to DesignPatterns in interaction and graphics

Page 2: Introduction to Design Patterns in interaction and graphics.

Agenda• Common user interaction patterns• Major concepts in graphic design• Layout• Color• Typography

• Application: “dark patterns”

Page 3: Introduction to Design Patterns in interaction and graphics.

USER INTERACTION PATTERNS

“Life is not one damn thing after another. It's the same damned thing over and over again.” – Edna St. Vincent Millay

Page 4: Introduction to Design Patterns in interaction and graphics.

Patterns in behavior• Every user is unique, has a unique knowledge base and a

unique set of goals• However, human behavior tends to follow certain patterns• Software which supports these patterns can help users

accomplish their goals with greater ease and satisfaction

Page 5: Introduction to Design Patterns in interaction and graphics.

Safe exploration• Users are more likely to explore a system if they feel they can

do so without suffering negative consequences (e.g. making an un-undoable change, making private data public, being charged a fee, etc.)

Page 6: Introduction to Design Patterns in interaction and graphics.

Application: Navigation & undo

Page 7: Introduction to Design Patterns in interaction and graphics.

Instant gratification• Users do not like to wait• Remember the days of dial-up? Weren’t they lame?

• If users can have a “success experience” within the first few seconds of opening a program, they will feel more confident in themselves and in the software

• Design solid initial experiences• Out-of-box experience (OOBE)• Initial state for each subsequent run

• Do not hide initial functionality

Page 8: Introduction to Design Patterns in interaction and graphics.

Application: Lazy registration• “I’ll just come out and say this: sign-up forms must die.” –

Luke Wroblewski• Imagine you just found a new website that lets you do that

thing you always wanted to do with that stuff you like• Or maybe it lets you do something so awesome you had never

even thought it up before• Is your first inclination: (a) to want to play around with the

cool new functionality or (b) to want to fill out a long and boring registration form, then wait for the account activation email to be caught by your spam filter?

Page 9: Introduction to Design Patterns in interaction and graphics.
Page 10: Introduction to Design Patterns in interaction and graphics.

Vs.

Page 11: Introduction to Design Patterns in interaction and graphics.

Deferred choices• This is a logical extension of the desire for instant gratification• Sometimes users will not want to bother making all of their

choices up front• Other times, they will not have enough information to do so

• There are a number of good practices you can implement here:• Don’t accost the user with too many up-front choices.• Clearly mark what form fields are required. Do not force the user

to fill in optional fields.• Use good defaults• Make it possible for users to return to deferred fields later.

Page 12: Introduction to Design Patterns in interaction and graphics.

Application: Optional fields

Page 13: Introduction to Design Patterns in interaction and graphics.

Satisficing• Satisficing = satisfying + sufficing• Term coined by Herbert Simon in 1957 to describe the behavior

of people in economic and social situations• Relevance to interface design: users do not sit down and

peruse the entirety of a screen to determine which button will bring them closest to their goal

• Instead, they rapidly scan the interface and pick the first object that seems likely to be relevant to their goal

Page 14: Introduction to Design Patterns in interaction and graphics.

Changes in midstream• Users tend to change their minds, sometimes even while in

the middle of doing something. • A user may wish to change their goal (e.g., remove something

from their shopping cart) or switch tasks altogether (e.g., go on Facebook rather than answer TA emails)

• A user may also wish to quit an application and then come back to whatever they were working on • This is called “reentrance”

Page 15: Introduction to Design Patterns in interaction and graphics.

Application: Saved item carts

Page 16: Introduction to Design Patterns in interaction and graphics.

Application: Saved data

Page 17: Introduction to Design Patterns in interaction and graphics.

Spatial memory• When people manipulate objects on a screen, they often find

them again later by remembering where they are, not what they’re named

• Obvious application: Don’t try to organize your users’ desktops, etc. for them

• Trickier application: Menu redesign• Adding a feature is easy• Rearranging existing features is difficult

Page 18: Introduction to Design Patterns in interaction and graphics.

Application: New tab screens

Page 19: Introduction to Design Patterns in interaction and graphics.

Prospective memory• Here is a philosophically interesting pattern: Sending a

message to Future-You• Users engage in prospective memory when they arrange some

way of reminding themselves of something (typically, a task)• Folk example: Tying a string around one’s finger• Real examples: Flagging emails as important, adding comments to

a document, leaving something you need to take with you to work tomorrow morning on top of your shoes

Page 20: Introduction to Design Patterns in interaction and graphics.

Application: Location-aware notes

Page 21: Introduction to Design Patterns in interaction and graphics.

Keyboard only• Switching back and forth between mouse and keyboard can

test expert users’ patience• Applications can be designed to be “driven” completely by the

keyboard• Standard techniques:• Keyboard shortcuts (e.g. CTRL+C, CTRL+V)• Selection from lists, radio buttons, checkboxes, etc. using arrow

keys, Enter, Shift, and CTRL• Tab traversal (using Tab to move keyboard focus)• Dialog boxes with a default button selected

Page 23: Introduction to Design Patterns in interaction and graphics.

Other people’s advice• Humans are social creatures• They enjoy sharing their opinions• See: Tech House Budget meetings

• They also rely on the advice of others when looking to invest in an unfamiliar product

Page 24: Introduction to Design Patterns in interaction and graphics.

Application: Comments

Page 25: Introduction to Design Patterns in interaction and graphics.

GRAPHIC DESIGNRelevant concepts for GUI design

Page 26: Introduction to Design Patterns in interaction and graphics.

Layout• Page layout can be used to manipulate a user’s locus of

attention• You can draw a user’s eye to what is important• This is as much an art as it is a science

Page 27: Introduction to Design Patterns in interaction and graphics.

Visual hierarchy• The most important content on a page should stand out the

most• Just look at this slide: the title is obviously a title, the content

is obviously content• How can this be accomplished? • Whitespace • Font size• Font weight• Contrasting colors• Graphics for emphasis (lines, boxes, etc.)

Page 28: Introduction to Design Patterns in interaction and graphics.

Example: No hierarchy

Dear friends of Technology House: You are invited to Javaspook! Come dance the night away with free baked goods, coffee, and music. Email the social chair if you’d like to tableslip or bring a baked good. Date: October 30 Time: 10:30-??? Where: Tech House Lounge If you need directions, check our website. Please RSVP by October 20. Thanks!

Page 29: Introduction to Design Patterns in interaction and graphics.

Example: With whitespace

Dear friends of Technology House:

You are invited to Javaspook!

Come dance the night away with free baked goods, coffee, and music. Email the social chair if you’d like to tableslip or bring a baked good.

Date: October 30 Time: 10:30-??? Where: Tech House Lounge If you need directions, check our website.

Please RSVP by October 20. Thanks!

Page 30: Introduction to Design Patterns in interaction and graphics.

Example: Properly hierarchized

Dear friends of Technology House:

You are invited to Javaspook! Come dance the night away with free baked goods, coffee, and music. Email the social chair if you’d like to tableslip or bring a

baked good.

Date: October 30 Time: 10:30-??? Where: Tech House Lounge If you need directions, check our website. Please RSVP by October 20. Thanks!

Page 31: Introduction to Design Patterns in interaction and graphics.

Visual flow• Visual flow deals with the path a reader’s eye will tend to take

as they scan the page• This is influenced by visual hierarchy • It is also important to consider scanning patterns • (That’s left->right, then top->bottom for English speakers)

Page 32: Introduction to Design Patterns in interaction and graphics.

Gutenberg rule

Page 33: Introduction to Design Patterns in interaction and graphics.

Application: Eye-tracking

From Eye-tracking studies: more than meets the eye

Page 34: Introduction to Design Patterns in interaction and graphics.

Color• Color can cause an observer to form an immediate, emotional

response• It can also make your UI illegible, so be careful• Always put dark foregrounds against light backgrounds, or vice

versa• Test: desaturate (i.e. convert to greyscale) and see if it’s still

readable)• Never use red/green as a critical color distinction• 1:10 men and 1:100 women are colorblind

• Never put text of one color on a background in a complimentary color (e.g. bright blue text on a bright orange background)

Page 35: Introduction to Design Patterns in interaction and graphics.

The Color wheel• Warm colors connote excitement and

passion• Cool colors connote respectability

and conservativeness• The two can be combined for a

balanced look

Page 36: Introduction to Design Patterns in interaction and graphics.

Compare

See more at the CSS Zen Garden

Page 37: Introduction to Design Patterns in interaction and graphics.

Typography • Fonts (or “typefaces”, if you prefer) visually represent the

voice of your text• Sans-serif fonts tend to work better at small point sizes on

computer displays (for print, serifs are better)• Italicized, cursive, or highly geometric fonts are unreadable at

small sizes• Capital letters are harder to distinguish than lower-cased

letters, so avoid all-caps • Guideline: set large amounts of text in a medium-width

column (~10-12 English words) and do not right-justify narrower columns of text

Page 38: Introduction to Design Patterns in interaction and graphics.

DARK PATTERNSWith great power comes great responsibility.

Page 39: Introduction to Design Patterns in interaction and graphics.

What are dark patterns?• So far, we have discussed patterns in human behavior and

interface design as they relate to improving the user’s experience.

• Some patterns, however, have been developed specifically to take advantage of the user.

• These patterns are called dark patterns. They are typically used by commercial web app designers.

Page 40: Introduction to Design Patterns in interaction and graphics.

Example: Friend spam

Page 41: Introduction to Design Patterns in interaction and graphics.

How “friend spam” works• “Friend spam” typically occurs on social media sites• An app is developed which provides some sort of fun but

meaningless service• In order to use the app, the user implicitly agrees to the (often

obscured) term that the app can publish to their feed• The problem then becomes viral

Page 42: Introduction to Design Patterns in interaction and graphics.

Example: Disguised ads

Page 43: Introduction to Design Patterns in interaction and graphics.

How “disguised ads” work• Softpedia is a website which offers users free software

downloads• On the previous screenshot, what link do you think would

have led to the file you wanted to download? • Hint: It doesn’t have the word “download” in it

Page 44: Introduction to Design Patterns in interaction and graphics.

For more dark patterns• These and other dark patterns can be found on the

Dark Patterns Wiki (not maintained by or affiliated with Brown CS)

• If you can think of any more find a new example of a dark pattern, submit it!


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