The “Rules” of the Game
Web and Multimedia Design Principles, Tips, and Good Habits
Organize Your Thinking
Start by understanding the communication
goals and objectives and/or communication problems to be solved by your design.
You will never be able to achieve your objectives if you do not understand them.
Hierarchy
Feature what's important.
- The more important a thing, the more
prominent it should be; the less important a thing, the less prominent it
should be.
- Establishing the hierarchy of your
information will help to determine the logical organization and presentation
of that information.
- Structure information so that the
user's eye progresses across the screen in the manner that you intend. Ask
yourself how your eye moves across the screen. Where does it start, where
does it stop, where does it stay the longest? Does your eye start, stop, and/or
stay in places that are important?
Clarity is King
Make sure your audience gets the point.
Will they be able to articulate the idea or feeling or objective(s) or call
to action that you intended in the design?
- Avoid ambiguity and communicate with
clarity.
- Be clear about your purpose.
- Ask yourself whether or not your
design elements (or the whole design) are facilitating the user's experience
(and understanding of the point to that experience).
- Do you have design elements that
are conflicting, distracting, and/or detracting from that experience?
Make It Easy
Unless you're designing a game like Myst, you should not challenge the user to figure things out.
- Create an interface and navigational
scheme that is intuitive, easy to use and understand.
- Use imagery and symbols that are
easily understood by your entire audience.
- Use names and labels for buttons
and headers that are descriptive and representative of the content that they
introduce.
- Don't frustrate your audience by
making things difficult to get to, interpret, or find. Don't allow them to
get lost or be unable to "get back" to where they were. Don't force them to
use the "Back" button on the browser.
Cleanliness is Godliness
Avoid clutter.
- Beware of information overload. Don't
overwhelm your user with so much visual or textual information that it becomes
difficult to digest.
- Don't be afraid of negative space.
You do not have to fill every inch of the page with content. Rather, use blank
space or sparse content to your advantage. Such space gives the user room
to breathe, allows the eye to rest and focus on important information, and
provides visual contrast and interest.
- Organize and group your information
into bite-sized chunks.
- Allow information to unfold. Consider
layering your information so that not all of it is presented up front, but
rather unfolds so as to be presented when the user wants it.
- Visual pollution is not a solution.
Are there elements on the page that are simply extraneous? Delete them.
Consistently Be Consistent
Maintain a consistent visual, conceptual,
and mechanical style.
- Keep a coherent and coordinated look
and feel.
- Help the human brain in its quest
for patterns, groupings, and categories by creating logical and consistent
patterns, groupings, and categories.
- Similar things or things performing
similar functions should be presented similarly. Likewise, the same thing
should look and do the same thing, even if presented in a different place.
Contrast and Differentiation
Contrast differing elements to add visual
interest and aid organization.
- As opposed to the rule of consistency
wherein similar things should be presented similarly, different things should
be presented differently.
- Use contrasting typefaces, sizes,
colors, spatial relationships, lines, imagery, media types, etc. in order
to differentiate between design elements.
- If something is different from something
else, make it very different. Things that are somewhat similar (not the same,
not different), conflict. Things that are very different, contrast.
- There is perhaps nothing more visually
interesting than contrast. Without it, things are drab, boring, passive, and
unorganized.
Proximity
Use proximity to group related information.
This increases the overall organization of your design and eliminates scatter
and clutter.
- Relationships are implied by proximity
and distance. Things in close proximity become a single, united visual unit
or cohesive group.
- Group related information by placing
that information in close proximity.
- Don't create relationships between
elements that don't belong together. Separate unrelated information by not
placing that information in close proximity.
Alignment
Establish visual connections through
alignment.
- Items on a page or screen should
not appear as if they were placed there randomly or arbitrarily.
- Align every element on the page with
another element on the page (or according to a specified grid or structure).
- Like proximity, alignment can be
use to create visual groups or units.
- Strong alignments can be broken to
create contrast.
- Avoid center alignments. The center
is the least interesting place you can put a piece of information. Large blocks
of centered text are difficult to read
Balance
Arrange design elements to achieve a
sense of harmony.
- Objects on the screen or page that
are not balanced create a sense of tension or allow certain objects to overpower
others.
- Like a balance beam, balance is achieved
by having elements of equal weight on each side.
- There are three kinds of balance:
formal or symmetrical balance, informal or asymmetrical balance, and radial
balance. Symmetrical balance is achieved by having design elements on one
side being in similar shape, size, color, weight, proportion, texture, etc.
to design elements on the other side. Asymmetrical balance is achieved when
one large item on one side is balanced by several small items on the other.
Radial balance is achieved when items are equally weighted around a center
point.
- Balance is achieved not just by weight
and size, but by value (light items being balanced by dark items), color (hot
colors balanced by cold colors, or one color at the top being balanced by
the same color at the bottom), etc.
Repetition of Design Elements, Repetition
of Design Elements
Create visual interest and unity through
repetition.
- Repeat visual or design elements
again and again throughout your piece.
- Repetition is similar to consistency.
Metaphorically Speaking
Think about how your design might function
metaphorically and use this to help accomplish your communication objectives.
- Pictures, colors, words, music, composition,
animations, etc. have implicit connotations and connections that you can use
to your design advantage.
- Imply what you intend.
Theme
Identify a theme to drive your design.
- A theme is a central, organizing and recurring motif or message. It is the emotional or conceptual essence of what your want to convey.
- Use theme to dictate style. Design concepts should consistentlyt support and convey the theme(s).
Borrow from the Dramatic and Cinematic
Arts
Apply the lessons and principles of
cinema and drama to your multimedia work.
- Use your design to tell a story.
- Have a beginning, a middle, and an
end. Engage your audience, deliver the content that they want, and have a
payoff or call to action in the end.
- Think about how your multimedia piece
can create and/or enhance moods of anticipation, intrigue, conflict, climax,
and resolution.
Don't be a Wimp!
Strong, visually interesting design
requires bold choices.