Animation, like any other facet of the web, mustbedesigned. As web developers, we think about the effects of typography, layout, interaction, and shifting viewports, but when incorporating animation we have another factor to consider: time.
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No designer creates wow work 100% of the time. There’s no question that creating good design takes significant exertion, but generating the wow factor in your work can also be fairly effortless. Many designers follow their intuition during the creative process and incorporate universal symbols and metaphors simply because it “feels right.” Intuition — accessible to all people and most especially useful to those engaged in creative pursuits — guides designers towards solutions that align with a universal knowing.
Adding a universal quality to a logo provides the broadest communicative reach, what almost all identities are intended to accomplish. The intellectual exercise of connecting the dots of “thinking” is not irrelevant in design, of course — particularly when it comes to branding — but by combining the intuitive immediacy of symbols and metaphors with strategic thinking, you integrate essential information that helps your logo stand out and be remembered.
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When someone lands on a page of your site what do you want that person to do? Where do you want them to look? What information do you want your visitors to notice and in what order? Ideally, you want people to see your most important information first and your next most important information second.
You want potential customers to see the copy that will convince them to buy before they see the “Buy Now” button. You want people to be presented with the right information at the right time, and one way to do that is to control the flow of your composition. Compositional flow determines how the eye is led through a design: where it looks first, where it looks next, where the eye pauses, and how long it stays.
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Has a client ever asked you to make the logo bigger? Maybe they asked that just after you completed their request to make a heading bigger. The new heading stands out, but now the logo is too small in comparison and isn’t getting noticed. The clients wants to make the logo bigger.
Of course, now that the logo and heading are bigger, both are going to attract more attention than the main call-to-action button, which will need to be made bigger. And once the button is bigger, the heading is going to start looking small again.
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Frank Lloyd Wright was a century ahead of his time. He was a pioneer, an avant-garde architect who broke free of the traditions of his era. His views on materials, form, function, space and environment define his iconic works. These ideals and principles are still used in architecture today, and his buildings have stood the test of time, remaining relevant even in today’s digital age.
I find a lot of inspiration in Wright’s timeless work. As designers, we’re frequently asked to create digital experiences (especially in software) that will have a lifespan of 5 to 10 years. This is an eternity in “digital” time, and it has made me ponder the future. What kind of devices will people be using in the next few decades? What interaction patterns will we be using in 25 years? 50 years?
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Every element on a web page exerts a visual force that attracts the eye of the viewer. The greater the force, the more the eye is attracted. These forces also appear to act on other elements, imparting a visual direction to their potential movement and suggesting where you should look next.
We refer to this force as visual weight and to the perceived direction of visual forces as visual direction. Both are important concepts to understand if you want to create hierarchy, flow, rhythm and balance in your composition.
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Apple launched the Macintosh personal computer in 1984. It was more user-friendly than other PCs at that time — and, with its desktop publishing software, graphical user interface and mouse (all novel at the time), the Mac was uniquely geared to designers. Compared to what we can create on the computer today, the original Macintosh, with only 128 KB of memory, had limited capabilities. At the time, though, it opened up so many new possibilities.
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Take any new interface design or display technology, and chances are that someone somewhere has already compared it to Minority Report. The 2002 dystopian film, with its see-through screens and gesture-driven interfaces, is remembered more for its futuristic tech than for the insidiousness of the technology — pre-crime prediction — that was its actual focus. It continues to be the standard by which we judge new interfaces.
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Contrast and similarity have different functions. They are used in varying degree and in combination. You’ll always see some of both because neither exists without the other. Changing one means also changing the other.
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An “affordance” is a perceived signal or clue that an object may be used to perform a particular action. A chair sits at around knee height and appears to provide support. It affords sitting. A toothbrush has a handle a little longer than the human palm. It affords gripping.
All of the objects that surround us have affordances: some are explicit (the “Push” sign above a door handle), and others are hidden (a chair could be used to break a window or used as a weapon). The term was first coined by psychologist James G. Gibson, then introduced to human-computer interaction by Donald Norman in his book The Psychology of Everyday Things, required reading for budding industrial and product designers everywhere.
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