Thursday, 19 September 2013

‘I love Comic Sans’


And so to hear Bruno Maag speak at London Design Week’s Sound and Type lecture in the glamorous environs of the Soho Hotel Screening Room.

His opening statement, that he ‘loves Comic Sans’, drew a predictable hiss of outrage from the designers and typographers in audience, but the point Bruno made is that Comic Sans is completely appropriate for its original purpose, comic book style lettering for speech bubbles in the programs MS Bob and MovieMaker

Comic Sans has a characterful letterform that connects, perfect for supporting letter recognition in early learning (and useful for dyslexics too).

So how do you engage audiences visually and emotionally with your brand? What are the essential elements that make your brand unique? How do you create bespoke tools that set your brand apart?

The challenge presented to branding in the global marketplace is maintaining the brand look and feel across all touchpoints in all markets.

Think ‘international’, and designers reach for their tried and trusted sans serifs, but where’s the emotional connection in the international style?

Remember that the ‘modern’ typeface Helvetica was cut in the 1950’s (itself based on the grotesque faces of the late Victorian 1900’s), putting Helvetica well into middle-age.

Instead, make an informed choice of typeface, one that expresses your brand values and connects visually and emotionally with your audience, a typeface that can be placed right at the heart of your brand.

Global companies, such as HP, see investment in a bespoke typeface as a key part of supporting their brand experience worldwide.

But relying on the Western European character set no longer cuts it. Fonts need to accommodate Arabic, Chinese, Cyrillic, Greek, Indian and Thai characters.

Designing a font for the Chinese market means creating 27,500 glyphs alone and can take up to two years.

And that’s before you take into account Hong Kong and Taiwanese Chinese.

Font design is a major investment, but the recognition value that an appropriate font brings to a brand makes it arguably worthwhile.

Just don’t use Comic Sans unless you’re designing a comic.

Wednesday, 17 October 2012

The Big Draw 2012

At the V&A for The Big Draw, I attended one of the seminars given by Heatherwick Studios.

The main theme was about the importance of sketching in order to structure your design thinking.

Guggenheim Bilbao - Frank Gehry
Quick sketches made with your client on site are a great visual shorthand that can be developed later in the studio. The challenge is to keep the energy of those initial sketches as the design goes through various iterations and refinement on drawing boards, computer and CAD systems.

Sketching elevations and floorplans, page layouts or wireframes conveys much information that would be lost if the same information was provided as a narrative. Sketches are easier for both the layman and expert to interpret and so understand the vision of the designer.

East Beach Cafe - Heatherwick Studio

And with the increasing number of competitions and awards that require a story arc, anecdotally, many designers are going back at the end of a project to retrospectively create that all important ‘back of the napkin’ sketch that inspired the project in the first place (with apologies to Renzo Piano).

The Shard - Renzo Piano

Now, where did I put my pencil…

Monday, 23 July 2012

Olympic User Experience and Design

A great piece from the BBC's Nick Haley on the design thinking that has gone into delivering the BBC Olympic project across desktop, tablet, mobile and connected TV.

18 months in development, the design needed to accommodate the core sports audience as well as those who only become interested at big sporting events. The content structure builds on the design language already established by the BBC's UX team, but adds extra layers of detail as you drill down.

Extensive user testing was used to help the BBC team understand how people wanted to interact with the Olympics and to refine the placing of key information.

Illustrated with some initial post-it note sitemaps development sketches, this is a great case study for students of UX design.

Monday, 26 March 2012

camelCase

I’m seeing a lot of camelCase word structures at the moment.

camelCase, also known as ‘medial capitals’ in the OED, is the practice of writing compound words or phrases in which the words are joined without spaces.

The practice is known by many other names, the most common of which is Pascal case for upper camel case.

In UpperCamelCase, each element’s initial letter is capitalized within the compound and the first letter either upper case – as in ‘BlackRock’, ‘MasterCard’ or ‘PowerPoint’, or left as lower camelCase – as in easyJet’ or ‘iPod’.

An early systematic use of medial capitals is the standard notation for chemical formulae, such as NaCl (Sodium Chloride), that has been widely used since the 19th century.

In the 1970s, medial capitals became an alternative (and often standard) identifier naming convention for several programming languages.

Computer programmers often need to write descriptive (hence multi-word) identifiers, like ‘end of file’ or ‘char table’, in order to improve the readability of their code.

It was only in the late 1960s that the widespread adoption of the ASCII character set made both lower case and the underscore character ‘_’ universally available. Some languages, notably C, promptly adopted underscores as word separators (‘end_of_file’) however, some languages and programmers chose to avoid underscores, among other reasons to prevent confusing them with whitespace, and adopted camel case instead (‘endOfFile’).

One theory for the origin of the camelCase convention holds that C programmers and hackers simply found it more convenient than the standard underscore-based style.

Another account claims that the camelCase style first became popular at Xerox PARC. The PARC Mesa Language Manual (1979) included a coding standard with specific rules for Upper- and lower camelCase that was strictly followed by the Mesa libraries and the Alto operating system.

Since the 1980s, it has become increasingly fashionable in marketing for names of technology products (BlackBerry, YouTube), merged companies (PricewaterhouseCoopers, ExxonMobile, GlaxoSmithkline) and for naming your avatar in online gaming (SpongeBobSquarePants anyone?). However, camelCase is rarely used in formal written English and most style guides recommend against its use.

Friday, 16 March 2012

iPhone screen layout

In developing smartphone screen interfaces, the challenge is to fit the core feature set into the vertical screen area. Make the buttons too big and you need to lose some content. Too small and the interface is frustrating to use. But if size matters, how small is too small?

In the case of the iPhone screen (480x320 pixels), the structure of the vertical interface is established using a 44 pixel grid. This establishes the minimum size for a tap target on an iPhone, like a button or a list item, at 44 pixels – about the size of a fingertip touching the screen. By building the standard controls in proportion to that measure, apps can be developed for handheld devices that are actually built for hands, using finger-sized units.

That doesn’t mean that the button graphics have to be 44 pixels high. Instead, whilst a button graphic may be visually smaller, nominally within a 20x20 pixel box, the graphic sits within an active 44 pixel ‘tap area’ that extends beyond the button edges. That way, if touching slightly above and below, or to the left and right of a button, the tap is still registered by the button footprint.



At least one dimension of Apples’ standard controls always fits to this 44 pixel measurement. For example, although the QUERTY keyboard buttons are as narrow as 30 pixels, they still retain the 44 pixel height.

Rows of buttons are then fitted into multiples of 44 pixels. For example, the iPhone home screen organises buttons into rows 88 pixels deep.

Using multiples of 44 provides a natural rhythm in proportion to your fingers and helps establish the look and feel of your interface in harmony with other iPhone apps.

Wednesday, 7 March 2012

A periodic table of visualisation methods

© Ralph Lengler & Martin J Eppler


Like the London tube map, the periodic table is frequently used as a structure for classifying other collections.

This classification of visualisation methods works surprisingly well and displays some useful visual examples on rollover.

Visualising data III

A Structural Model for Choosing Visualisation Formats
In my previous posts on Visualising Data  and Practical Steps for Good Visualisation, I defined good data visualisation as something that can help researchers and other users to explore datasets and identify patterns, associations and trends, and also to communicate that understanding to others.

There are three different aspects to the way that visualisations can be used to communicate, so the final format of your visualisation should be informed by where it sits in the visualisation space (adapted from work by MacEachren on how people use maps):
  • Communication or understanding: Is the visualisation presenting/communicating known information to an audience, or revealing unknown trends?
  • Interaction: How is the user able to interact with the visualisation?
  • Audience: Is the visualisation intended for public dissemination (eg, to a general audience), or private use (eg, by more technical audience)
After MacEachren (1994)
The diagram above shows these three aspects plotted in a three-dimensional cube, which shows how different types of visualisation can be classified by the way that they are used.

For example, visualisations that lie in the furthest-top-right corner are those that are primarily intended to communicate information to a general audience in a non-interactive way, such as presenting performance data to citizens using printed (or PDF) reports. Visualisations in the lower-bottom-left corner are those that are designed for specialists to actively explore and analyse information, such as using spreadsheet data to identify patterns.

Know who your audience are and what the message is that you want to convey, and design your visualisation accordingly.