Image
& Representation
(material
from: Designing Visual Interfaces
by Mullet and Sano)
Images
are particularly important in three areas:
- identification
- expression
- communication
a
sign
is 'something that stands for someone or something in
some respect or capacity.' It is the product of a 3-way relation
between the representamen
(that which
represents), the object
(that which is represented), and its mental
interpretant (the intelligence doing the substitution)
3
levels
- syntactics - internal structure of the representation
- semantics - relation between the sign and the meaning of
the sign
- pragmatics - effectiveness of the syntax/semantics for a
particular person/community
representation depends on establishing a clear relationship between a
representation and its object
- icon - denotes its object by virtue of its own likeness or
resemblance to the object
- index - refers to the object indirectly, by means of an
association
- symbol - denotes the object by convention alone


Principles:
- Immediacy - should be recognized at a glance without having
to analyze it
- Generality - imagery is normally used to represent a clas
of objects, not a particular instance - abstraction creates generality
- Cohesiveness - as in the previous week, images are not
viewed in isolation but as part of an overall system - shared
components and individual components
- Characterization - function by focusing on essential
characteristics
- Communicability - interpretation depends on the creator and
viewer sharing a common environment (physical, cultural, conceptual)
Common
Errors:
-
misleading syntax - what do these tell me?

answer:
takeoffs and landings (plane viewed from the top,
arrow viewed from the side)
-
poorly integrated structure

if you need to think about the image and especially if you have to
break the image into pieces to understand it, then it doesnt work
a
what does this mean?
b images that differ in just
the direction of an arrow are hard to parse
-
dominant secondary elements - While its good to have a certain amount
of regularity, those regular
elements should not be the focus of the images

-
using type as image

-
using images for abstract concepts

hard
to find appropriate images for abstract concepts
a - here is where baloon help is really useful to try and put some text
on the screen to ID these icons
b - boomerang for 'no-op'?
c - does the stairway suggest sort ascending and sort descending
d - step through a macro?
-
images based on obscure allusions

a
- master task list (stove icon, things you want to do someday but
arent schedued for a particular day - on the back burner)
b - magnet movies an entry from one page to another in an appointment
book, axe tool breaks links established by the anchor tool, footprints
are backtrack
c - label looks more like a price tag, scrolled text?
-
culture or langauge dependencies

a-
defaults, screen dump, C-shell, hello world
b - DOS icon is an image of the original IBM PC - remember those
c - debugger
d - (apple for the teacher?)
e - spelling
f - back burner
g - drag on
-
offensive or suggestive imagery

a
- kill icon from next-step
d - gestures are culturally based, gun for killing tasks
Techniques:
- selecting the right vehicle
- refinement through progressive abstraction
- coordination to ensure visual consistency
Selection
- if the concept is a concrete, familiar
object or a tangible, externally obvious state, use an iconic sign
- if the concept will be used repeatedly
throughout an application or environment, consider establishing a
conventional symbolic or indexical sign, especially if an existing sign
can be borrowed from the 'real' world'
- in most other cases - and particularly when the concept is an
abstract process or a subtle transition between
states - a textual label should be used
- avoid the mixing of purely textual,
iconic and indexical or symbolic signs
Refinement
- determine the appropriate level of abstraction based on the
subject matter, audience, and display
resolution
- begin with an image seen from the viewpoint including the
most characteristic contours
- use the trace overly technique to rapidly develop a series
of drawings derived from the original image. Omit details until only
the most essential or characteristic elements remain. Experiment with
different combinations of elements to identify those that best
characterize the object
- simplify complex shapes into regular geometric forms.
- eliminate contour information that is not required for
recognition of the object. Experiment with negative space to suggest
contours.
Coordination
- begin with sketches of the full set of images
- use a similar point of view and type of
perspective for each image. Determine the predominant viewpoint and
redraw any divergent images from the new perspective
- use a similar form of representation and level of
abstraction (i.e. dont combine icons with symbols)
- use a consistent size, orientation, layout, color, and
overall visual weight for each image. Use a layout grid to help insure
consistent internal structure across images
- wherever
possible, use the same elements - including line
weights, curvatures, textures, and forms - throughout the image
set.
So
here is another in-class experience. Lets take a look at the current
KDE Desktop Preferences icons.
Your group should rate each of these icons on a scale from 1 (low) to
10 (high) and then pick 5 of your least favourite icons and come up
with improved versions by the end of class.
and here are the
results showing hte min | average | and max score:
Last term we took a look at the
icons for KDE 3.4:





last
updated 3/30/2008