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'Programming/UI & UX Design'에 해당되는 글 6건

  1. 2017.12.29
    (UX Basic) The UX Process
  2. 2017.12.28
    (UX Basic) Roles in User Experience
  3. 2017.12.28
    (UX Basic) UX Core Concepts and Terminology
  4. 2017.12.25
    (Design Basic) The Fundamental Gestalt Principles - Understanding Perception
  5. 2017.12.25
    (Design Basic) Color
  6. 2017.12.25
    (Design Basic) Typography

Copyright

이 모든 내용은 Pluralsight에 Amber Israelsen가 올린 'User Experience: The Big Picture'라는 강의의 5~10챕터를 듣고 정리한 것입니다(https://app.pluralsight.com/library/courses/ux-big-picture/table-of-contents). 강의 원작자분께 게시허가도 받았습니다.


Content

1. UX Core Concepts and Terminology

2. Roles in User Experience

3. The UX Process


The UX Process

1. Company and industry research

2. User research

3. Information architecture

4. Wireframing

5. Visual design

6. Usability testing



The UX Process : Company and Industry Research


Brand

Represents the intellectual and emotional associations that people make with a company, product, or person. Brand is something that actually lies within each of us. Brand is not just a logo or a color scheme, it's what people think and feel when they hear a company name or see their products.


"A positive user experience has a direct correlation to positive brand perception." - Steve Baty


Questions to Help with Brand Identity

What is your business about?

Who are your customers?

What problem do you solve?

Is there a unique story behind your business?

What are five adjectives or phrases that describe your desired brand?


Culture

The beliefs and behaviors that determine how a company's employees and management interact and handle business transactions, Often implied, not expressly defined.


Questions to Help with Culture

How do employees act at work?

What are common behaviors(both good and bad)?

What does this job/company mean to employees?

Would employees go somewhere else if they could?


Reputation

Collective judgments of a company based on assessments of financial, social and environmental impacts.


"It takes 20 years to build a reputation and 5 minutes to ruin it. If you think about that, you'll do things differently." - Warren Buffet


10 Components of Company Reputation

Ethical, Employees/workplace, Financial performance, Leadership, Management

Social responsibility, Customer focus, Quality, Reliability, Emotional appeal


Industry News

Resource : MarketWatch, Bloomberg, IndustryWeek


Competitors

How is our competitors and what are thy doing right now?


Questions to Ask about Competitors

Who are our three main competitors(direct or indirect)?

How do we set ourselves apart form our competitors?

What do we like and dislike about their brand and experience?


How Business Is Run



The UX Process : User Research (critical!)


User Research

Focuses on understanding user behaviors, needs, and motivations through observation techniques, task analysis, and other feedback methodologies.


User Research Methods

Interviews(asking), Contextual interview(observing), Persona, Focus groups, Surveys, Card sorting, Wireframes, Prototyping, Usability Testing, A/B Testing


User Research is critical

Reason 1. Keeps you from building the wrong product

Reason 2. Removes assumptions from the design process

Reason 3. Users will appreciate for Research, and be able to use it



The UX Process : Information Architecture


Information Architecture

The structural design of shared information environments; the art and science of organizing and labeling websites, intranets, online communities and software to support usability and findability.


Five Activities of Defining Information Architecture

1. Inventory all the content  

2. Conduct a content audit

Analyse the existing content and ask:

Can we remove or consolidate?

What content is good and working well?

What is missing?

3. Design the new architecture

4. Test the new architecture with users

5. Iterate



The UX Process : Wireframing


Wireframe

A visualization tool for presenting proposed functions, structure and content of a web pare or website.


Benefits of Low-Fidelity Wireframing

Get your ideas down

Solidify a rough concept

Quick, easy, cheap


Benefits of High-Fidelity Wireframing

Add more detail and substance

More realistic

Can be used to build an actual visual design

Easier for clients to grasp what the end product will look like    


Action Callouts

User Flow


Popular Tools for Digital Wireframing

Balsamiq, InVision, Omnigraffle, Patternry, Sketch, Axure, UXPin


General Rules for Creating Wireframes

Keep them practical and usable

- Don't be too worried about tidiness and perfection


Iterate, iterate, iterate

- Don't be afraid to throw things away and start over



The UX Process : Visual Design


Visual Design

Focuses on the aesthetics of a site and its related materials by strategically implementing images, colors, fonts, and other elements


Elements of Visual Design

Line

used to connect two points, to divide sections of page, to create texture, and provide direction on a page

Shape

used to group information or call attention to certain elements on a page, or to compose other objects

Color

differentiate items, create depth, add emphasis or organize related content. It can also be used to affect mood

Texture

Texture is how a surface feels or is perceived to feel based on a digital representation. You can use this in visual design to add interest or attract attention to a particular element

Typography

Fonts


Principles of Design (see link also)

Alignment, Contrast, Visual Hierarchy, Proximity, Layouts, Whitespace, Consistency



The UX Process : Usability Testing


Usability Testing

A technique used in user-centered interaction design to evaluate a product by testing it on users


Benefits of Usability Testing

Determine if users can successfully complete tasks, and how long it takes to complete them

Measure satisfaction with the site

Identify changes necessary to improve satisfaction

Analyze performance of the system


Questions

How wold you rate the overall user experience of the system? - 6.2

How intuitive/helpful is the navigation? - 4.4

How easy is the text to read (style and size)? - 8.1


eye-tracking results


Conducting Usability Testing

1. Create test plan (step-by-step instructions of what users to do, e.g., Find nutritional information for the bacon breakfast sandwich)

2. Set up environment (lab, eye tracking, mirror, desktop sharing, or get results from users later)

3. Identify users (3~10 users)

4. Conduct tests (get step-by-step thinking of user)

5. Summarize results


Heuristic

A rule of thumb, simplification, or educated guess that reduces or limits the search for solutions in domains that are difficult and poorly under stood.


10 Usability Heuristics for User Interface Design

1. Visibility of system status

The system should always keep users informed about what is going on, through appropriate feedback within reasonable time. e.g., Logged in Name, Progress view

2. Match between system and the real world

The system should speak the users' language, with words, phrases and concepts familiar to the user, rather than system-oriented terms. Follow real-world conventions, making information appear in a natural and logical order. e.g., Decline X, Nope O

3. User control and freedom

Users often choose system functions by mistake and will need a clearly marked "emergency exit" to leave the unwanted state without having to go through and extended dialogue. Support undo and redo. e.g., Back button, Ctrl + z, Home>South Pacific>New Zealand> Wanaka (buttons to go back to each stage)

4. Consistency and standards

Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions.

5. Error prevention

Even better than good error message is a careful design which prevents a problem from occurring in the first place. Either eliminate error-prone conditions or check for them and present users with a confirmation option before they commit to the action.  e.g., warning sign, 자동 문자열 검색 리스트

6. Recognition rather than recall

Minimize the user's memory load by making objects, actions, and options visible. The user should not have to remember information form one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate. e.g., preview of a font list font, VS IntelliSense

7. Flexibility and efficiency of use

Accelerators(unseen by the novice user) may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions. e.g., keyboard shortcuts, save billing information, 

8. Aesthetic and minimalist design

Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility.

9. Help users recognize, diagnose, and recover form errors

Error messages should be expressed in plain language(no codes), precisely indicate the problem, and constructively suggest a solution.

10, Help and documentation

Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation. Any such information should be easy to search, focused on the user's task, list concrete steps to be carried out, and not be too large. e.g., Card Security Code with Question mark, Explanation of why Free trial need credit card



The UX Process : Iterate, Iterate, Iterate!!



Summary (생략)


Course Summary (생략)



Additional Tips and Resources

Phrases to live by - "Will this benefit the user?", "Let's ask our users"


Make friends with people on UX team OR become the UX team-of-one


Modify the process to work for your situation


Resource

Creating User Experiences: Fundamental Design Principles - Billy Hollis, Pluralsight

Hacking the User Experience / UX for Developers - Keith Harvey, Pluralsight

User Experience Tips and Tricks for Developers - Amber Israelsen, Pluralsight

uxmag.com

blog.usabilla.com

usabilitygeek.com

nngroup.com

uxpa.org

usability.gov

goodui.org



출처

이 모든 내용은 Pluralsight에 Amber Israelsen가 올린 'User Experience: The Big Picture'라는 강의의  5~10챕터를 듣고 정리한 것입니다(https://app.pluralsight.com/library/courses/ux-big-picture/table-of-contents). 제가 정리한 것보다 더 많은 내용과 Demo를 포함하고 있으며 최종 Summary는 생략하겠습니다. Microsoft 지원을 통해 한달간 무료로 Pluralsight의 강의를 들으실 수도 있습니다.

AND

Copyright

이 모든 내용은 Pluralsight에 Amber Israelsen가 올린 'User Experience: The Big Picture'라는 강의의 네번째 챕터를 듣고 정리한 것입니다(https://app.pluralsight.com/library/courses/ux-big-picture/table-of-contents). 강의 원작자분께 게시허가도 받았습니다.


Content

1. UX Core Concepts and Terminology

2. Roles in User Experience

3. The UX Process


Common Roles in UX


User Researcher : Champion for the user

Responsibilities

     Conduct user interviews, Research market data, Gather findings, Design studies, Conduct usability and A/B testing

Deliverables

User personas, Usability test result, Investigative user studies, Interview results

Tools

Microphones, Cameras, Documents, Paper


"Based on our research, a typical user will...."


Information Architect : The navigator and organizer

Responsibilities

Conduct a content inventory, Card sorting, Create navigation and hierarchy(including labels), Data modeling, Create a sitemap

Deliverables

Content inventory, Card sorting results, Wireframes, Labeling system, Sitemap

Tools

Paper/whiteboard, Omnigraffle, Axure, MindManager, XMind, Treejack, OptimalSort


"Our content should be organized in a way that helps the user to..."


Interaction Designer : The animator

Responsibilities

Create storyboards, Create wireframes and prototypes of key interactions

Deliverables

Wireframes, Prototypes

Tools

Paper/whiteboard, Balsamiq, InVision, Omnigraffle, Patternry, Sketch, Axure, UXPin


"The Button should change to dart gray for 500 milliseconds when the user clicks it..."


Visual/Graphic Designer : Pixel pusher

Responsibilities

Create icons, controls and visual elements for UI, Utilize different kinds of typography, Create and apply styles, Create and enforce brand principles

Deliverables

Mockups, Style guide, Graphic files(PNGs, JPGs, etc)

Tools

Photoshop, Illustrator, Sketch

"That button needs to move a couple pixels to the left..."

Front/Back-End Developer : Coder

Responsibilities

Write code to turn the graphic designer's static design into a working, interactive experience

Deliverables

Working, functional code (e.g., web pages)

Tools

HTML, CSS, JavaScript


"The JavaScript code will make the interface transitions smooth..."

Project Manager : Holds it all together

Responsibilities

Oversee team and project from start to finish, Communicate with business stakeholders, Translate between business and UX team, Manage resources, budget and risks

Deliverables

Final product, Project plan, Status updates, Various

Tools

Project management software(like Microsoft Project), Documents


"That new feature will extend the delivery deadline by two weeks..."



Summary (생략)


출처

이 모든 내용은 Pluralsight에 Amber Israelsen가 올린 'User Experience: The Big Picture'라는 강의의 네번째 챕터를 듣고 정리한 것입니다(https://app.pluralsight.com/library/courses/ux-big-picture/table-of-contents). 제가 정리한 것보다 더 많은 내용과 Demo를 포함하고 있으며 최종 Summary는 생략하겠습니다. Microsoft 지원을 통해 한달간 무료로 Pluralsight의 강의를 들으실 수도 있습니다.

AND

Copyright

이 모든 내용은 Pluralsight에 Amber Israelsen가 올린 'User Experience: The Big Picture'라는 강의의 세번째 챕터를 듣고 정리한 것입니다(https://app.pluralsight.com/library/courses/ux-big-picture/table-of-contents). 강의 원작자분께 게시허가도 받았습니다.


Content

1. UX Core Concepts and Terminology

2. Roles in User Experience

3. The UX Process


Outline

User Experience

The UX Umbrella

Useful

Usable

User interface

Graphic/visual design

User research

Human-computer interaction(HCI)

Interaction design

Content strategy

Information architecture

Usability testing




User Experience

Encompasses all aspects of the end user's interaction with the company, its services, and its products

UX는 기술, 디자인, 사업모델 모두에 포함되는 영역이다.



The UX Umbrella

Visual Design

Information Architecture

Interaction Design

Usability

User Research

Content Strategy



So What Makes a Great User Experience?

Value (Is it useful?)

Usability (Is it easy to use?)

Adoptability (Is is easy to start using?)

Desirability (Is it fun and engaging?)



Useful : A useful feature or tool allows users to "do things"; it fulfills a need.


Usable : A measure of how easy or hard it is to do something.


User Interface(UI)

The means by which a user and computer system interact, in particular the use of input devices and software.

Pages, menus, images, icons, buttons, mouse, touch screen etc


Visual/Graphic Design

Focuses on the aesthetics of a site and its related materials by strategically implementing images, colors, fonts, and other elements.


User Research

Focuses on understanding user behaviors, needs, and motivations through observation techniques, task analysis, and other feedback methodologies.


Human-Computer Interaction (HCI)

The study of how people interact with computers and to what extent computers are or are not developed for successful interaction with human beings.


Interaction Design

The practice of designing interactive digital products, environments, systems, and services; behavior is the primary focus.


Interaction with the Interface

What can a user do to interact with the interface (e.g., mouse, finger, stylus)?

What commands con the user issue (e.g., keyboard shortcuts)?


Behavior Clues

How does the appearance change to give the user a clue about its behavior (e.g., color, shape, size)?

How do you let users know something is about to happen (e.g., labels, instructions)?


Error Messages

How do you prevent errors? (e.g., gray out a button)

Is an error happens, how does the user know what happened and how to recover?


System Feedback

What sort of feedback should the user get when they take some action (e.g., confirmation message)?

How fast should the feedback be?


Content Strategy

The planning, development, and management of content - written or in other media.


Information Architecture

The structural design of shared information environments; the art and science of organizing and labeling websites, intranets, online communities and software to support usability and findability.


Card Sorting

1. Gather all information as a card

2. Categorize

3. Confirm Labels


Usability Testing

A technique used in user-centered interaction design to evaluate a product by testing it on users.



Summary (생략)


출처

이 모든 내용은 Pluralsight에 Amber Israelsen가 올린 'User Experience: The Big Picture'라는 강의의 세번째 챕터를 듣고 정리한 것입니다(https://app.pluralsight.com/library/courses/ux-big-picture/table-of-contents). 제가 정리한 것보다 더 많은 내용과 Demo를 포함하고 있으며 최종 Summary는 생략하겠습니다. Microsoft 지원을 통해 한달간 무료로 Pluralsight의 강의를 들으실 수도 있습니다.

AND

Copyright

이 모든 내용은 Pluralsight에 Jason Roberts가 올린 'An Introduction to Design'라는 강의의 네번째 챕터를 듣고 정리한 것입니다(https://app.pluralsight.com/library/courses/design-introduction/table-of-contents).



Outline
Proximity
Similarity
Figure-Ground
Symmetry
Closure
Common Fate
Uniform Connectedness
Good Continuation



The Principle of Proximity
Things that are closer to each other seem related 
가까이 있는 것들을 묶어서 인식한다, 설령 모양이 다르더라도 뭉친것을 연관된 것으로 인식한다.


The Principle of Similarity
Things that have similarities seem related (모양, 크기, 색상에 따라 같은것들을 묶어 인식한다.)


The Principle of Figure-Ground
Things stand out from the background

오른쪽 이미지는 어떤 부분을 물체로 인식하느냐에 따라 다른 부분은 background가 된다.


The Principle of Symmetry
Two symmetrical halves appear as one
우리는 아래 사진을 6개의 괄호들로 인식하지 않고 3개의 괄호묶음으로 인식한다.



The Principle of Closure
Filling in the blanks
연속선상에 있다고 느껴지는 부분을 채워 전체를 인식하거나, 오타를 스스로 메우고 읽는다.

The Principle of Common Fate
Things moving in the same direction seem related

The Principle of Uniform Connectedness
Visually connected things seem related


줄로 잇거나 박스로 묶으면 연관되어보인다. (그 전에는 Similarity로 인해 네모와 세모가 더 연관되어 보였다.)



The Principle of Good Continuation
Things on a line or curve seem related
물체들이 줄지어 서있으면 설령 무언가에 의해 일부가 가려지더라도 우리는 그것들을 하나의 연결된 줄로 인식한다.
가장 흔한 예시로는 문장이 그러하다. (이 문장들은 한 줄로 인식되어 개별 글자가 위아래로 섞여 읽히지 않는다)


The Interplay of Principles(생략)
Principles can be competing with each other or supporting with each other



Summary (생략)


출처

이 모든 내용은 Pluralsight에 Jason Roberts가 올린 'An Introduction to Design'라는 강의의 네번째 챕터를 듣고 정리한 것입니다(https://app.pluralsight.com/library/courses/design-introduction/table-of-contents). 제가 정리한 것보다 더 많은 내용과 Demo를 포함하고 있으며 최종 Summary는 생략하겠습니다. Microsoft 지원을 통해 한달간 무료로 Pluralsight의 강의를 들으실 수도 있습니다.


'Programming > UI & UX Design' 카테고리의 다른 글

(UX Basic) The UX Process  (0) 2017.12.29
(UX Basic) Roles in User Experience  (0) 2017.12.28
(UX Basic) UX Core Concepts and Terminology  (0) 2017.12.28
(Design Basic) Color  (0) 2017.12.25
(Design Basic) Typography  (0) 2017.12.25
AND

Copyright

이 모든 내용은 Pluralsight에 Jason Roberts가 올린 'An Introduction to Design'라는 강의의 세번째 챕터를 듣고 정리한 것입니다(https://app.pluralsight.com/library/courses/design-introduction/table-of-contents).


Content

1. Typography

2. Color

3. The Fundamental Gestalt Principles

4. Layout and Organization Principles


Outline

Basic science

Color models

Meaning of colors

Color schemes

Inspiration



The Science of Light, Sight, and Color

The Electromagnetic Spectrum is a range that contains all the frequencies of electromagnetic radiation.

These frequencies ranges

Radio - Microwave - Infrared - Visible Light - Ultraviolet - X-ray - Gamma ray

(long wavelength radiation)                    (high frequency, short wavelength radiation)


Human Sight is a combination of the eye and brain working together. Electromagnetic radiation some of which is in the visible spectrum enters the eye. Within the eye there are different types of receptor cells each of which responds to different parts of the visible spectrum(Roughly these correspond to red, green, and blue light). The eye sends information to the brain that processes this information and results in the perception of color. Strictly speaking the visible spectrum of electromagnetic radiation doesn't contain colors. Color is our perception of those wavelengths. We perceive colors differently but we share the same basic mapping model.



Two systems of color

1. Subtractive color : Start with white light then subtract colors from it to give us the final color

eg. black text on a page reflects nothing from sunlight, it subtracts all the colors

2. Additive color : Start with black and adds different wavelengths of light to it to create colors

eg. The screen is in use each pixel emits light in different combinations of red, green, and blue



Color Models

Color models are ways of representing colors based on numeric values.


The RGB color model represents a given color using three values(Red, Green, Blue)

eg. 255, 255, 0 == Yellow, 0, 0, 0 == Black, 255, 255, 255 == Wight


The CMYK model is a subtractive color model used for color printing.

The four components are Cyan, Magenta, Yellow and the K(effectively means Black)

eg. Red=(Cyan 0,Magenta 100,Yellow 100,K 0), Blue=(100,100,0,0), Yellow=(0,0,100,0), Black=(0,0,0,100), White=(0,0,0,0)



Color and Meaning (Western point of view)


Red : a highly sensual color, tempting and suggestive, danger of blood. It attracts attention more than any other color


The family of reds includes both pale and bright pinks, the red of house bricks and deep reds

Brightest form red represent passionate, hot, sexy, exciting, strong, seductive, aggressive and dangerous


Green : color of nature, relaxing and calming


The green include the citrusy limes, the military olives, the protective turquoise, the sophisticated table 


Harmonious, natural, fresh, lush, agreeable, relaxing, calming



Blue : color of quiet coolness, stillness, tranquility, constancy, sadness, loyalty and dependability

The blues include the electrical bright blues, serious strong deep dart blue


The lighter and sky blues are spacious, peaceful, open, cool, pure, clean, faithful





Orange : enthusiasm and energy, sunset and fire, food and appetites, sharpen mental activity

The oranges include the soft and intimate peaches, spicy fiery gingers


Its brighter more vibrant forms are energizing, dynamic, stimulating, juicy, fun, hot, happy, playful



Purple : mysterious and magical. Purple is a combination of reds and blues but it's more than the sum of its parts

it's a relatively rare color in nature

The Purple include the romantic and calming lavenders, royal opulent deep, deep purples


Spiritual, cerebral, mysterious, meditative, transcendental




Yellow : the color of light, friendly and enlightening


The yellow include the mellow ambers, golden yellows


The brighter yellows are hot, joyous, energetic, extroverted, youthful, vibrant, hopeful





Brown : wholesome and rustic, working the land ,nature past times(hiking and camping), appetite(coffees, chocolate, cigar)

The Browns include the tans, chocolate browns


Balanced, homely, secure, enduring, natural, solid






Black and White : true polar opposites, night and day, fianl simple truth, the simplicity, timeless combination

White is pure, simple, innocent, clean, untouched

Black is strong, sober, heavy, sophisticated, and classy


Cultural Color Differences

eg Red

USA : heat, passion

Mexico, Africa : death

Argentina : craftsmanship

Netherlands : nature

Armenia : communism

China : luck

Thailand : Buddhism


Green : Universally accepted as nature



Color Schemes

Monochromatic scheme : Uses different shades of the same color

Balanced and appealing, but not much color contrast


Analogous scheme : Uses colors that are close to each other on the color wheel

In the Analogous scheme usually stick to all cool or all warm colors


Complementary scheme : provides maximum contrast

In this scheme we can use the main color as the dominant color and its complimentary color for accents

Hard to balance but maximum attention


Triadic scheme : three colors equally spaced around the color wheel

Good color contrast and some harmonry


#색을 옅게해서 contrast를 줄일 수 있다.



Taking Inspiration form the Real World




Summary (생략)


출처

이 모든 내용은 Pluralsight에 Jason Roberts가 올린 'An Introduction to Design'라는 강의의 세번째 챕터를 듣고 정리한 것입니다(https://app.pluralsight.com/library/courses/design-introduction/table-of-contents). 제가 정리한 것보다 더 많은 내용과 Demo를 포함하고 있으며 최종 Summary는 생략하겠습니다. Microsoft 지원을 통해 한달간 무료로 Pluralsight의 강의를 들으실 수도 있습니다.

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Copyright

이 모든 내용은 Pluralsight에 Jason Roberts가 올린 'An Introduction to Design'라는 강의의 두번째 챕터를 듣고 정리한 것입니다(https://app.pluralsight.com/library/courses/design-introduction/table-of-contents).


Content

1. Typography

2. Color

3. The Fundamental Gestalt Principles

4. Layout and Organization Principles


Outline

Brief History

Fonts, typefaces, and families

Basic anatomy and nomenclature of type

Categories of typefaces

Legibility and readability

Better typography



What is Typography?

The style and appearance of printed matter

The art or procedure of arranging type or processing data and printing from it   - Oxford Dictionary


eg. Arranging Type

Typeface(서채) choice : 상황에 맞는 서채의 선택

Size of the type : 가독성과 미적인 요소, 전반적인 디자인에 영향

Leading : how much space between lines of text

Tracking : the space between letters

Measure : the length of the lines of text

Hierarchy : visual Hierarchy helps to create a sense of order and helps separate sections of text

Context : 책 페이지의 텍스트 배열은 길가의 텍스트 배열과 다르다.

Aesthetics : arrangement에 따른 전반적인 미학도 고려되어야 한다.



A Brief History of Typography


1000-2000 BCE : 그리스에서 발견된 도기조각에 찍힌 문자들 (최초의 폰트)

c. 1450 CE : Johannes Gutenberg의 유럽 최초의 활자기 => the Gutenberg Bible 

c. 1870 CE : Hansen Writing Ball (1865, the Reverend Erasmus Mundus Hansen in Denmark) : 최초의 상업용 타자기

today : with personal computers access to thousands of fonts and high quality printers

everyone with basic device considered amateur typographers



Typeface or Font?

Typeface : something that's created by a type designer. Times New Roman, Sego UI, Heretica are a typeface.

The way it looks(Design thing, referring to how the letter look, the curves and the lines)

Font : the implementation or delivery mechanism of the typeface



Typeface Families

A typeface can exist on its own or it might exist as part of a family

All of the individual typefaces within the family are stylistically related to one another (Style)


eg. Segoe UI Family consists of a number of typefaces(Segoe UI, Segoe UI - Light, Semilight, Semibold -)


There's plenty more alternative styles of typeface that may often form part of a family such as additional variations on weight/boldness/italic/letter width/condensed styles with narrower letters/combination



Basic Anatomy of Type

Baseline : an imaginary line on top of which the characters sit.

x-height : the distance from the baseline to the top of the lowercase letters

The x-height is typically the height of the lowercase letter x

Kerning : the space between two letters. fix the spaces between certain pairs of letters

Fonts can come with kerning information imbedded in them

Ascender : the vertical stems of letters that raise in an upward direction

The ascend arises above the x-height of the typeface

Descender : the downward vertical stem that sits below the baseline

Leading : the distance between lines of text. It's measured from baseline to baseline (line spacing)

Tracking : the space between all the letters in a block of text. The adjustment of space between all the letters.




Serifs : small extra shapes that exist at the ends of some line strokes in a letter


The shape of Serifs can be roughly categorized into three groups

Hariline, Slab(square), Wedge


If the Serif features a curved transition from the main stroke line into the Serif, it's known as a bracketed Serif


Typefaces with no Serifs are called Sans Serif typefaces






Categories of Typeface

Humanist : also known as Venetian. sloping crossbar on the letter e, short bracketed Serifs (15th century)

Old Style : wedge shaped Serifs, horizontal cross bar of the letter e (late 15 century)

Transitional : more horizontal ascender Serifs and an increased difference between the thin and thick line strokes, vertical letter o

(18th century)

Modern : high contrast between thick and thin line strokes, unbracketed hairline Serifs and upright letters with no slanting

Moderns are also known as Dedon typefaces (late 18th century)

Slab Serifs : also known as Egyptian typefaces. Little variation in line stroke width and heavy traditionally unbracketed Slab Serifs

The Slab Serif family consists of a number of sub classifications such as the fat faces and the Clarendon (19th century)

San Serif : little or no variation in light stroke thickness and no Serifs (19th century)

One of the most famous Sans Serifs is Helvetica



The Difference between Legibility and Readability


Legibility


Micro-level

Individual letter recognition

Differentiation between letters

Inherent in fonts




Readability


Macro-level

Words, pharases, paragraphs

Overall ease of comprehension

Reading comfort

Combination of font & layout





Readability in context (생략)



Better Typography : Measure

Measure is the length of a line of text

Number for the perfect measure is 65 characters per line including spaces, aim 40 ~ (65) ~ 80



Better Typography : Leading

Leading is the spacing between lines of text (also line height)

특별히 정해진 규칙은 없으나, One rule of thumb is to set the leading to 120% of the text size



Better Typography : Scale

역활에 맞는 크기를 주어주는 것이 좋다.

피보나치 수열(1,2,3,4,8,13,21,34...)이나 제곱수열(1,2,4,8,16,32....) 등을 사용할 수 있으나 중요한 점은, 문자의 크기가 결정된 뒤에는 일관되게 사용되어야 한다는 것이다.



Better Typography : Vertical Rhythm

18 points in size, 21 leading == 18/21

글의 leading인 21을 기준으로 Main Heading의 leading과 아래여백을 정한다... 

Sub Heading의 위아래 여백을 10, 11로 잡아주었다. (10 + 11 = 21)

여기서 알 수 있는 Vertical Rhythm의 가장 중요한 점은 21에 맞춰 2번째 문장이 다시 base line에 돌아왔다는 것이다.



Better Typography : Kerning

the spacing of individual pairs of letters

보통 소프트웨어나 font에서 제공되는 kerning을 그대로 이용하지만, 간혹 Manual kerning을 해야할 때도 있다. 주로 title과 같은 large letters를 다룰때이다. 어색해보이는 간격을 줄이거나 늘림으로써 미적인 아름다움을 확보할 수 있다.



Summary (생략)


출처

이 모든 내용은 Pluralsight에 Jason Roberts가 올린 'An Introduction to Design'라는 강의의 두번째 챕터를 듣고 정리한 것입니다(https://app.pluralsight.com/library/courses/design-introduction/table-of-contents). 제가 정리한 것보다 더 많은 내용과 Demo를 포함하고 있으며 최종 Summary는 생략하겠습니다. Microsoft 지원을 통해 한달간 무료로 Pluralsight의 강의를 들으실 수도 있습니다.

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