ITE 399-Human Computer Interaction SAS#4
ITE 399-Human Computer Interaction SAS#4
A. LESSON PREVIEW
Introduction
The elements of design are the fundamental aspects of any visual design, which include
shape, color, space, form, line, value, and texture. Graphic designers use the elements of design to
create an image that can convey a certain mood, draw the eye in a certain direction, or evoke a
number of feelings. While the elements of design form the basics of any image, designers also lean
on the principles of design, which are a set of practices of working with the elements of design that
make a composition look pleasing to the eye.
B.MAIN LESSON
The Elements of Design
There are a variety of graphic design elements to consider when creating any visual work of
art, whether it be for interior design, a logo, an advertisement, or web design. The basic elements of
design are:
1. Color: Color helps establish a mood for your composition. When light waves strike an object
and reflect back to the optic nerve in a human’s eyes, the sensation they perceive is called
color. Artists and designers use color to depict and describe the subject. Color is used by
designers to portray mood, light, depth, and point of view. Designers use the color wheel and
the tenets of color theory—a set of guidelines for mixing, combining, and manipulating colors—
5. Shape: In its most basic form, a shape is a two-dimensional area that is surrounded by an
outline. Graphic artists can use other elements including line, color, value, and shadow to give
a shape the appearance of a three-dimensional shape. There are three types of
shapes: organic shapes which occur naturally in the world, geometric shapes which are
angular and mathematically consistent, and abstract shapes that represent things in nature
but aren’t perfectly representative.
6. Form: Form pertains to the way that a shape or physical configuration occupies space. Instead
of creating form through three-dimensional physical shape, designers create the appearance
of form on a flat surface by using light, shadow, the appearance of an object’s contours,
negative space, and the surrounding objects around the subject matter.
7. Texture: Texture is one of the elements of design that is used to represent how an object
appears or feels. Tactile texture is a physical sense of touch, whether it’s rough, smooth, or
ribbed. Visual texture, on the other hand, refers to the imagined feel of the illustrated texture,
which can create more visual interest and a heightened sensory experience.
our quest to get to an end product. We sometimes hold onto our sketches like they are the be-all and
end-all of design.
Wireframes
A wireframe, in comparison, is a basic visual guide we use to suggest the structure of a Web
site, as well as the relationships between its pages. Wireframes come long before we do any visual
design. A wireframe’s purpose is to communicate and explore the concepts that come out of
sketching—that is, those concepts you actually want to pursue further during user interface design.
Wireframing lets us outline a Web site’s basic, overall structure and flow and helps us explore
divergent ideas from our sketches. According to Will Evans, wireframes “act as a form of thinking
device for the setting and exploration of a given problem space.”
There isn’t much change from sketch to wireframe—merely a slight refinement and greater
formalism. Our initial drafts of wireframes remain tools or artifacts that we use during the process of
making to aid conversations as design moves forward. Wireframes should be:
● quick—Making them does not require long periods of time, but they do take longer than
sketches.
● inexpensive—Creating them is cheap, using materials and tools you have on hand.
● viable—Wireframes are not as plentiful as sketches, so you should have narrowed your
concepts down to viable options.
● clear and use a common vocabulary—Wireframes comprise simple symbols, lines, and
indicators of interactivity.
● minimally detailed—They are conceptual and suggest structure.
● appropriately refined—They communicate a sense of structure and layout.
● confirmatory—Wireframes present concepts that need validation. When creating wireframes,
you still haven’t made any concrete decisions.
● ambiguous—You have yet to work out the finer points of interaction and content.
Now it’s time to visualize your user flow in a wireframe. If you’re using physical pen and paper,
we recommend using dotted paper or grid paper to keep things in alignment. This will help you
transform the physical version of your wireframe to a digital copy more easily. If you’re starting on a
digital platform, choose a tool that works best for your wireframe fidelity needs. If you’re not sure
whether to use low, medium, or high fidelity, check out this comprehensive wireframe fidelity guide on
the topic.
Skill-building Activity
Exercise 1: Create your own sample sketch of a website and its mobile app version.
Exercise 2: Create your own sample wireframe of a website and its mobile app version.
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b) Think about your learning by filling up “My Learning Tracker”. Write the learning targets, score,
and learning experience for the session and deliberately plan for the next session.
Date Learning Target/Topic Scores Action Panel
What’s the What module # did you do? What were What contributed to the quality of
date today? What were the learning targets? your scores in your performance today? What will
What activities did you do? the activities? you do next session to maintain
your performance or improve it?
Question/s you want to ask the teacher about this module is/are:
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