On Design: Visual Literacy in Interface Design

During my art education at Emily Carr College in the 80s, I took a unique opportunity to study visual literacy under the college’s Dean of Education, Tom Hudson. This research and study involved developing computer-based imagery research for Tom’s telecourse, “Mark and Image”.

In practical terms, it was like having a world-class personal tutor. We started off simply, using the limited personal computer resources available at the time. I remember using Koala Painter (with the KoalaPad and stylus) on a Commodore 64. I divided my screen into quadrants; the first of many “worksheets” which Tom had all his traditional-media drawing students do as well. Inside one of the quadrants, Tom instructed me to draw points and to arrange them spatially. “Feel the space between the points. Feel the space,” Tom’s voice told me. I smirked self-consciously, feeling too much like Luke Skywalker to Tom’s Obi-Wan Kenobi. But I was learning to watch and to listen. Tom’s guidance resonated with me and I kept at it, slowly beginning to learn about the space, pace, rhythm and texture of points, lines and shapes. We started in black and white, and moved into colour when we started looking at “primary” shapes and basic geometry.

I did dozens of screens like this on the C-64, and later, scores and scores more on the Amiga, where the spatial resolution and colour palette were significantly improved. However, it was still a pixely, chunky drawing medium, compared with paper, ink and charcoal. We learned that any deficiencies in resolution were quickly compensated for by the advantages of digital memory. “Cut and paste” and numerous other near-instant transformational capabilities provided by our little paint program provided us with almost unlimited possibilities for variations and explorations.

As for the drawing exercises themselves, it was a bit like learning a new kind of basic grammar, like learning musical notes, chords, and scales. I was actually learning a new vocabulary of visual elements; perceptual dynamics that underlie every man-made visual image. I learned later that the approach Tom took with his computer-based drawing students was based in the Bauhaus Basic Course, in principles taught by Wassily Kandinsky, and in aspects of visual perception documented by Rudolph Arnheim.

These were the same principles that Tom and his colleagues had infused into the British Art Education system back in the 1950s. So, I watched, I drew, and I studied, feeling part of a very fascinating modernist educational tradition.

Now, as I contemplate how my career has progressed and I continue to refine my skills in interface design, I must admit that those early teachings with Tom still have so much to offer me. His voice is still in my ear, and I need to keep listening…

See: “Visual Literacy in Software Design” (paper).

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On Narrative: A Story runs through it…

It’s amazing how pervasive the concept of “narrative” actually is. Now, wherever I look, I see a story being told, or something in front of my eyes that is trying to communicate with me. But Non-fiction has an inherent narrative of its own too… What About text in Interactive Environments? Does it contribute a narrative as well? Perhaps we’re back to Marshall McLuhan again…

It’s amazing how pervasive the concept of “narrative” actually is. Now, wherever I look, I see a story being told, or something in front of my eyes that is trying to communicate with me.

Obviously, a story, a narrative, is the basis of written fiction, and creating an effective and engaging narrative is more difficult than I had originally imagined when I set out to write “Owe Nothing” back in 2002.

Works of Fiction, obviously…

Works of fiction (and I’m thinking primarily of the “paperback novel” genre) have a common narrative structure which introduces characters and a situation, presents the characters with a problem to solve or a challenge to overcome, and after trials, successes and failures, brings their story to a close with some sort of resolution and reflection. All of this (if popularity to an outside audience is the author’s goal) should be emotionally or intellectually gratifying to the reader in some way, or provide some sort of entertaining escape.

“Voice” in fiction can be first-person (like any hard-boiled detective caper by Raymond Chandler), where the reader is effectively transplanted into the skull of the main character, seeing things (usually) exclusively through his/her eyes. Or itr may be third-person, where the narration of the story seems to come from a camera or invisible observer which is observing the thoughts and activities of all characters, everywhere.

But Non-fiction has an inherent narrative of its own too…

Non-fiction works also have their own kind of voices that “tells a story” of sorts as well. In instruction or technical manuals, both the first-person and the third-person voice shows up quite commonly.

First-person is used when your Instructor is talking to you, the Reader directly, or when the author is citing some personal experience that is relevant to a lesson or point of procedure.

Third-person, in my experience, is used when the manual (or in my most common experience, a user guide) has no one particular person named as the “author” per se, but is ostensibly written by a corporation for their customers. In that case, the voice that is narrating could be composed by multiple unknown, uncredited authors, blended together (“fingerprints removed”, if you will) by a technical writer.

What About text in Interactive Environments? Does it contribute a narrative as well?

In a word, yes. In my opinion, every word on a web page, including the text in links, navigation buttons, mottos and tag lines, all provide context that reinforces the narrative at hand, so almost in effect becoming part of the narrative itself. (This is my story, and I’m sticking to it.)

The major difference with a visual medium (in this case, the user interface of a web site) is the use of graphic visual language that adds the extra dimension of inferred meaning or context to the wordy narrative.

Parsing photographs, words, icons, and interpreting (feeling) colours in a design is all part of “reading the page”. The designer of it has infused their own cultural symbols, values or expectations to some degree, so that the audience can relate to it more effectively.

Perhaps we’re back to Marshall McLuhan again…

If the cover of your favourite book, or the navigation controls on your favourite eBook Reader, have become strongly associated with the words in the text, then I’d say that the medium will have indeed become entwined in the message.

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