Visual Thinking for Design (eBook)
256 Seiten
Elsevier Science (Verlag)
978-0-08-055841-7 (ISBN)
In Visual Thinking for Design, Colin Ware takes what we now know about perception, cognition, and attention and transforms it into concrete advice that designers can directly apply. He demonstrates how designs can be considered as tools for cognition - extensions of the viewer's brain in much the same way that a hammer is an extension of the user's hand.
Experienced professional designers and students alike will learn how to maximize the power of the information tools they design for the people who use them.
. Presents visual thinking as a complex process that can be supported in every stage using specific design techniques.
. Provides practical, task-oriented information for designers and software developers charged with design responsibilities.
. Includes hundreds of examples, many in the form of integrated text and full-color diagrams.
. Steeped in the principles of active vision, which views graphic designs as cognitive tools.
Visual Thinking brings the science of perception to the art of design. Designers increasingly need to present information in ways that aid their audience's thinking process. Fortunately, results from the relatively new science of human visual perception provide valuable guidance. In this book, Colin Ware takes what we now know about perception, cognition, and attention and transforms it into concrete advice that designers can directly apply. He demonstrates how designs can be considered as tools for cognition extensions of the viewer's brain in much the same way that a hammer is an extension of the user's hand. The book includes hundreds of examples, many in the form of integrated text and full-color diagrams. Experienced professional designers and students alike will learn how to maximize the power of the information tools they design for the people who use them. - Presents visual thinking as a complex process that can be supported in every stage using specific design techniques- Provides practical, task-oriented information for designers and software developers charged with design responsibilities- Includes hundreds of examples, many in the form of integrated text and full-color diagrams- Steeped in the principles of "e;active vision, which views graphic designs as cognitive tools
FRONT COVER 1
VISUAL THINKING FOR DESIGN 4
COPYRIGHT PAGE 5
CONTENTS 6
PREFACE 10
CHAPTER 1 VISUAL QUERIES 14
The Apparatus and Process of Seeing 18
The Act of Perception 21
Bottom-Up 23
Top-Down 25
Implications for Design 27
Nested Loops 30
Distributed Cognition 32
Conclusion 33
CHAPTER 2 WHAT WE CAN EASILY SEE 36
The Machinery of Low-Level Feature Analysis 38
What and Where Pathways 39
Eye Movement Planning 39
What Stands Out = What We Can Bias for 40
Lessons for Design 46
Motion 49
Visual Search Strategies and Skills 50
The Detection Field 50
The Visual Search Process 52
Using Multiscale Structure to Design for Search 53
Conclusion 54
CHAPTER 3 STRUCTURING TWO-DIMENSIONAL SPACE 56
2.5D Space 57
The Pattern-Processing Machinery 59
The Binding Problem: Features to Contours 59
The Generalized Contour 62
Texture Regions 63
Interference and Selective Tuning 64
Patterns, Channels, and Attention 65
Intermediate Patterns 66
Pattern Learning 67
Serial Processing 68
Visual Pattern Queries and the Apprehendable Chunk 68
Multi-chunk Queries 69
Spatial Layout 69
Horizontal and Vertical 70
Pattern for Design 71
Examples of Pattern Queries with Common Graphical Artifacts 73
Semantic Pattern Mappings 75
CHAPTER 4 COLOR 78
The Color-Processing Machinery 79
Opponent Process Theory 81
Channel Properties 82
Principles for Design 88
Showing Detail 88
Color-Coding Information 90
Large and Small Areas 90
Emphasis and Highlighting 91
Color Sequences 93
Color on Shaded Surfaces 96
Semantics of Color 97
Conclusion 97
CHAPTER 5 GETTING THE INFORMATION: VISUAL SPACE AND TIME 100
Depth Perception and Cue Theory 102
Stereoscopic Depth 107
Structure from Motion 108
2.5D DESIGN 108
How Much of the Third Dimension? 110
Affordances 112
The Where Pathway 113
Artificial Interactive Spaces 115
Space Traversal and Cognitive Costs 116
Conclusion 118
CHAPTER 6 VISUAL OBJECTS, WORDS, AND MEANING 120
The Inferotemporal Cortex and the What Channel 121
Generalized Views from Patterns 122
Structured Objects 123
Gist and Scene Perception 125
Visual and Verbal Working Memory 127
Verbal Working Memory 128
Control of the Attention and the Cognitive Process 128
Long-term Memory 129
Priming 131
Getting into Visual Working Memory 131
Thinking in Action: Receiving a Cup of Coffee 133
Elaborations and Implications for Design 134
Make Objects Easy to Identify 134
Novelty 135
Images as Symbols 136
Meaning and Emotion 137
Imagery and Desire 138
Conclusion 139
CHAPTER 7 VISUAL AND VERBAL NARRATIVE 142
Visual Thinking Versus Language-Based Thinking 143
Learned Symbols 144
Grammar and Logic 145
Comparing and Contrasting the Verbal and Written Modes 146
Linking Words and Images Through Diexis 148
PowerPoint Presentations and Pointing 149
Mirror Neurons: Copycat Cells 150
Visual Narrative: Capturing the Cognitive Thread 151
Q& A Patterns
Framing 152
FINSTs and Divided Attention 153
Shot transitions 154
Cartoons and Narrative Diagrams 155
Single-frame Narratives 157
Conclusion 158
CHAPTER 8 CREATIVE META-SEEING 160
Mental Imagery 161
The Magic of the Scribble 165
Diagrams are Ideas Made Concrete 168
Requirements and Early Design 169
Visual Task Analysis 170
The Creative Design Loop 171
Cognitive Economics of Design Sketching 171
The Perceptual Critique 173
Meta-seeing with Design Prototypes 175
Visual Skill Development 176
Conclusion 177
CHAPTER 9 THE DANCE OF MEANING 178
Review 179
Implications 185
Design to Support Pattern Finding 185
Optimizing the Cognitive Process 187
Learning and the Economics of Cognition 190
Attention and the Cognitive Thread 192
What's Next? 194
INDEX 196
A 196
B 196
C 197
D 199
E 199
F 200
G 200
H 201
I 201
J 202
K 202
L 202
M 202
N 203
O 204
P 204
Q 205
R 205
S 206
T 207
U 208
V 208
W 209
X 210
Y 210
Z 210
Erscheint lt. Verlag | 27.7.2010 |
---|---|
Sprache | englisch |
Themenwelt | Sachbuch/Ratgeber |
Mathematik / Informatik ► Informatik ► Betriebssysteme / Server | |
Informatik ► Grafik / Design ► Film- / Video-Bearbeitung | |
Informatik ► Software Entwicklung ► User Interfaces (HCI) | |
ISBN-10 | 0-08-055841-0 / 0080558410 |
ISBN-13 | 978-0-08-055841-7 / 9780080558417 |
Haben Sie eine Frage zum Produkt? |
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