9

A look at UI design basics through a Gestalt lens

 2 years ago
source link: https://uxdesign.cc/a-look-at-ui-design-basics-through-a-gestalt-lens-4df82af55f5e
Go to the source link to view the article. You can view the picture content, updated content and better typesetting reading experience. If the link is broken, please click the button below to view the snapshot at that time.
neoserver,ios ssh client

A look at UI design basics through a Gestalt lens

Four Gestalt laws that are used time and time again

Silhouettes of Les Paul guitars—seven are white, one is teal.

Gestalt theory is inescapable.

We experience the psychological workings of Gestalt in our daily lives whether we realize it or not — and this is precisely its beauty. We subconsciously engage with it to help organize and better understand what we see. We’re able to make sense of complex images by not having to understand the individual parts but by grouping them together in different ways.

Since the 1920’s, designers have welcomed Gestalt laws with open arms and have used them to craft engaging visuals. Designers can use these laws to influence viewers and users to focus on certain elements in a composition, to break up large blocks of text, to prompt action, to create visual harmony, and on and on. These laws have traditionally played a huge role in graphic design but are equally important to the design of user interfaces and thus improving the experience of products.

“The whole is something else than the sum of its parts.” -Kurt Koffka, German psychologist and Gestalt originator. (source: IDF)

An uncluttered, easy to navigate interface is the baseline for good UI design, and Gestalt comes in handy with that. With the help of common region, similarity, symmetry, and proximity; UI design becomes a bit more methodical and intentional as we’ll see in the following examples.

Common Region

This law is all about boundaries. The law of Common Region states that items within the same boundary share characteristics and are seen as a group. An actual enclosed boundary can be shown visually, or it can be a perceived boundary where white space creates a division between regions. Common Region is very… common, and is probably used by designers without even knowing they’re employing Gestalt. Text and images within cards, lists, icons in navigation bars—all of these utilize common region.

Two filter menus—one with white space in between menu items, and one without.
The accordion on the left uses ample white spaceand bold headers to define region boundaries. The one on the right lacks white space and has less obvious boundaries.
Two shopping cart screens—one with white space and a divider between regions, and the other without.
Boundaries are clear in the cart on the left: the top and bottom sections are separated by a divider and plenty of white space, making the cart easy to visually digest.

Similarity

This law states that items sharing a visual characteristic (shape, size or color) are seen as belonging to the same group. The eye is naturally drawn to items that look alike. Again, this one is used all the time, and is a great way to direct users to calls to action and group items based on appearance.

Two screens—one with teal buttons and tabs, the other with teal buttons, tabs, and various text.
Teal is the similarity element here, and being the accent color (sticking with the 60/30/10 rule) it’s used to draw attention only to the most important CTAs in the example on the left. On the right, teal is everywhere and the significance is lost.
Two filter menus—one with a selection of chips in two grey colors, the other with only two chips.
The similarity elements here are the chip shapes, different grays and check icons. The user is encouraged to tap the chips to make selections. This doesn’t work too well with a single selection, as seen on the right!

Symmetry

In the theory of symmetry, balance and harmony is created with the equal distribution of visual weight on either side of an axis. A classic example of symmetry is the human face: if you were to draw a vertical line down the middle, one side will mirror the other, generally speaking. There’s balance because the same features appear on each side of the line.

In interface design, symmetrical screens are seen often because they’re predictable and comfortable to interact with. Rows and columns of cards, lists, navigation bars—there’s lots of symmetry out there!

A symmetrical screen with a header, search bar, and two columns of cards.
Draw a line down the middle of this screen and elements on one side will mirror the other. It feels sturdy because of the even visual weight distribution.

Asymmetry

Asymmetry is part of the law of symmetry (and there are other symmetry variations that won’t get covered here). Elements are not equal on either side of a central axis; however, visual balance is achieved by varying the size, shape, color, and position of the elements involved. This is where you can get creative— you’re able to combine these (to an extent) and achieve that same balance and harmony as with symmetry.

A desktop screen with a large hero image on the right, and descriptive text and a button on the left.
There’s heavy visual weight on the right side of this screen because of the large hero image. The text and bold button on the left side help even out the visual weight, making this a fairly balanced asymmetrical screen.

Proximity

This one has similarities to common region because spacing plays a big role in properly communicating the principle. With proximity, elements that are near each other are seen as belonging to the same group. It’s basic and, like the other laws, is used all the time in UI design. It differs from common region because with proximity, there are no defined “regions” such as cards or nav bars. It simply refers to individual elements—text blocks, lines in a list, icons, etc.

Two screens—one with white space between the paragraphs and one without.
On the left, proximity helps us decipher the “Guitar Construction” text block from “Tone Woods”. Again, white space is our friend.
Two nav drawer screens—one screen has white space separating user information at the top and other elements below, and the other screen has no space between the elements.
Proximity shows us that the top two lines on the left hand screen are related, and rest of the lines are individual list items. On the right, it’s just one big block that’s not great to look at. Also, the touch targets are small and positioned close together: bad UX.

Conclusion

There are a number of other Gestalt principles that weren’t discussed here, and those play a part in effective design as well. But the few that were discussed are instrumental in creating clear and concise interface design, and are great tools for any designer to keep in their back pocket!

Useful Links and Further Reading:

Using Gestalt Laws of Perceptual Organization in UI Design

Psychology and UX

The 7 Gestalt principles of design


About Joyk


Aggregate valuable and interesting links.
Joyk means Joy of geeK