Take a moment and look around. Are you inside? Then you might come across books, a pile of mail, your computer and television. Or maybe you're outside, carrying your mobile device, and checking your appointments. The world we live in is surrounded by ubiquitous information. Information that is visual, audible, and tactile. It it meant to inform, to entertain, to instruct, and to warn. Because we are constantly bombarded with this information in our daily lives, we must quickly collect, filter, and process which of it is important to use for specific tasks.

Consider a busy intersection you are trying to cross. You are surrounded by the sights and sounds of pedestrians conversing, cars and trucks honking, birds flying, signage on billboards, and thousands of other types of stimuli. Our minds have an amazing ability to focus on the task at hand, filter the surrounding "noise," process, store, and allow us to act on only the relevant information.

When the crosswalk signal changes to "Walk," we identify the sign, interpret it's meaning, determine an action to move our body forward, carry out our actions by walking until you've crossed the street achieving your goal.

Understanding how we process and filter visual information, or data, will help us design effective displays of information on mobile devices. Let’s first explore the types of information.

Types of visual information

All humans have more or less have the same visual processing system. However, without a standardized way of explaining and notating our perceptions, our communication of this information becomes arbitrary and not effective when designing mobile interactions.

Bertin (1977) organized visual information into two forms: data values and data forms. Ware (2000) introduces a more modern way of dividing data into entities and relationships.

Entities are the objects that can be visualized such as people, buildings, signs. Relationships (sometimes called "relations"), define the structures and patterns that entities share with each other. Relationships can be structural and physical, conceptual, causal, and temporal.

These entities and relationships can be further described using attributes. These are properties of both the entity and the relationship, and cannot be considered independently. Some examples of attributes are:

For each of these we mean the attribute as it applies to a specific item. Not texture in general, or the texture of paper, but the texture of a specific type of paper (or even, a specific sheet of paper).

Classifying Information

In addition to creating descriptions of our perceptions, we have also standardized a classifying way to organize them. Common classifying schemes that we use are:

Organizing Information with Information Architectures

Now that we are able to describe the data that we perceive, we must understand how this information should be structured, organized, labeled, and identified on mobile user interfaces.

One of the most common organization structures humans have used through time is a hierarchy. A hierarchy organizes information based on divisions and parent-child relationships. When using heirarchies to organize information, Peter Morville explains rules to consider (Morville, 2006): Categories should be mutually exclusive to limit ambiguity. Consider the balance between breadth and depth. When determining the number of categories regarding breath, you must consider the user's ability to visually scan the page as well as the amount of real estate on the screen. When considering depth, limit the scope to two to three levels down. Recognize the danger of providing users with too many options.

MUST ADD PARAGRAPH ON FACETING.

AND ANOTHER ABOUT CHOOSING WHICH IS THE RIGHT WAY TO DO THINGS.

INCLUDE Be sure to define circular vs. dead-end a bit ????

STUFF TO DO TO GET THIS TO HAPPEN ON A PROJECT. GET THE DATA, SORT IT, ETC...

Visual Perception

After our senses collect visual information, our brain begins to perceive and store the information. Perception involves taking information that was delivered from our senses and interacting it with our prior knowledge stored in memory. This process allows us to relate new experiences with old experiences. During this process of visualization of perception, our minds look to identify familiar patterns. Recognizing patterns is the essential for object perception. Once we have identified an object, it is much easier to identify the same object on a subsequent appearance anywhere in the visual field (Biederman and Cooper, 1992).

The Gestalt School of Psychology was founded in 1912 to study how humans perceive form. They developed the Gestalt Laws. These principles can help designers create visual displays based on the way our minds perceive objects. The Gestalt principles as they apply to mobile interactive design are:

Now that we have an understanding that visual object perception is based on identifying patterns, we must be able to design visual displays that mimic the way our mind perceives information. Stephen Kossyln states “We cannot exploit multimedia technology to manage information overload unless we know how to use it properly. Visual displays must be articulate graphics to succeed. Like effective speeches, they must transmit clear, compelling, and memorable messages, but in the infinitely rich language of our visual sense” (Kossyln, 1990).

In his article, Kossyln identifies and describes five key principles for articulate graphics:

Display Elements are Organized Automatically

This follows gestalt principles. Objects that are close by, collinear, or look similar tend to be perceived as groups. So when designing information displays, like maps, adding indicators, landmarks, and objects that are clustered together, appear to be grouped and share a relationship. This may cause confusion when the viewer needs to locate his exact position.

Perceptual Organization is Influenced by Knowledge

When looking at objects in a pattern for the first time, the organization may not be fully understood or remembered. However, if this pattern is seen again over time, we tend to chunk this pattern and store it in our memory. Think of chessboard with its pieces played out. To a viewer who has never seen this game before, will perceive the board as having many objects. However, an experienced chess player, will immediately identify the objects and the relationships that have with each other and the board. So when designing visual displays, its essential to know the mental model of your user so they may quickly identify and relate to the information displayed.

Images are transformed Incrementally

When we see an object move and transform its shape in incremental steps, we have an easier time understanding that the two objects are related or identical. However, if we only see the object’s beginning state and end state, our minds are forced to use a lot of mental processing and load to understand the transformation. This can take much more time and also increase errors or confusion. So when designing carousel lists, make sure the viewer can see the incremental movement.

Different Visual Dimensions are Processed by Separate Channels

Object attributes such as color, size, shape, and position are processed with our minds using separate processing channels. The brain processes many individual visual dimensions in parallel at once, but can only deal with multiple dimensions in sequence. For example, when designing bullet list that are all black circles, we can immediate identify all of them. However, if you add a bullet that is black, same size, but diamond shape, our minds have to work harder to perceive them as being different. Color is not perceived as a continuum.

Many times designers will use color scale to represent a range of temperature, like red is hot. Blue is cold. And temperatures in between will be represented by the visual spectrum. The problem is that our brains do not perceive color this way in a linear dimension. We view color based on the intensity and amount of light. So a better way of showing this temperature difference would be to use varying intensity and saturation.

Information Design & Ordering Data

The way people perceive attributes can be used directly to communicate the relative importance and relationship of informational elements on the page. This design of pages or states, when it falls directly from the information architecture of the entire product, can be called information design.

While many methods of considering these arrangements exist, an adequate grouping is, from most to least important. Position is, generally, more critical to communicating importance than size, which is more important than shape, and so on:

These will be discussed in detail in other chapters as well. Here, the concept is useful when determining how to relate the elements within a single informational item, and how to keep the elements adjacent items from becoming mixed. Rules and bars of color are but some of the techniques. The list above covers six categories, with hundreds of design tactics included.

It is also useful to decide what information must be present. More can be said about a good, easy to understand interactive design by what is left out of any particular view, than what is included. For each of the information displays detailed below, only a portion is shown, and details, or alternative views are available when the user takes action.

Naturally, make these decisions by following heuristics, standards, styles of design that already exist such as OS-level standards, and universal hierarchies of visual communication. Most decisions for an existing platform can be made easier by consulting the style guide. Only a few choices will exist, and these will be well understood by the users.

Patterns for Displaying Information

A valid way of thinking about the entire topic of interactive design is that it is about displaying information. This chapter in particular is concerned with components whose sole task is presenting ordered sets of information, so that users may understand and act upon them.

These patterns have been developed and refined based on how the human mind processes patterns, objects, and information: