Graphics Reference
In-Depth Information
Fortunately, your portfolio, having a very specific and limited purpose, requires
a subset of interface design. You don't have to know everything to create an interface
that won't frustrate your visitors or unknowingly cause you embarrassment.
The screen is not a book
One of the first things we learn about onscreen content is that each file or
screen is a “page.” That sounds like a book or magazine, doesn't it? There is only one
tiny problem—it's a very inaccurate metaphor.
Although both physical book pages and online pages
contain text and image content, the way we experi-
ence that content is completely different in each
medium. In fact, the same set of content, if presented
onscreen in exactly the way it would be in a book,
will frequently fail to deliver its message accurately
and effectively.
The most important difference is obvious, yet
it's the most frequent cause of badly designed portfolio interfaces. Except for referenc-
es—like a dictionary or encyclopedia—you experience topics sequentially. It is not
possible to faithfully mimic that experience with digital content. If you design your
interface the way you would a book, you will drive your audience berserk. We need
different metaphors to think about a portfolio interface.
How is your digital portfolio “page” not a physical portfolio book page?
What makes us pass on a portfolio
when we see it? A clear lack of
understanding of the digital world.
You don't want to scratch your head
and wonder if you're looking at a
print or web portfolio.
—Thane Calder
Multiple entryways. Experiencing a physical book is like walking down a
hallway. You start at one end, and finish at the other. Experiencing an inter-
face is like walking into an atrium, with multiple doors around the walls, the
floor, and the ceiling.
Linear versus dimensional thinking. A book is meant to be experienced in
a straight line. An interface is more like a deck of cards. You can pull out
different pieces of information, randomly or with a purpose, and experience
them in any order. In fact, you can jump back and forth from one deck of
cards to completely different ones. As a result, the interface designer can
never be sure what each visitor's experience with their work will be.
Visual control. When you design a book, you control all decisions that
affect the reader: order, legibility, style, texture, color, position, size. When
you design an interface, there are many contingencies you can't control. You
can't know your audience's monitor size, resolution, or brightness; their type
of computer; or their browsers or plug-ins.
 
Search WWH ::




Custom Search