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7. Human Factors and Ergonomics
Series Editor
Published Titles
Conceptual Foundations of Human Factors Measurement, D. Meister
Designing for Accessibility: A Business Guide to Countering Design Exclusion, S. Keates
Handbook of Cognitive Task Design, E. Hollnagel
Handbook of Digital Human Modeling: Research for Applied Ergonomics and Human
Factors Engineering, V. G. Duffy
Handbook of Human Factors and Ergonomics in Health Care and Patient Safety,
P. Carayon
Handbook of Human Factors in Web Design, R. Proctor and K. Vu
Handbook of Standards and Guidelines in Ergonomics and Human Factors,
W. Karwowski
Handbook of Virtual Environments: Design, Implementation, and Applications,
K. Stanney
Handbook of Warnings, M. Wogalter
Human-Computer Interaction: Designing for Diverse Users and Domains, A. Sears
and J. A. Jacko
Human-Computer Interaction: Design Issues, Solutions, and Applications, A. Sears
and J. A. Jacko
Human-Computer Interaction: Development Process, A. Sears and J. A. Jacko
Human-Computer Interaction: Fundamentals, A. Sears and J. A. Jacko
Human Factors in System Design, Development, and Testing, D. Meister
and T. Enderwick
Introduction to Human Factors and Ergonomics for Engineers, M. R. Lehto and J. R. Buck
Macroergonomics: Theory, Methods and Applications, H. Hendrick and B. Kleiner
The Handbook of Data Mining, N. Ye
The Human-Computer Interaction Handbook: Fundamentals, Evolving Technologies,
and Emerging Applications, Second Edition, A. Sears and J. A. Jacko
Theories and Practice in Interaction Design, S. Bagnara and G. Crampton-Smith
Usability and Internationalization of Information Technology, N. Aykin
User Interfaces for All: Concepts, Methods, and Tools, C. Stephanidis
Forthcoming Titles
Computer-Aided Anthropometry for Research and Design, K. M. Robinette
Content Preparation Guidelines for the Web and Information Appliances:
Cross-Cultural Comparisons, Y. Guo, H. Liao, A. Savoy, and G. Salvendy
Foundations of Human-Computer and Human-Machine Systems, G. Johannsen
Handbook of Healthcare Delivery Systems, Y. Yih
Human Performance Modeling: Design for Applications in Human Factors
and Ergonomics, D. L. Fisher, R. Schweickert, and C. G. Drury
Smart Clothing: Technology and Applications, G. Cho
The Universal Access Handbook, C. Stephanidis
8. Edited by
Andrew Sears
Julie A. Jacko
Human-
Computer
Interaction
Design Issues, Solutions,
and Applications
CRC Press is an imprint of the
Taylor & Francis Group, an informa business
Boca Raton London New York
14. ix
CONTRIBUTORS
Chee Siang Ang
Centre for HCI Design, City University London, UK
Helen Ashman
School of Computer Science and Information Technology,
University of Nottingham, UK
Roger Beatty
American Airlines, USA
Tim Brailsford
School of Computer Science and Information Technology,
University of Nottingham, UK
Carolyn Brodie
IBM T.J. Watson Research Center, USA
Gary Burnett
School of Computer Science and Information Technology,
University of Nottingham, UK
Stuart Card
User Interface Research Group, Palo Alto Research Center
(PARC), USA
Joseph V. Cohn
Naval Research Laboratory, USA
Norman D. Geddes
Applied Systems Intelligence, Inc., USA
Jim Goulding
School of Computer Science and Information Technology,
University of Nottingham, UK
Hiroshi Ishii
MIT Media Laboratory, USA
Anthony Jameson
German Research Center for Artificial Intelligence, and
International University in Germany, Germany
Clare-Marie Karat
IBM T.J. Watson Research Center, USA
John Karat
IBM T.J. Watson Research Center, USA
Andrew Laghos
Centre for HCI Design, City University London, UK
Jennifer Lai
IBM T.J. Watson Research Center, USA
Aaron Marcus
Aaron Marcus and Associates, Inc., USA
Adam Moore
School of Computer Science and Information Technology,
University of Nottingham, UK
Gary M. Olson
School of Information, The University of Michigan, USA
Judith S. Olson
School of Information, The University of Michigan, USA
Sharon Oviatt
Department of Computer Science and Engineering, Oregon
Health and Science University, USA
Margaret Re
Visual Arts Department, UMBC, USA
John T. Richards
IBM T. J. Watson Research Center, USA
Philip J. Smith
Institute for Ergonomics, Ohio State University, USA
Kay M. Stanney
Industrial Engineering and Management Systems,
University of Central Florida, USA
Craig Stewart
School of Computer Science and Information Technology,
University of Nottingham, and Department of Electronic
Engineering, Queen Mary, University of London, UK
Marco Susani
Design for Seamless Mobility, Motorola, USA
Alistair Sutcliffe
School of Informatics, University of Manchester, UK
John C. Thomas
IBM T. J. Watson Research Center, USA
Mark Truran
University of Teesside, UK
Suzanne Watzman
Watzman Information Design, USA
Nicole Yankelovich
Sun Microsystems, USA
Panayiotis Zaphiris
Centre for HCI Design, City University London, UK
16. xi
ADVISORY BOARD
Noëlle Carbonell
University Henri Poincaré–Nancy 1, LORIA,
CNRS & INRIA, France
Stuart Card
User Interface Research Group, Palo Alto
Research Center (PARC), USA
John M. Carroll
College of Information Sciences and Technology,
The Pennsylvania State University, USA
Jim Foley
Georgia Institute of Technology, USA
Ephraim P. Glinert
National Science Foundation, USA
Vicki L. Hanson
IBM T.J. Watson Research Center, USA
John Karat
IBM T.J. Watson Research Center, USA
Waldemar Karwowski
Center for Industrial Ergonomics, University
of Louisville, USA
Sara Kiesler
HCI Institute, Carnegie Mellon University, USA
Arnold Lund
Mobile Platforms Division, Microsoft, USA
Aaron Marcus
Aaron Marcus and Associates, Inc., USA
Dianne Murray
Independent Consultant, UK
Jakob Nielsen
Nielsen Norman Group, USA
Gary M. Olson
School of Information, University of Michigan, USA
Judith S. Olson
School of Information, Ross School of Business, and
Department of Psychology, University of Michigan, USA
Sharon Oviatt
Department of Computer Science and Engineering,
Oregon Health and Science University, USA
Fabio Paternò
Laboratory on Human Interfaces in Information Systems,
ISTI–C.N.R., Italy
Richard Pew
BBN Technologies, USA
Dylan Schmorrow
Office of Naval Research (ONR), USA
Michael Smith
Department of Industrial and Systems Engineering,
University of Wisconsin–Madison, USA
Kay Stanney
Industrial Engineering and Management Systems,
University of Central Florida, USA
Constantine Stephanidis
Institute of Computer Science, Foundation for Research and
Technology-Hellas (ICS-FORTH) Department of Computer
Science, University of Crete, Greece
Peter Thomas
Carey Thomas Pty Ltd., Australia
Susan Wiedenbeck
College of Information Science and Technology,
Drexel University, USA
Hidekazu Yoshikawa
Department of Socio-Environmental Energy Science,
Kyoto University, Japan
18. xiii
PREFACE
We are pleased to offer access to a select set of chapters from the
second edition of The Human–Computer Interaction Hand-
book. Each of the four books in the set comprises select chapters
that focus on specific issues including fundamentals that serve as
the foundation for human–computer interactions, design issues,
issues involved in designing solutions for diverse users, and the
development process.
While human–computer interaction (HCI) may have
emerged from within computing, significant contributions have
come from a variety of fields including industrial engineering,
psychology, education, and graphic design. The resulting inter-
disciplinary research has produced important outcomes includ-
ing an improved understanding of the relationship between
people and technology as well as more effective processes for
utilizing this knowledge in the design and development of so-
lutions that can increase productivity, quality of life, and com-
petitiveness. HCI now has a home in every application, envi-
ronment, and device, and is routinely used as a tool for
inclusion. HCI is no longer just an area of specialization within
more traditional academic disciplines, but has developed such
that both undergraduate and graduate degrees are available that
focus explicitly on the subject.
The HCI Handbook provides practitioners, researchers, stu-
dents, and academicians with access to 67 chapters and nearly
2000 pages covering a vast array of issues that are important to
the HCI community. Through four smaller books, readers can
access select chapters from the Handbook. The first book,
Human–Computer Interaction: Fundamentals, comprises 16
chapters that discuss fundamental issues about the technology
involved in human–computer interactions as well as the users
themselves. Examples include human information processing,
motivation, emotion in HCI, sensor-based input solutions, and
wearable computing. The second book, Human–Computer
Interaction: Design Issues, also includes 16 chapters that address
a variety of issues involved when designing the interactions
between users and computing technologies. Example topics
include adaptive interfaces, tangible interfaces, information
visualization, designing for the web, and computer-supported
cooperative work. The third book, Human–Computer Interac-
tion: Designing for Diverse Users and Domains, includes eight
chapters that address issues involved in designing solutions for
diverse users including children, older adults, and individuals
with physical, cognitive, visual, or hearing impairments. Five
additional chapters discuss HCI in the context of specific domains
including health care, games, and the aerospace industry. The
final book, Human–Computer Interaction: The Development
Process, includes fifteen chapters that address requirements
specification, design and development, and testing and evalua-
tion activities. Sample chapters address task analysis, contex-
tual design, personas, scenario-based design, participatory de-
sign, and a variety of evaluation techniques including usability
testing, inspection-based techniques, and survey design.
Andrew Sears and Julie A. Jacko
March 2008
20. xv
Andrew Sears is a Professor of Information Systems and the
Chair of the Information Systems Department at UMBC. He is
also the director of UMBC’s Interactive Systems Research Center.
Dr. Sears’ research explores issues related to human-centered
computing with an emphasis on accessibility. His current projects
focus on accessibility, broadly defined, including the needs of
individuals with physical disabilities and older users of infor-
mation technologies as well as mobile computing, speech
recognition, and te difficulties information technology users ex-
perience as a result of the environment in which they are work-
ing or the tasks in which they are engaged. His research pro-
jects have been supported by numerous corporations (e.g.,
IBM Corporation, Intel Corporation, Microsoft Corporation,
Motorola), foundations (e.g., the Verizon Foundation), and
government agencies (e.g., NASA, the National Institute on
Disability and Rehabilitation Research, the National Science
Foundation, and the State of Maryland). Dr. Sears is the author
or co-author of numerous research publications including jour-
nal articles, books, book chapters, and conference proceedings.
He is the Founding Co-Editor-in-Chief of the ACM Transactions
on Accessible Computing, and serves on the editorial boards of
the International, Journal of Human–Computer Studies, the
International Journal of Human–Computer Interaction, the
International Journal of Mobil Human–Computer Interaction,
and Universal Access in the Information Society, and the advi-
sory board of the upcoming Universal Access Handbook. He
has served on a variety of conference committees including as
Conference and Technical Program Co-Chair of the Association
for Computing Machinery’s Conference on Human Factors in
Computing Systems (CHI 2001), Conference Chair of the ACM
Conference on Accessible Computing (Assets 2005), and Pro-
gram Chair for Asset 2004. He is currently Vice Chair of the ACM
Special Interest Group on Accessible Computing. He earned his
BS in Computer Science from Rensselaer Polytechnic Institute
and his Ph.D. in Computer Science with an emphasis on Hu-
man–Computer Interaction from the University of Maryland—
College Park.
Julie A. Jacko is Director of the Institute for Health Informatics
at the University of Minnesota as well as a Professor in the School
of Public Health and the School of Nursing. She is the author or
co-author of over 120 research publications including journal
articles, books, book chapters, and conference proceedings. Dr.
Jacko’s research activities focus on human–computer interaction,
human aspects of computing, universal access to electronic
information technologies, and health informatics. Her externally
funded research has been supported by the Intel Corporation,
Microsoft Corporation, the National Science Foundation, NASA,
the Agency for Health Care Research and Quality (AHRQ), and
the National Institute on Disability and Rehabilitation Research.
Dr. Jacko received a National Science Foundation CAREER Award
for her research titled, “Universal Access to the Graphical User In-
terface: Design For The Partially Sighted,” and the National Sci-
ence Foundation’s Presidential Early Career Award for Scientists
and Engineers, which is the highest honor bestowed on young
scientists and engineers by the US government. She is Editor-in-
Chief of the International Journal of Human–Computer Interac-
tion and she is Associate Editor for the International Journal of
Human Computer Studies. In 2001 she served as Conference and
Technical Program Co-Chair for the ACM Conference on Human
Factors in Computing Systems (CHI 2001). She also served as
Program Chair for the Fifth ACM SIGCAPH Conference on Assis-
tive Technologies (ASSETS 2002), and as General Conference
Chair of ASSETS 2004. In 2006, Dr. Jacko was elected to serve a
three-year term as President of SIGCHI. Dr. Jacko routinely pro-
vides expert consultancy for organizations and corporations on
systems usability and accessibility, emphasizing human aspects
of interactive systems design. She earned her Ph.D. in Industrial
Engineering from Purdue University.
ABOUT THE EDITORS
26. attention. Can you manage to pay attention? For how long?
Do you begin to shake your head in despair, and give up? Do
you wish you were somewhere else—NOW?
MAKING THINGS EASIER TO USE
AND UNDERSTAND: THINKING
ABOUT THE USER’S EXPERIENCE
The previous description is unfortunately an accurate analogy
of many users’ experiences as they attempt to learn, work,
play, and relax. New products, new services, and new tech-
nology with which you are unfamiliar can create confusion.
Users of these new products, services, and technology are cus-
tomers, electricians, grandparents, clerks, pilots, and stu-
dents—you and me. And for most of us, it’s a jungle out there!
Las Vegas at night with fireworks, or monitors that are winking,
blinking, distracting, disturbing, overwhelming—and, after a
short time, visually deafening. Now add voices coming from
boxes. . .! Although this may seem like an exaggeration, for
many this situation is exactly their experience. User interface
design focuses on designing flexible environments that have a
positive impact on a user’s ability to experience and interact
with a product, whether that product is a mobile communica-
tion device, website, information kiosk, or appliance. It in-
volves creating environments that include strong navigational
devices that can be understood intuitively and used effort-
lessly. Designers have a responsibility to create user experi-
ences that are simple and transparent. To do their job well,
they must advocate on behalf of the user, ensuring that the in-
terfaces they design are not just merely exercises in technology
but that they truly assist and guide the user from task to task,
enabling work to be done, and ultimately improving quality
of life. When designers succeed, their products can be used
effortlessly and are even pleasurable to use. Good design does
not needlessly draw attention to itself. It just works. This is the
role of good design.
DEFINING VISUAL DESIGN
The nautilus shell is an example of the synthesis between
form and function found in nature (Fig. 1.1). Its form is the
result of evolution, which is both transparent and beautiful.
The nautilus shell is a perfect analogy for design and the de-
sign process because it creates valuable user experiences and
usable interfaces.
The word design functions as both a noun and a verb.
Many people use it to refer to the outward appearance or
style of a product. However, design also refers to a process—
that of intentionally establishing a plan or system by which a
task can be accomplished or a goal reached. It includes tan-
gible and intangible systems in which objects or processes are
coherently organized to include the environments in which
these objects or processes function. Design affects all people
in every aspect of what they do. Good design performs for
people. It is concerned with economics and the transmission of
ideas. The challenge presented to a design team is to plan a
prototype with a clear purpose that is easy to use, meets user
needs, addresses commercial considerations, and can be
mass-produced. Its visual form, whether two- or three-dimen-
sional, digital or analog, logically explains its purpose and ef-
ficiently leads the user through its function. Design is not a
series of subjective choices based on personal preference, at
best a cosmetic afterthought considered if time and money are
leftover. Good design is the tangible representation of product
goals. An iterative and interactive process that requires active
learning, design unifies a wide range of disciplines. Good de-
sign is a significant activity that reveals multiple solutions to
each problem. Design equally values different ways of think-
ing. It allows people with a variety of skills and learning abil-
ities to work cooperatively to bring insights and expertise to
problems and opportunities in order to better develop new
and innovative solutions. Problems can be analyzed using a
multitude of viewpoints and methods. Writing, drawing, sta-
tistical analysis, graphing, discussion, interviewing, personal
observation, model-making, and diagramming are all legit-
imate methods for examination as the physical, social, and
cultural contexts of possible answers are considered (Davis,
Hawley, McMullan, & Spilka, 1997)
THE DESIGN PROCESS
Design as a Catalyst for Learning, a publication funded in part
by the National Endowment for the Arts, argued that effective
design that responds to human problems uses the following
steps (Fig. 1.2):
• Problem identification and definition: A need or problem
is identified, researched, and defined.
1. Visual Design Principles for Usable Interfaces • 3
FIGURE 1.1. Nautilus Shell.
27. • Gathering and analyzing information: The focus is on
learning what is not known. Assumptions are questioned.
Wide and broad research is used to locate information and
generate ideas.
• Determining performance criteria for a successful solution:
Research continues as imagery is selected. Rules are declared
and what is known is specified.
• Generating alternative solutions and building prototypes:
Multiple solutions are generated. A variety of methods for
analysis, such as drawing, interviewing, modeling or evaluat-
ing statistics, are used.
• Implementing choices: Project content, scope, and intent are
formally established. Initial possibilities are represented and
presented as prototypes.
• Evaluating outcomes: Prototypes are assessed, tested, evalu-
ated, and judged. The knowledge gained is incorporated into
further studies and refinements.
• Production: A prototype, which is a synthesis of the initial so-
lutions made using this process, and specifications are re-
leased for making multiples to a manufacturer.
THE ROLE OF THE DESIGNER
Visual design decisions are based on project goals, user per-
spective, and informed decision making. While many aspects
of design are quantifiable, there are visual principles that are less
measurable but equally important. Even though the necessary
skills to become visually literate and make competent design de-
cisions can be learned, design involves a highly specialized
knowledge base. A unique combination of creativity and skill dif-
ferentiates and makes one design more attractive and desirable
than another. Both education and talent are necessary to apply
the principles required to present information in its most ac-
cessible, useful, and pleasing form. The role of the designer in
the development of interfaces for interactive products is to un-
derstand the product goals and ensure that information is ap-
proachable, useful, and desirable. In an environment in which
the interface is the only tangible representation of a product
and user perception determines product success, appropriate
information presentation and visual design are key. Designers
understand visual principles in context, and know how to apply
them appropriately to create innovative, functional and aesthet-
ically pleasing solutions.
THE PROCESS OF GOOD DESIGN—
HOW DO WE GET THERE FROM HERE?
Interface designers are responsible for defining what the expe-
rience will be like when a product is used. While print media
dictates that users encounter content in a largely predeter-
mined sequence, an interface offers the user greater flexibility
over how content can be accessed based on users’ needs and
wants. A successful interface can be easily navigated. Interface
designers define, decide, and then create the experience for
users, so that an experience with a product is useful, meaning-
ful, even pleasant and empowering. The designer must maintain
an attitude of unbiased discovery and empathy for the user. The
designer must develop clearly defined goals in order to create
a good design that includes an evaluation process that supports
and enhances these goals, and includes the flexibility to respond
to changes as the process continues and products evolve.
AN INFORMATION-DESIGN PROCESS IS AN
INFORMED DESIGN PROCESS
An information-design process (IDP) is a method of visually
structuring and organizing information to develop effective
communication. Information design is not superficial or deco-
rative, but is rather a merging of functional, performance-based
requirements with the most appropriate form to present these
requirements. A thoughtful, well-designed solution will,
• Motivate users: It psychologically entices an audience, con-
vincing members that information and tasks can be success-
fully handled.
• Increase ease of use and accessibility: The effort needed to
comprehend information is decreased. A clear path that
aids in skimming and referencing text and gives easy access is
provided.
• Increase the accuracy and retention of the information:
Users learn and retain information better when it is visually
mapped and structured in obvious and intuitive ways.
• Focus on the needs of its users: Multiple audiences have dif-
ferent requirements and styles of learning. Solutions should be
developed that provide alternative means of accessing infor-
mation for different types of users. An information-design ap-
proach is part of a process that incorporates research, design,
testing, and training to produce useful, cost-effective solutions.
4 • WATZMAN AND RE
FIGURE 1.2. Interacting Design Loop. The interacting design
loop developed by Richard Kimbell, founder of the Technology
Education Research Unit at Goldsmiths College, and presented
in Design as a Catalyst for Learning, captures the divergent, itera-
tive and cyclical nature of the design process.
28. Phase 1: The Audit
The goal of the audit is to create a blueprint for the project,
much like architectural drawings are developed before con-
structing a building (Fig. 1.3). The audit process begins by ask-
ing and answering a number of questions and acknowledging
ongoing change and an ever-increasing palette of products and
services. Questions are asked throughout the entire product life
cycle, since the answers/design solutions reflect the user/use
environment and affect the ongoing usefulness and value of the
product. To create an eloquent design, continually ask and
answer the following questions:
Audit Questions A
• Who are the product users?
• How will this product be used?
• When will this product be used?
• Why will this product be used?
• Where will this product be used?
• How will the process evolve to support this product as it
evolves?
After the first set of questions are asked and answered, a sec-
ond set of questions must be asked and answered:
Audit Questions B
• What is the most efficient, effective way for a user to accom-
plish a set of tasks and move on to the next set of tasks?
• How can the information required for product ease of use
be presented most efficiently and effectively?
• How can the design of this product be done to support ease
of use and transition from task to task as a seamless, trans-
parent, and even pleasurable experience?
• What are the technical and organizational limits and con-
straints?
An audit focuses on discovery. Many disciplines and organiza-
tional resources must be consulted. Change is a given, since de-
signers begin with assumptions and don’t know all they need to
know yet. The answers to their questions and their analysis in
the context of organizational objectives provide the basis for the
audit report, which serves as the guide in design development.
The audit report can be as simple as a two-page list or as com-
plex as a comprehensive hundred-page report. Since the goal is
discovery, it includes every aspect of the organization concerned
with the product-development cycle: project management, us-
ability engineering, technical development, user support and
documentation, visual communication and design, and content
management. With these goals, the result is unbiased, accurate,
comprehensive information that serves as the basis for design.
Phase 2: Design Development
The design-development phase uses the audit report as a guide-
line. This is an ongoing, iterative process with each iteration in-
corporating user test results to make the product appropriate to
the particular set of needs. In reality, the length of this process is
often defined and limited by real-world deadlines such as product
release dates. The design-development phase includes design
and testing. The designer or design team creates a number of so-
lutions based on results and objectives determined by the audit
report as well as other project specifics. Initially, design ideas
should be very broad, incorporating many ideas and options no
matter how unrealistic or unusual. As ideas are tested, user feed-
back incorporated, and other parameters defined, solutions nat-
urally become more defined. Surviving design ideas are then
based on solid information derived from user feedback, providing
a strong basis for final design decisions. In the beginning, the fo-
cus is on high-level concepts and navigation. How will the prod-
uct work? What will it feel like to use? As initial concepts are re-
fined, design details become more specific. When the conceptual
model and organizational framework are approved, the design
of the look or product package begins. By the end of this phase, a
prototype design to be carried out in implementation and moni-
toring is tested, approved, and specified.
Phase 3: Implementation and Monitoring
The implementation phase focuses on delivering what has been
defined, designed, and documented in the preceding phases.
It is the final part of a holistic process that defines everything
necessary to make a product succeed on an ongoing basis. This
includes not only the implementation of the design within the
technology, but also any additional support such as the creation
of training materials and other reinforcements that enhance use
and productivity. Continuous monitoring is key to sustained
success, because a successful product responds to evolving
technology and user needs. This last phase is mostly consulta-
tive and ongoing throughout the product lifecycle in order to
ensure that changes such as new technology and product de-
velopments are reflected in the product itself. These may in fact
trigger another audit/design/testing cycle, although usually less
extensive than the initial process. Though the implementation
1. Visual Design Principles for Usable Interfaces • 5
FIGURE 1.3. Information Design Process (IDP). IDP is phased
to insure user and organizational needs are met. It is ongoing
and iterative, throughout the lifecycle of a product. Any change
can trigger a recycling of this process, to insure solutions remain
appropriate and useful.
29. phase is called “the last phase,” it reveals the evolutionary
process of design and development. The goal of ongoing mon-
itoring of solutions is to be aware of changes in user needs,
technology, and competition that impact user acceptance and
satisfaction. Changes here often result in the need to reevalu-
ate and redesign to incorporate this new knowledge gained.
VISUAL DESIGN PRINCIPLES
Interaction design bridges many worlds: that of visual design,
information presentation, and usability with aesthetics. Donis A.
Donis (1973a), in A Primer of Visual Literacy, argued that art and
its meaning have dramatically changed in contemporary times
from one that involved a concern with function to one that views
the process of creating art as that of making emotional maps that
spring from the province of the intuitive and subjective. This ar-
gument extends to design. To someone unskilled in creating ef-
fective communications, visual design is often understood as
personal preference limited to style or appearance. However,
any form of effective design is a result of rigorous study, a con-
cern for organization and usability combined with knowledge of
the basic design principles of harmony, balance, and simplicity.
Visual design is in fact a form of literacy.
UNIVERSAL PRINCIPLES OF VISUAL
COMMUNICATION AND ORGANIZATION
The principles of harmony, balance, and simplicity are related
yet distinct in meaning and application. Harmony is the group-
ing of related parts, so that all elements combine logically to
make a unified whole. In interface design, as with other cate-
gories of design, this is achieved when all design elements work
in unity. Transitions from place to place are effortless and the
techniques used to achieve this harmony are unnoticed by the
user. Visual harmony achieves the same goal as musical har-
mony in which notes combine to create a chord. The golden
section, also known as the “golden mean” or “golden rectangle,”
is one of the most widely used methods for creating harmony.
Architects, artists, musicians, mathematicians, and designers
have used the golden section extensively for centuries to create
proportional relationships (Fig. 1.4).
Balance offers equilibrium or rest. Donis stated that
equilibrium is the strongest visual reference (Donis, 1973b).
It provides the equivalent of a center of gravity that grounds
the page. Without balance, the page collapses, all elements
are seen as dispersed, and content is lost. Balance requires
continual modification from page to page because while
each page is part of a greater system, elements can vary and
all have visual weight. In the same way that a clown balanc-
ing on a ball while juggling objects of different weights must
continually make adjustments for actions that are occurring,
visual balance requires the same concerns and adjustments
as in the physical world. Regardless of how a design is or-
ganized, it must achieve stability and unity in order for a
user to feel comfortable with the solution. Balance can be
achieved a number of ways. One obvious method uses sym-
metry, such as found on a page with text and image aligned
on a centered axis. Deceptively simple, symmetry form is of-
ten considered easy to make; however, unless handled care-
fully a symmetrical composition can be predictable, boring,
and static. Asymmetry employs nonaxial balance and uses
contrast between elements such as weight, form, and color
to create visual tension and drama. Both are valid approaches
and require skill and knowledge of complex visual interac-
tion to achieve.
Simplicity is the embodiment of clarity, elegance, and
economy. A solution that offers simplicity is unambiguous and
easily understood. It offers clarity working effortlessly devoid
of unnecessary decoration. It appears deceivingly easy, acces-
sible, and approachable, even though it may be conceptually
rich. Simplicity involves distillation—every element is indis-
pensable, if an element is removed, the composition falls
apart. Achieving simplicity is no easy task. Two guidelines for
creating simple design solutions are (a) “Less is more!” (at-
tributed to Mies van der Rohe) and (b) “When in doubt, leave
it out!” (Anonymous). The most refined design is direct and
includes only essential elements. Removing any element
breaks the composition rendering it unintelligible or radically
different.
VISUAL DESIGN TOOLS AND TECHNIQUES
New technologies are rapidly being created that extend past the
simple automation of tasks and communication; they are revo-
lutionizing processes and the resulting products. Before the rev-
olution brought about by electronic publishing technology,
many disciplines such as writing, editing, design, publishing,
and programming were discrete units that handled a defined
step within a larger process. Today’s new publishing environ-
ments encourage the possibility of a renaissance publisher—a
person who can create, design, publish, and distribute. Yet
the process used to arrive at successful solutions is very com-
plex and extends past technical knowledge to include a mas-
tery of visual and verbal language in order to build effective
6 • WATZMAN AND RE
FIGURE 1.4. The Golden Rectangle. Divide a square to find
the center point (a) from which length (ab) is found. From point
(a) the length (ab) is swung as an arc to point (c) to create a rec-
tangle that uses the proportions of the golden section.
30. communication. Focus must be placed on the factors that de-
termine success with constant evaluation and adjustment of
these factors in light of new developments.
The Five Criteria for Good Design
Before any work begins, all participants in the process should
have a clear understanding of the criteria for good design. The
following questions are guidelines for evaluation of design so-
lutions before, during, and after the process to ensure that all
solutions remain valid as products, technology, and user needs
evolve.
• Is it appropriate? Is the solution appropriate for the par-
ticular audience, environment, technology, and/or culture?
• Is it durable? Will the solution be useful over time? Can it
be refined and transitioned as the product evolves and is
redefined?
• Is it verifiable? Has the design been tested by typical users
in the environment that it will be used in? Has feedback been
properly evaluated and used to improve the product?
• Does it have impact? Does the design solution not only
solve the problem, but also impact the look and feel, so that
the user finds the product experience comfortable, useful,
and desirable?
• Is it cost effective? Can the solution be implemented and
maintained? Are individuals with the necessary skills and un-
derstanding to create, refine, and maintain the design available
throughout the product’s life? The cost of any design begins
with the audit and design phases, but continues after the im-
plementation phase to insure that it remains advantageous and
cost-effective. The hard and soft costs of delivering the solu-
tion plus ongoing maintenance add up to the real design costs.
Visual Design Principles at Work
The following sections outline the disciplines and principles
used to create quality design solutions. Each topic is worthy of
extended study, because there is much to understand when
evaluating how to effectively present information. As the de-
sign process evolves, insights and information are discovered
that impact a solution. It is optimistic to base solutions on an ini-
tial exercise because the very nature of process means discov-
ering what is unknown yet critical. Therefore, all members in-
volved in the design process must remain open and ready to
incorporate new information, which may change or delay re-
sults, but more accurately reflect user needs.
For example, if a new feature is developed that changes a
product’s target audience from mid-level managerial to execu-
tive users, most methods for critical interaction and content de-
livery should be reconsidered. Executives have less time and
need different information. The result might be a simpler inter-
face with streamlined content that uses a larger typeface and a
more conservative visual language. The most important princi-
ple to remember when thinking about design is that there are
no rules, only guidelines. Everything is context sensitive. Always
consider and respect the users.
Typography
In The Elements of Typographic Style, the poet and typographer
Robert Bringhurst (2005) described typography as frozen lan-
guage. Typography is the visual representation of spoken and
unspoken thought that allows an idea to be shared across time
and distance independent of its creator. A functional and ex-
pressive art that shares many of the same concerns as writing
and editing, typography involves organizing text so that its
meaning is communicated according to an author’s intent. In
design, a literacy that provides an understanding of typography
and how text can be structured in space is as important as a lit-
eracy that understands how to structure grammar in order to
explicate content.
Typography is made from type, individual characters orga-
nized by visual characteristics into typefaces. Type is the smallest
definable part of a design, much like a pixel is to a screen display.
James Felici (2003), who has worked through evolutions in type-
setting technologies in The Complete Manual of Typography, de-
fined a font as the electronic file that contains the programming
code needed to make the characters found in a typeface. Histori-
cally, a typeface consists of all the individual characters or glyphs at
a given size: letterforms, punctuation, numbers, mathematical
symbols, diacritical marks, and other accessory characters needed
to fully compose a text. This definition serves as a reminder to
read a text carefully and consider all needs before selecting a type-
face and developing a presentation form (Fig. 1.5).
Effective typography is rational. It is concerned with clarity
and comprehension; the ease in which characters and word
shapes are recognized in reading environments and the ease
in which they can be used. It extends past the shapes of in-
dividual letters and their potential combinations to include the
relationships found between word and interword shapes,
functional groupings that ultimately progress into issues of
type weight, slope, width and scale, characteristics that act
as interpretative devices in order to create influential and
1. Visual Design Principles for Usable Interfaces • 7
FIGURE 1.5. Type Family. A type family is built around four
core members: roman, bold, italic, and bold italic. Additional
members may include typefaces whose weight and width are vari-
ants of the core group. A family can also contain expert sets that
offer additional or alternate characters such as small caps, frac-
tions and non-aligning numbers.
31. persuasive form. If the principles of good typography can be un-
derstood and applied, then these same principles can be ex-
tended to more complex issues that follow such as page and
product design. Typographic choice affects legibility and read-
ability, the ability to easily see and understand what is on the
page, in all media. Walter Tracy (1986), in Letters of Credit: A
View of Type Design, offered the most useful definitions for
legibility and readability. Legibility, the speed at which letters
and the words built from them can be recognized, refers to
perception. Readability, the facility and ease with which text
can be read, refers to comprehension. Legibility and readabil-
ity are related. Regardless of media, legibility and readability
are determined by variables such as point size, letter pairing,
word spacing, line length and leading, resolution, color, and or-
ganizational strategies such as text clustering. Together, legi-
bility and readability comprise typography’s functional as-
pects. Good typography, like good design, is invisible to the
user—it just works (Fig. 1.6).
Selecting an appropriate typeface for a specific purpose and
context requires experience and understanding (Fig. 1.7). With
thousands of typefaces to choose from and numerous ways to
manipulate them, finding the typeface best suited for an audi-
ence is not easy. With its lack of control, multiple media, and var-
ied viewing contexts the current publishing environment makes
this a complex task.
Typeface choice impacts whether and how a communication
is read. Distinct typefaces and typographic styles create envi-
ronments that influence a user’s perception of text. The physi-
cal nature of the presentation itself helps determine content
and acceptance. A typeface with extremely thick and thin
strokes may appear sophisticated and readable in print but may
look naïve and render text unreadable in a digital environment.
Typefaces are frequently designed to solve issues of legibility
and readability created by a technology. A typeface made for
online use can increase page legibility, as well as the overall per-
ception of approachability, quality of an interface, and ultimately
product acceptance (Fig. 1.8, 1.9, & 1.10).
An informed selection can make reading enjoyable and ef-
fortless rather than frustrating and fatiguing. Though typography
8 • WATZMAN AND RE
FIGURE 1.6. Legibility and Readability. The letters, letter pairs
and words shown above are examples of what can happen if the
designer is not sensitive to issues of legibility and readability.
FIGURE 1.7. Univers “U”. Univers, a type family designed by
Adrian Frutiger and released for commercial use in 1954, is com-
posed of twenty-one fonts that together offer a wide range of
weights, widths and slopes that allows a text to be organized so
that its form is visually coherent and easily read.
FIGURE 1.8. Bell Centennial: Technology-specific typefaces.
AT&T commissioned Bell Centennial, a typeface designed at a very
small size, for telephone directory use, in order to solve an indus-
trial problem created by changing typesetting and printing tech-
nologies. The resulting type family designed for maximum legibil-
ity, readability and spatial efficiency provided the user with a clear
information hierarchy. It reduced paper use and directory assis-
tance calls. Here, Bell Centennial is shown at six point, the size at
which it was intended to function.
might seem to be an insignificant issue to a non-designer, it af-
fects overall usability. A clear understanding of the concepts
and principles that affect legibility and readability is crucial to
determining effective typography.
32. HOW THE HUMAN EYE SEES,
AND THEN READS
Herbert Spencer (1969) in The Visible Word, a publication
with an objective of introducing and uniting those who re-
search legibility with those who work with typography, pre-
sented that the eye uses both outline word shapes and their
internal patterns to move along a text line and steps and
jumps as it groups text to form comprehensible phrases of
information. This motion of the eye during reading is known
as “saccadic movement.” Sometimes during this process, the
eye regresses and returns to what has been read. Optimal ty-
pography allows for fewer backward movements. Spencer ar-
gues that possessing a mastery of reading mechanics is im-
portant to a mastery of content. Typeface selection directly
affects this skill, making it easier or more difficult for the eye
to group, read, and understand information (Fig. 1.11, 1.12,
& 1.13).
TYPEFACE SIZE AND SELECTION
Type size is given in points, a measuring system unique to
typography. In digital typesetting systems, a point equals 1/72
of an inch. Type size cannot be determined by physically mea-
suring a letterform because when type existed solely in metal,
the technology in which it was first used, size was measured by
the height of the metal block on which a letter sat. This is one
of the reasons why the same letter repeatedly set in differing
typefaces at the same point size appears dissimilar when com-
pared. Lowercase letters set in the same point size with differ-
ing typefaces can appear larger or smaller in comparison to
each other due to variations in x-height. Other variables such
as stroke weight, letter width, and ascender and descender
length influence size perception and help make some type-
faces more or less readable and legible than others. Type size is
also dependent on the resolution offered by output and view-
ing devices, color usage, context, and other design issues. It
is crucial to understand not only the characteristics of a type-
face but also usage context and application environment when
selecting a typeface.
Serif and sans serif. Serif and sans serifs are general cat-
egories used for classifying type. Serif refers to a typeface with
serifs, the short strokes that project off the end of letter strokes,
as opposed to sans serif, a typeface without serifs. It is debat-
able whether serif typefaces, conventionally used for setting text
in print, are more readable than sans serif typefaces, which have
an even stroke weight and more open counters that have proven
useful for setting text for on-screen reading. And, while sans serif
is considered easier to read on screen, serifs can be made equally
legible if the appropriate typeface, size, and color is specified.
Some designers think that, in print, serifs aid in character recog-
nition and readability; they help differentiate individual letters
creating horizontal lines for the eye to follow. This has not been
proven conclusively. Other designers hold the view that “we read
best what we read most.” It’s likely that this discussion will con-
tinue. Recent technological developments that subdivide a pixel
into red, green, and blue elements on LCD screens have resulted
in new technologies that create a better immersive environment
1. Visual Design Principles for Usable Interfaces • 9
FIGURE 1.9. Bell Centennial: Technology-specific typefaces.
Bell Centennial’s forms were opened to increase legibility and
readability. Curved strokes were straightened and the horizontal
and vertical juncture were notched so that they did not clog
with ink when printed. Select letterforms shown at 32 point for
Bell Centennial (bottom) and Helvetica (top) illustrate this.
FIGURE 1.10. Pixel Font. Pixel fonts are screen fonts designed
specifically for use with or as on-screen navigational elements.
Their block-like forms are the result of working with the actual
pixels themselves.
FIGURE 1.11. Now Read This. The phrase, Now Read This, is
shown in full, cropped at the bottom, and from the top suggest-
ing the importance of outline word shape and internal pattern.
33. for online reading. This, in turn, will spark new explorations in ty-
pographic form and its presentation.
Families of type. Many design students first learn to clas-
sify typefaces into five chronological families or organizational
groupings popularized by James Craig et al., (2006) in Design-
ing with Type: (1) old style, (b) transitional, (c) modern, (d)
Egyptian, and (e) contemporary. Classifying typefaces into
these families makes it easier to understand the differences and
similarities in structure and fitness. Like anything else, type de-
sign does not happen in isolation. These categories, as with
those of many other classification systems, are formed around
historical junctures in which the overall design of letterforms
shifted dramatically in response to technological, political, cul-
tural, aesthetic, and economic concerns. Typefaces within each
set have passed through the tenures of metal, photocomposi-
tion, and been adapted for digital technologies. Many of the
problems solved through these older forms have proven inspi-
rational to contemporary type designers who, as their prede-
cessors did, continue to explore new forms for new purposes.
Verdana, a sans serif screen font designed by Matthew Carter,
whose roots lie in the Industrial Revolution, was commissioned
by Microsoft and released in 1996. Its form, which uses a visu-
ally even stroke with wide counters, helped signal a new soft-
ware release. Verdana’s members consist of Roman, italic, bold,
and bold italic. It has two peers that use nonLatin alphabets:
Verdana Greek and Verdana Cyrillic. Verdana is related to
Tahoma, a condensed variation of Verdana designed for use in
situations that require more information to fit in less space—
such as with dialog boxes and menus; and Nina, a spatially effi-
cient sans serif designed for situations that require more infor-
mation to fit in even less space—such as with small handheld
devices. John Berry (2004), who writes and consults extensively
on typographic matters, said in Now Read This that Meiryo, Ver-
dana’s daughter, evolved partially as a response to technologies
that enhance photometric resolution permitting more complex
writing systems such as scripts to be optimally read on screen,
and a demand for a Japanese type that weaves the character
sets of Kanji, Kana, Katakana and Romanji together, fashioning a
favorable reading environment for screen and print. Meiryo,
too, has Greek and Cyrillic companions. That one family has
siblings and offspring, manufactured around a variety of alphabets
and writing systems, speaks in part to the economic and political
concerns of an international corporation that must respond to
the demands of different cultural markets as much as it does to
the need for multilingual communication (Fig. 1.14).
10 • WATZMAN AND RE
FIGURE 1.12. Anatomy of a letter. The typographic terms defined and illustrated above are
used by designers in discussing principles that affect the legibility of type and overall quality of the
communication.
FIGURE 1.13. Hqx Illustration. The x-height of a typeface (based on the actual height of a
lower-case x) is a key characteristic when deciding the visual size of a typeface, particularly when
readability is critical. While the above typefaces are the same point size, some seem larger (e.g.,
Helvetica) and easier to read than others (e.g., Serifa).
34. VARIATIONS IN LETTERFORMS
Variations in Stress
Early type designers mimicked scribal letterforms because they
knew and understood these forms. Old-style typefaces have
a diagonal stress, a backwards slant—a visual remnant of
the pen—that distributes weight through the thin part of the
letterform. Over time, the stress traveled several degrees to the
right as seen in transitional typefaces. With modern typefaces,
the stress becomes rigidly vertical. Egyptians such as Century
Schoolbook have a slight diagonal stress; other Egyptians with
a stronger slab serif such as Serifa have no stress. Contemporary
typefaces have no noticeable stress.
Variation in Thick and Thin
The degree of contrast between the thick and thin strokes of the
letters can vary. Old style typefaces have little contrast in strokes.
This contrast increases in transitional faces. Extreme stroke con-
trast is a dominant characteristic of modern typefaces. Egyptian
typefaces return to less contrast. Contemporary typefaces
have no perceptible thick and thin strokes.
Variations in Serifs
Serifs differ in weight and bracket, which is the shape created by
the serif joining the vertical stroke of the letter. Old-style type-
faces have heavy concave serifs with thickset brackets. The
meticulous serifs of modern typefaces are refined and thin and
without brackets. Many Egyptians have heavy, straight serifs with
little or no bracket. Sans serifs are considered contemporary
typefaces (Fig. 1.15).
TYPOGRAPHIC GUIDELINES
Combining Typefaces
Sans serif and serif typefaces can be effectively combined if
changes are limited to prevent visual chaos. The key is to ensure
that the result respects the content and reinforces the informa-
tion hierarchy and overall design goals. When combining type-
faces, decide whether harmony or contrast is important. Gener-
ally, do not use more than two different type families in a
document. Remember, at a minimum, a type family offers a Ro-
man, italic, bold, and bold italic. Consider the pattern and tex-
ture that the x-heights and stroke weights weave when com-
bined. Excellent typography does not impede the user and
the information. Too many typefaces jar and confuse the reader,
create visual intrusions, and slow the reading process.
Contrast in Weight (Boldness)
Combining two classic typefaces with a strong differential fac-
tor such as Helvetica Extra Bold with Times New Roman can add
useful contrast. Be wary of combining intricate typefaces such as
Gill Sans Bold and Souvenir, which have structures that may not
create compatible reading environments. Too much contrast
and visual complexity can be detrimental.
Output Device and Viewing Environment
The quality of publishing technologies and viewing environ-
ment vary greatly—laser printer versus video versus electronic
1. Visual Design Principles for Usable Interfaces • 11
FIGURE 1.14. Type Classification. These five A’s are representa-
tive of typographic style from the 1600s to present day, reflecting
changes in tools, fashion and current events. Ultimately, choice
of output media should determine typeface selection, given
details such as stress, the thick and thin parts of letterforms, neg-
ative space, viewing environment, output resolution, etc.
FIGURE 1.15. Serif Versus Sans Serif. The serif typeface Cen-
tury above versus the san serif typeface Univers, below.Under-
standing a typeface’s physical characteristics and how it per-
forms in different environments is important. Set a paragraph of
text in both a serif and sans serif with exactly the same line
length, size and spacing and compare the differences on screen
and on paper.
35. media, etc. In choosing a typeface, its style, size, spacing, and
leading, think about the final output medium, and examine this
technology’s effect on legibility. Low-quality monitors and poor
lighting have a major impact: serifs sometimes disappear, let-
ters in small bold type fill in and colored type may disappear
altogether.
Letter Spacing and Word Spacing
While the spaces within and between letterforms and words are
determined by a type designer in order to set a rhythm that
reads well, this spacing can be altered or kerned. However, be
careful! When letter spacing is too tight, the letters are hard to
distinguish from each other and legibility decreases. When let-
ter spacing is too wide, letter groups are not easily recognized.
Spencer argues that optimal letter spacing is inconspicuous, the
user can read quickly and easily and understand content. Tight
word spacing makes distinguishing individual words difficult.
When word spacing is too wide, word groups fall apart. When
there is greater space between words than there is between
lines, the reader’s eye naturally falls to the closest word, which
may be below instead of across the line. This frequently occurs
with low-resolution or low-cost products.
Line Spacing/Leading
Leading is the distance measured in points between the baseline
of one line of text and the baseline of the text line below it. As-
cender and descender length influences how closely lines of
type can be stacked. The space between lines of text, or leading,
should increase in relation to type size. This adjustment is visual
not mathematical. Overall legibility may be improved by in-
creasing the leading in relation to column width.
Line Length/Column Width
The correct line length is just long enough for the eye to sweep
across without losing its place and easily drop down to continue
reading the following lines. A good rule of thumb is that a line of
average length contain between 39 and 52 characters.
Justified vs. Ragged Right (Flush Left)
A justified text column can leave uneven word spacing, creat-
ing rivers, or vertical white spaces, within the paragraph.
Rivers cause the eye to move vertically down the page, natu-
rally connecting with what is closest in proximity, instead of
moving easily across the line. It is very difficult to prevent rivers
in justified text columns without spending considerable effort.
Unless the type is manually set or adjusted, which is a time-
consuming activity, it’s better to use type that is set flush left,
ragged right (Fig. 1.16).
Highlighting with Type
Content can be highlighted by modifying type weight, slope, or
case. Weight can be shifted from Roman to bold or extra bold.
Slope can be altered from Roman to italic. Be mindful that italics
are appropriate for short phrases and not long text passages.
The italic appears lighter and smaller on the page when com-
pared with its companion Roman and its complex forms are
more difficult to read. Case can change from upper and lower-
case to all capitals or small caps. Using all caps for extended text
passages impedes readability since word outlines are rectangu-
lar and harder for the eye to differentiate. Limited shape and
size cues are available to help differentiate between letters,
words, and sentences to create meaning. Use only one high-
lighting technique for emphasis.
Decorative Typefaces
Decorative typefaces are of limited use for body text, because
their irregular design lessens legibility and should be used in
headlines with caution. Because they are essentially typographic
fashion statements, decorative typefaces can either reinforce
or distract from the overall message or brand of a particular
product or organization.
Black on White vs. White on Black and Dark on Light
Background vs. Light on Dark Background
Positive and negative type. White on black (or light on
a dark background) is generally regarded as less legible and
much more difficult to read over large areas. To the eye, white
letters on a black background appear smaller than their re-
versed equivalent. The amount of contrast between the color
of type and the background is an especially important factor for
12 • WATZMAN AND RE
FIGURE 1.16. With current technology, the difference between
a justified text column and ragged right text column can make a
huge difference in readability. In a poorly justified column, spaces
within a justified line connect vertically down the page, distract-
ing the eye from easily reading across a line of text.
36. online communication. Color adds exponential levels of complex-
ity to these considerations since displays are inconsistent from one
situation to another (Fig. 1.17 & Fig. 1.18). (Dair, 1967)
DESIGN PRINCIPLES: PAGE DESIGN
Typography deals with legibility and page design focuses on read-
ability, the ability to read and comprehend information. Can the
user find what is needed on the page? The two important functions
of page design are motivation and accessibility. A well-designed
page is inviting, drawing the eye into the information. Users are
motivated to accept the invitation. An effective page design ensures
that the reader continues by increasing the ease of understanding
and accessibility of the information. (For purposes of simplicity, the
term page design is used interchangeably to mean page, screen,
and document design.) Motivation and accessibility are accom-
plished by providing the reader with ways to quickly understand
the information hierarchy. At a glance, the page design should re-
veal easy navigation and clear, intuitive paths to discovering addi-
tional details and information. This is called “visual mapping.”
A page, site, or product visually mapped for easy navigation has,
• an underlying visual structure or grid, organizational land-
marks, graphic cues and other reader aids (Fig. 1.19)
• distinctly differentiated information types
• clearly structured examples, procedures, and reference tools
• well-captioned and annotated diagrams, matrices, charts, and
graphics.
This kind of visual structuring helps the reader and provides
an obvious path through the materials, aids in skimming, gives
a conceptual framework, and prevents a feeling of informa-
tion overload.
A table of contents is a simple visual map. It quickly provides
a general overview of the order and some details about the
structure and content. What it does not reveal, however, are pri-
orities. Site maps or other diagrams provide this type of infor-
mation as well.
Building the Design of a Page
Effective visual mapping is apparent in the sequence shown be-
low that demonstrates the evolution of an accessible page from
plain text. As design elements are added, the page becomes
inviting to read and content becomes attainable. The final ex-
ample organizes the content into units of information using line
spacing and vertical thresholds or queues. Differentiation in
typeface, weight, and scale reinforce structure. Information de-
sign techniques, drawn from cognitive science, can be used to
improve communication effectiveness and performance.
Gray page or screen. Raw text interests few readers. When
information is presented as a uniform, undifferentiated mass, it is
difficult and irritating to use and easy to ignore (Fig. 1.20).
Chunking. Structure the visual field by breaking like kinds
of information into manageable groups according to subject
matter. Chunks in close proximity are read as related. Graphic
devices such as rules and line spaces are used to reinforce a
grouping and separate chunks (Fig. 1.21).
Queuing. Order information chunks visually to reflect the
content hierarchy by addressing the user’s requirements of sub-
ject matter, order, and importance (Fig. 1.22).
Filtering. Simplify linguistic and visual order by filtering
out unnecessary background noise, which interferes with the in-
formation being transmitted. Filtering builds a sense of layers
of information by using color, visual cues and symbols, and bul-
leted lists and headers to make a page effective for a range of
users and uses (Fig. 1.23).
Mixing modes. People learn through different cognitive
modes or styles. Some users favor text, others may prefer illus-
trations, photos, diagrams, or formulas. To suit these varied
learning preferences, information must be translated into sev-
eral different modes that are then carefully presented to rein-
force content and organization (Fig. 1.24).
1. Visual Design Principles for Usable Interfaces • 13
FIGURE 1.17. Black on White vs. White on Black. The x-height of a typeface (based on the
actual height of a lowercase x) is a key characteristic when deciding the visual size of a typeface,
particularly when readability is critical. While the above typefaces are the same point size, some
seem larger (e.g., Helvetica) and easier to read than others (e.g., Serifa).Letterforms often appear
as black/dark shapes on white/light backgrounds. The eye also reads the reverse, or negative
shape around a letterform, which can create a shape that visually distracts and makes text diffi-
cult to read.Try setting a paragraph of type black on white background, then set the same exact
paragraph with white type on a black background. You can also try this same exercise with a dark
color on a light background, and then try the reverse. You will notice that the greater the contrast
(e.g. white type on black) the harder it is to read in large amounts.
37. 14 • WATZMAN AND RE
FIGURE 1.21. Chunking.
FIGURE 1.22. Queuing.
FIGURE 1.23. Filtering.
FIGURE 1.18. Typographic Contrasts. This figure, which builds
on the relationships of contrasts discussed and illustrated in
Design with Type by Carl Dair (1967), shows typographic contrasts
that can be easily used to build information heirarchies.
FIGURE 1.19. Grid. The lines that appear in this rectangle pro-
vide an understanding of what the grid, or underlying structure,
is of this page. The grid is used as a guide to create more pages
that use similar relationships for placement and alignments. It is
a point of departure for one who understands the system, to cre-
ate variations, be a bit more playful, yet still provide a consis-
tent “feel” to the user.
FIGURE 1.20. Gray page or screen.
38. Abstracting. The individual page or screen is a microcosm
of the complete book, site, or product. The result is a complete
codified system of graphic standards, which is effective for both
the reader and the producer. Abstracting builds a system of stan-
dards that simplifies text organization, creates consistent ap-
proaches to preprocessing information, and establishes a cus-
tomized look for an organization’s products (Fig. 1.25).
Other Page Design Techniques
White space. White space (or empty space) is an under-
utilized but extremely effective design tool. It visually opens up
a page, provides focus, helps group like kinds of information,
provides resting points for the reader’s eye, and creates the per-
ception of simplicity and ease of use.
The grid. A grid is a controlled system of organization that
allows for the distribution of visual elements in an intelligible or-
der. A grid, as part of an overall design system, provides an un-
derlying structure that determines the horizontal placement of
columns and the vertical placement of headlines, text, graph-
ics, and other artwork.
A grid is built on a series of consistent relationships, align-
ments, and spatial organizations. It acts as a blueprint that can
be repeatedly used to create sequential pages, which are related
but respond to different content. When the grid system is un-
derstood, it forms the basis for consistent application and ex-
tension of the design by others who also understand the inten-
tion of the system. Every strong design uses an underlying
structure or grid to create a consistent look and feel to any form
of visual communication. An analogy can be created between
the horizontal and vertical lines that compose a grid used on a
page and the metal beams that systematically make up the over-
all supporting structure of a high-rise building. While the struc-
tural supports in a building are consistent from floor to floor,
the configuration of the space within each individual floor is
based on each occupant’s needs. The same holds true with the
grid on a page. An important tool that improves usability, a grid
enables a user to navigate a page quickly and easily. A grid spec-
ifies placement for all visual elements. The user anticipates
where a button will appear or how help is accessed. Product or
program usefulness and ultimately success are greatly increased
through the consistency offered by a grid.
Field of vision. Field of vision refers to what a user can
see on a page with little or no eye movement; it is the main area
where the eye rests to view most of the page. A good design
places key elements in the primary field of vision, reflecting and
reinforcing the information hierarchy. Size, contrast, grouping,
relationships, and movement are tools that create and reinforce
field of vision. The user first sees what is visually strongest, not
necessarily what is largest or highest. This is particularly true for
online information due to the limitations of page real estate and
dense information environments.
These concepts, as well as the strength of peripheral vision,
can be experienced when viewing a page that has a banner ad-
vertisement or moving graphic.
It is virtually impossible to ignore or focus attention on the
primary field of vision when there is winking and blinking else-
where. In fact, superfluous visual devices reduce information’s
value by distracting and disturbing the user’s desire and ability
to focus, read and understand.
Proximity. This concept applies to the placement of vi-
sual elements physically close to each other so that it is under-
stood that these are related elements.
1. Visual Design Principles for Usable Interfaces • 15
FIGURE 1.24. Mixing Modes.
FIGURE 1.25. Abstracting.
39. The illusion of depth. Though the online world exists in
two-dimensions, contrast can be used to create the illusion of
depth. Contrasts created through size, weight, structure, direc-
tion, color, texture, and layering can form cues that reinforce hi-
erarchy by giving the illusion that an element is on top of or in
front of another.
CHARTS, DIAGRAMS, GRAPHICS, AND ICONS
The goal of any visual device is to provide the fastest, most effi-
cient path to understanding ideas and to make these ideas clear
and compelling. Useful, effective graphics act like visual short-
hand, particularly important when the real estate of the page is
limited (Fig. 1.26). A good visual eliminates the need for text
and communicates across cultures. A bad graphic with an un-
clear meaning that must be reinforced by a long caption can be
worse than none at all. The old cliché, a picture is worth a thou-
sand words, is true only if the picture is efficient and effective. In
stressful or difficult situations, people do not have time to read
or the ability to focus on text and/or complex visuals. Though
more difficult to achieve, brevity and simplicity in such cases
have greater value. Product users prefer well-designed charts,
diagrams, and illustrations that quickly and clearly communicate
complex ideas and information. Studies show that visual images
are retained long after the reader is finished. Designed correctly,
visual images can make information memorable and effective. At
a minimum, a powerful illustration or graphic can often improve
performance simply because it increases user motivation. Visuals
are robust communication tools used to (a) visualize and ana-
lyze data; (b) present new or abstract concepts; (c) make phys-
ical and technical concepts invisible to the eye; and (d) sum-
marize information efficiently and effectively. Visuals explain and
reinforce concepts, relationships and data, making them tangi-
ble. Photographs, charts, illustrations, icons, or diagrams be-
come thinking tools. The information is clarified, made easier to
evaluate, and has greater impact. Visuals are a very effective way
to communicate a message, but choosing the appropriate pre-
sentation for a concept is critical to the user’s ability to effec-
tively comprehend a message. Understanding the limitations of
the display medium is crucial to creating a successful visual.
Tables, Charts, Diagrams
These three types of graphics are discussed in order of com-
plexity. Tables are the least difficult to create, charts the second
most difficult, and diagrams the third. Illustrations, graphics,
and other images and visuals are the most complex, require
more conceptual and visual sophistication, and may require a
consultant to create. When is one more appropriate than the
other? Determining which format is the most effective is illus-
trated in Fig. 1.27. In addition to this list, it is important to re-
member that visual cues such as color, shading, texture, lines,
and boxes should be considered redundant cues and only used
to provide additional emphasis to support the concept.
Icons and Visual Cues
Icons and other visual cues are a form of visual shorthand,
which helps users locate and remember information. Develop-
ing an easily understood style that is consistent with the overall
program style is not easy. Choose a style that is simple and con-
sistently reinforced throughout a product. More complex and
unique symbols and icons can be used if usage takes place over
a longer period, allowing product familiarity and learning to
take place. The MasterCard logo consists of two intersecting
circles. After many years of reinforcement, most people imme-
diately recognize it without accompanying text or other expla-
nation. It is very difficult to create an icon that, without expla-
nation, communicates a concept across cultures. For example,
the use of a freestanding rectangular box with an open door flap
indicates mailbox or in-box. This kind of mailbox is rarely used
today and was never used in Europe where mail is placed in
slots or upright boxes. Even the concept of mail delivery can
be considered strange. This is a case where meaning had to be
learned. Although simple ideas presented as icons are appro-
priate, a program with many complex concepts using colloquial
images can make using a program agonizing for users from
other cultures. There is an important difference between an
icon and an illustration, though the two concepts are often con-
fused. If an icon must be labeled, it is really an illustration. The
icon’s value as visual shorthand is lost. Better to use a word or
short phrase rather than word and image when screen space is
at a minimum.
A successful icon is memorable with minimal reinforcement. If
after viewing an icon several times a user cannot remember its
meaning, then the icon is valueless and should be eliminated.
Icon sets should share a similarity of style (businesslike or play-
ful) and possess formal presentation properties consistent with
the overall program or product to which they belong (Fig. 1.28).
16 • WATZMAN AND RE
FIGURE 1.26. Zen calligraphy is an example of the historically
close relationship between word and image. The Zen master
Hakuin (1768–1865) created this symbol to mean “dead”, with
additional notes saying “Whenever anyone understands this, then
he is out of danger”.
40. Illustrations and Photographs
As technology improves, the only limit placed on the use of
complex images will be by the designer. The most important
consideration is appropriateness of the image for the intended
audience. Do not use cartoons for a company brochure, or a
low-resolution photograph of a control panel when a line illus-
tration is more effective.
While understanding the meaning and implications of illus-
trations and photographs is no easy task, there are guidelines
for making choices. A photograph can easily represent an exist-
ing object, but issues related to resolution and cross-media pub-
lishing can make it unintelligible. If a photograph can be repro-
duced with proper resolution, cropping and contrast, and
emphasize a required detail, then photography is a good choice.
A photograph can provide orientation and contextual cues that
are more difficult to achieve in an illustration. No matter how
simplified or cropped to focus attention, a photograph’s repro-
duction quality is often unpredictable. In this situation, a tech-
nical illustration such as a line drawing is more effective. An ob-
vious advantage of illustration is that it can present abstract
concepts or objects that do not yet exist, or that may never ex-
ist. Another benefit is the ability to focus the viewer’s attention
on detail. For example, a line drawing can place attention on a
specific machine part by changing line weight. To achieve a sim-
ilar result in a photograph adds time, complicates the image,
and possibly never simplifies the explanation.
Regardless of the method used to create a visual explanation,
it must clarify and reinforce content. If the purpose of the image
1. Visual Design Principles for Usable Interfaces • 17
FIGURE 1.27.
FIGURE 1.28. AIGA/DOT Icons. These six icons, all from the
same set, were developed by the American Institute of Graphic
Arts and the U.S. Department of Transportation for use in sig-
nage. From upper left to lower right: restaurant, no smoking,
trash, stairway leading up, information and taxi.
41. is to explain where to locate a piece of equipment, then an
overview of the equipment in the environment is appropriate. If
the goal is to show an aspect, such as a button location, then the
illustration should only focus attention on that aspect. An image
can be cropped to focus attention on what is being explained;
it depends on the goal of the photograph or illustration.
Situations exist in which it is more effective to use a combi-
nation of photography and illustration than either alone. For ex-
ample, a photograph of an object in its usage environment con-
veys more information than that of the object itself. If the
objective is to show the location of a part of that object, then a
line drawing in close proximity to or inset in the photograph is
more useful than a photograph or illustration alone.
Guidelines
Visuals should reinforce the message. Don’t assume
that the audience understands how a visual reinforces the ar-
gument (Fig. 1.29). A clear and concise argument must still be
made that helps shorten the process of comprehension and
learning and causes the user to say, “Aha, that’s how it works
together!” Visuals should,
• clarify complex ideas
• reinforce concepts
• help the user understand relationships
Create a consistent visual language. Create a consis-
tent visual language that works within the entire communica-
tion system. Graphics attract attention. When the user sees a
screen, the eye automatically jumps to a visual, regardless of the
fact that it may interrupt reading. Graphics should conform to
all elements on a page. Unharmonious graphics impede com-
prehension by increasing the effort needed to understand the
relationship between the text and the visual.
Consider both function and style. It is important to
consider function versus decoration. Albeit wonderful to see
an artistically illustrated tax form, is it appropriate to the content
or image of both the message and organization it represents?
The best graphic is appropriate to the context of the communi-
cation and reinforces and validates the message (Fig. 1.30).
Focus on quality vs. quantity. Graphics are only effec-
tive if they are carefully planned, executed, and used sparingly.
A well-considered diagram with a concise caption is more ef-
fective than several poorly thought-out diagrams that require
long explanations.
Work with a professional. Many individuals within an
organization can write an internal report but a writer or public
relations firm is usually commissioned to find the most effective,
relevant, and interesting way to communicate a public message
such as presented in an annual report or company brochure.
Similarly, a designer or visual communications firm should be
retained to oversee the development of user interfaces, graphics,
18 • WATZMAN AND RE
FIGURE 1.29. Thirty centuries of development separate the
Chinese ancient characters on the left from the modern writing
on the right. The meaning of the characters is (from top to bot-
tom): sun, mountain, tree, middle, field, frontier, door.
FIGURE 1.30. It is obvious which of the above examples com-
municates an important message most quickly. The goal for the
designer is to communicate the message in the most direct way,
so that the user can understand and make decisions based on
that information. Obviously some situations are more critical
than others, but it is no less important to begin design with con-
sideration of the needs of users.
42. and other visual elements that impact the look and feel and ul-
timately the overall success of a program.
Build a library to create visual consistency, organi-
zational identity, and a streamlined process. Because
graphics require a professional, they can be very time consuming
and expensive to create. Once a visual language and style are es-
tablished, start building a graphics library. If concepts are re-
peatedly illustrated, streamline the development process by col-
lecting the supporting illustrations and making them available
for reuse. An organizational style can be created for these visual
explanations. Through repetition, users can learn to associate a
style and method of explanation with an organization, which aids
in understanding and reinforces product brand and identity.
Reinforce shared meaning (common visual language).
A serious issue to consider when creating graphics, particularly
conceptual diagrams, is shared meaning, whether it be across an
organization or the globe. Individuals can interpret the same dia-
gram in a variety of ways based on backgrounds and experiences.
Truly effective graphics require extra time and effort, but the
payoff is tremendous. Graphics are invaluable tools for promot-
ing additional learning and action because they (a) reinforce the
message, (b) increase information retention, and (c) shorten
comprehension time.
COLOR
Though color should be considered a reinforcing, or redundant,
visual cue, it is by far the most strongly emotional element in
visual communication. Color evokes immediate and forceful re-
sponses, both emotional and informational. Because color is a
shared human experience, it is symbolic. And like fashion, the
perception of color changes over time. In all communication,
color can be used to trigger certain reactions or define a style.
For example, in Western business culture, dark colors such as
navy are generally considered conservative, while paler colors
such as pink are regarded as feminine. In other cultures, these
color choices have an entirely different meaning.
The appropriate use of color can make it easier for users to
absorb large amounts of information and differentiate informa-
tion types and hierarchies. Research on the effects of color in
advertising show that ads using one spot of color are noticed
200% more often than black-and-white ads, while full-color ads
produce a 500% increase in interest. Color is often used to:
• show qualitative differences
• act as a guide through information
• attract attention/highlight key data
• indicate quantitative changes
• depict physical objects accurately
All in all, color is an immensely powerful tool. Like the tools
of typography and page design, it can easily be misused. Re-
search shows that while one color, well used, can increase com-
munication effectiveness, speed, accuracy, and retention, mul-
tiple colors when poorly used actually decrease effectiveness.
Because it is readily available, it is very tempting to apply color
in superficial ways. For color to be effective, it should be used as
an integral part of the design program, to reinforce meaning
and not simply as decoration. The choice of color—while ulti-
mately based on individual choice—should follow and rein-
force content as well as function.
Basic Principles of Color
Additive primaries. The entire spectrum of light is
made up of red, green, and blue light, each representing a third
of the spectrum. These three colors are known as “additive pri-
maries,” and all colors are made up of varying amounts of them.
When all three are combined, they produce white light.
Subtractive primaries. If you add and subtract the
three primaries, cyan, yellow, and magenta are produced. These
are called “subtractive primaries.”
Green Blue – Red Cyan
Red Blue – Green Magenta Red Green – Blue Yellow
Color on a computer display is created by using different
combinations of red, green, and blue light. In print, colors are
created with pigments rather than light. All pigments are made
up of varying amounts of the subtractive primaries. The three at-
tributes of color are,
1. hue—the actual color
2. saturation—the intensity of the color
3. value—includes lightness and brightness
“Lightness” refers to how light or dark a color appears. “Bright-
ness” is often used interchangeably with lightness; however, light-
ness depends on the color of the object itself, and brightness de-
pends on the amount of light illuminating the object.
How to Use Color
Less is more . . . useful and understandable. Just as
you can overload a page or screen with too many typefaces, you
can have too many colors. Given the unpredictability of color dis-
plays, users, and viewing situations, the choice can get very com-
plicated. Color is often best used to highlight key information. As
a general rule, use no more than three colors for primary infor-
mation. An example is the use of black, red, and gray—black and
red for contrasting information, gray for secondary. When think-
ing about color online, one must remember that each display will
output color in a different way. Add to that the lighting situation
and a variety of users. All these factors affect color choice.
Create a color logic; use color coding. Use a color
scheme that reinforces the hierarchy of information. Don’t mis-
cue the audience by using different colors for the same ele-
ments. Whenever possible, try to use colors that work with the
1. Visual Design Principles for Usable Interfaces • 19
43. project identity or established visual language. Create a color
code that is easily understood by the user and reinforces the
information.
Create a palette of compatible colors. Harmonious
color is created by using a monochromatic color scheme or by
using differing intensities of the same hue. However, make
them different enough to be easily recognized and simple
enough to be easily reproduced, no matter what medium you
are using.
Use complementary colors with extreme caution.
These are colors that lie opposite each other on the color
wheel. Let one dominate and use the other for accents. Never
place them next to each other because the edges where they
meet will vibrate. Though this was the goal of pop art in the 1960s,
it makes pages impossible to read. One must check each particu-
lar display, as the calibration of monitors can unexpectedly
cause this to happen.
Decisions regarding color in typography are critical.
Colored type appears smaller to the human eye than the same
type in black. This is important to consider when designing user
interfaces. One must also consider the “smear” effect on typog-
raphy in displays, based on the color chosen and interaction
with colors around it. Additionally, quality and calibration of dis-
plays impact characteristics of color online.
Consider the viewing medium. The same color looks
different when viewed on different viewing media such as a
computer display, an LCD projector, color laser printer versus
dot-matrix output, glossy versus dull paper.
Context is everything. Though printed color is very fa-
miliar and more controllable, projected color is inconsistent and
varies depending on such things as lighting, size of the color
area, size and quantity of colored elements, lighting, and output
device. One must check all output/viewing possibilities to insure
that a color is readable as well as legible, and not depend on
cross-media specification for insuring consistency. What might
look good on a laptop may not be readable when projected in
a room for hundreds of people to view, and may look com-
pletely different when printed in a corporate brochure. The
amount of color will affect how it is viewed as well as the best
background choice. A blue headline is very readable on a white
background, but if that background becomes a color, then read-
ability can be reduced dramatically, depending on how it gets
presented on each particular display.
Contrast is critical when making color choices.
Contrast is the range of tones between the darkest and the light-
est elements, whether one is considering black and white or
color. The desired contrast between what is being “read” (this
includes graphics, photographs, etc.) must be clearly and easily
differentiated from the background it is presented against. If
there is not enough contrast (of color, size, resolution, etc.), it
will be difficult or impossible to read. This is particularly a prob-
lem with online displays, as the designer has no control of qual-
ity of the output display.
Quantity affects perception. A small amount of color
will be perceived differently than the same color used in a large
quantity. In the smaller area, the color will appear darker; in the
larger area, the color will appear lighter and brighter.
Use color as a redundant cue when possible. At least
9% of the population, mostly male, is color-deficient to some
degree, so it is generally not a good idea to call out warning
points only through color. With a combination of color and a dif-
ferent typeface, etc., you won’t leave anyone in the dark.
We live in a global world, so when in Rome. . . Re-
member that different colors have different connotations within
various cultures, religions, professions, etc. For example, in the
United States on February 14th, red means love, but in Korea,
red means death, and in China, red is used in weddings and
symbolizes good luck and fortune. In many other countries, red
means revolution. To a competitor, red means first place, and
to an accountant, red means a negative balance. To a motorist,
red means stop, and in emergencies, a red cross means med-
ical help (Fig. 1.31).
CREATING A SYSTEM: GRAPHIC STANDARDS
With the explosion of new publishing media in a global market-
place, the need for guidelines for developing and producing
consistent, quality communication has taken on a new urgency.
New technologies make it easy to generate images, offering a
wealth of options for experienced and inexperienced publishers
alike. The danger lies in creating visual chaos, with every element
demanding attention beyond the point of sensory overload.
With new tools, chaos can happen faster, at a lower cost, and
with greater distribution. A graphic standards manual prevents
this confusion.
A graphic standards manual is the physical manifestation of
an identity system. The design historian and educator Philip
Meggs (1998) writes in A History of Graphic Design that identity
systems arose in the 1950s with the rise of multinational corpo-
rations that began to recognize the value and power found in
presenting a cohesive visual image globally. A quality-control
agent, a standards manual allows an organization to document
guidelines and provide tools for organizing and structuring
communications and reinforcing brand identity to diverse in-
ternal and external audiences. It explains the methodology be-
hind the design, specifies written and visual language, produc-
tion materials, and methods, and gives examples of how to and
not to use the identity system so that standards can be imple-
mented by different people, in different places, at different
times. A standards manual supports expansion by explaining
how to maintain a consistent brand and organizational look and
feel as new products, features, and technology are introduced.
A graphic standards system provides
• Built-in quality: The system ensures that the correct organi-
zation/product image is communicated to all audiences.
Standards promote consistency in handling information
across product lines, divisions, projects, etc.
20 • WATZMAN AND RE
44. 21
FIGURE 1.31. Trying Examples in Your Context. Since color is not available in this particular edi-
tion, try your own experiment. Take a look at this illustration, and recreate a paragraph of text,
with the background graded from 100% to 0%, choosing one color for the background. Then set
lines of type in a variety of typefaces and sizes, to see where it becomes legible or totally impos-
sible to read. The important thing to remember is to test out whatever choices you make within
the particular context and parameters, including viewing/projecting devices. Such things as light-
ing, projection distance, and users’ physiological constraints can make all the difference as to
whether something can be read or not.
45. • Control over resources: A system provides dramatic manage-
rial control over resources that use time, money, and materi-
als. Well-developed standards build in flexibility. New com-
munications are easily developed without the original
designer and in many instances are developed within the or-
ganization itself.
• Streamlined development process: A graphic standards system
helps structure thinking for content, design, and production
by providing a guideline of predetermined solutions for com-
munication problems. Typical problems are solved in advance
or the first time they occur. Most importantly, a graphics stan-
dards system encourages the organization as a whole to
progress to higher-level issues of communication effectiveness.
What does a system cover? Graphic standards histori-
cally have been applied to an organization’s logo, stationery,
business cards, and other printed materials. As the online por-
tion of an organization’s identity dominates, providing for cross-
media guidelines is even more critical. Graphic standards are
generally communicated to the organization in print and elec-
tronic form. Documentation often includes:
• Corporate identity manuals: Style guides available in print
and online illustrate the application of the standards across
the company’s publications and provide specifications for
production and expansion.
• Templates and guidelines: Templates and guidelines are avail-
able in paper and electronic form and are used to develop
pages for both environments.
• Editorial style guides: Editorial guides determine the use of
product/service names, punctuation, spelling, and writing
styles.
Developing the system. When developing a corporate
graphics standards system, consider the global publishing needs
of the company, the resources available for producing docu-
ments, and the skill level of those in charge of production. To re-
sponsibly determine overall needs, a team effort is required.
Personnel from areas such as information systems, graphic de-
sign, usability, and marketing along with engineers, writers, and
users should be involved in the process. This team approach
helps build support for, and commitment to, the corporate stan-
dards. The development of a comprehensive system follows
the information design process of audit, development and
implementation.
Audit. The audit is a critical step in determining the scope
and parameters of an organization’s corporate graphic stan-
dards. Specific questions for the audit phase include:
• What is the purpose?
• Who are the audiences?
• What are the differences and similarities between audiences?
• Who will do the work?
• How long will it take?
• What tools will be used?
• What is the desired company or product image?
Development. Goals for the development phase include:
(a) the design of standards that are easy to read, use, and pro-
ject a consistent corporate image; (b) design of products that
fit within the production parameters of the company.
Implementation. The implementation phase must en-
sure that the system is accepted and used properly. This re-
quires training and support, easy procedures for distributing
and updating materials, and a manual explaining how to use
the system. The development of standards is in itself an educa-
tional process. It requires all participants to be aware of com-
munication objectives and what is needed to meet them. As al-
ternatives are developed and tested, management has the
opportunity to evaluate its company’s purpose, nature, and di-
rection as well as its working methods and communication pro-
cedures. The process requires commitment and involvement
across many departments and levels. The result is an empow-
ering of the organization—planting the seeds for growth and in-
creased effectiveness.
DESIGNING THE EXPERIENCE
The heart of interface design is to define and create the user’s
experience; what it is really like for people facing the monitor,
using a cell phone, or an ATM. Though presentation possibilities
are expanding day by day, our capacity to understand, use, and
integrate new information and technology has not grown at the
same rate. Making the most appropriate media choices,
whether image, animation, or sound, to explain complex ideas
to widely varied audiences is no easy task. The most important
guideline is to understand that there are no rules, only guide-
lines. It is a generalization to say that a visual principle works a
certain way because any change in context changes the appli-
cation of the principle. For example, in the early days of the soft-
ware industry, research showed that a specific blue worked well
as a background color. Now, however, depending on monitor
calibration, as well as environmental lighting, that blue could
be a disaster. In fact, that blue can often vibrate if type in par-
ticular colors is placed on it. Of course, it depends on the type
quantity, size, weight, viewing situation, etc. Sound complex?
For this reason, it’s important to understand the principles, test
the ideas, and then test results on every output device that will
be used. Putting known guidelines together with experience
continually gathered from the field allows the designer to de-
velop a clear understanding of what works well in a well-defined
environment and user situation. The next key guideline is to
keep it simple. Although many tools are available, there is only
one goal: to clearly communicate ideas. The designer must al-
ways ask, “What is the most efficient and effective way to com-
municate this idea?” A good illustration might work better (and
take less bandwidth) than an animated sequence. Text set in a
simple bold headline might allow the user to read the page
more efficiently than text placed in a banner moving across the
top of a page that constantly draws the eye upward. Animated
icons are entertaining, but are they appropriate or necessary for
serious financial information? It’s tempting to use new tools.
The best tip is to use a tool only if it can explain an idea better
22 • WATZMAN AND RE
46. than any other tool, enhance an explanation, or illustrate a point
that otherwise could not be made as effectively or efficiently.
The best design is not noticed; it just works. Products are used
to accomplish tasks, not to draw attention to the design. The
best test of product success is the ease with which a user can
understand and complete a task and move on to the next task.
Real estate and online real estate are alike in that they both
stress location, location, location! With such a premium on
space, and so much to accomplish in so little time, be consid-
erate and efficient with online real estate.
Use the elements found in a product’s graphic standards ap-
propriately. Constantly consider choices and context and review
design principles. The following are issues and considerations
to continually evaluate when presenting interactive information.
Effective and appropriate use of the medium. Tran-
sitioning a print document to an online environment requires
rethinking how the document is presented. Viewing and navi-
gating through online information requires radically different
design considerations and methods. Users do not necessarily
view the information in a linear way, in a specific order, or time-
frame. Interactive media viewed on computer screens have
quite different characteristics and potential, particularly as in-
formation crosses platforms, resolutions, and environments.
The rich medium of print allows a book—a product—to be
held, viewed, and read in a sequence determined by the user.
The physicality of a book provides sensory cues that are not
present on a two-dimensional monitor. Interface designers must
find ways to provide equivalent cues that encourage people to
handle products comfortably and with confidence.
The element of time. The element of time is the critical
difference between static and interactive media. The sense of in-
teraction with a product impacts the user’s perception of useful-
ness and quality. Animated cues such as blinking cursors and other
implied structural elements like handles around selected areas be-
come powerful navigational tools if intuitively understood and
predictably applied. Consider how the product will be used. Will
the user sit down and calmly use the product or will he or she
panic and fumble with a keypad? Will the task be completed at one
time or at intervals over hours, days, months, and years? The ele-
ment of time contributes to the design criteria and choices.
CONSISTENT AND APPROPRIATE
VISUAL LANGUAGE
A major issue is the unpredictability and vastness of products.
Providing way-finding devices that are easy to recognize, un-
derstand, and remember, include:
• clear and obvious metaphors.
• interface elements consistent with the visual style of other
program parts, including consistent style for illustrations,
icons, graphic elements, and dingbats.
• guidelines for navigational aids such as color, typography, and
page/screen structure that are consistent with other parts of
product support.
Navigational Aids
Progress through a book is seen and marked in many ways.
Bookmarks and turned corners serve as placeholders. Pens act
as mnemonic devices highlighting or underlining text. Table of
contents and indices reveal content location. A finger marks a
passage to be shared with a colleague as a book is cradled.
Unlike a book, a digital document or program cannot be
seen or touched in its entirety. If a document cannot be held,
how is specific location known in relation to overall location?
How do users return to or move forward through content? How
do users travel through unfamiliar space?
Navigational aids provide users with highways, maps, road
signs, and landmarks as they move through the online landscape.
They enhance discovering and communicate the underlying
structure; thereby providing a sense of place so that users know
where they are, where they have been, and how to move else-
where or return to the beginning. Using or building on already fa-
miliar visual elements, such as those found in other products and
earlier releases, leverages existing knowledge. Graphic standards
support this as well. Consistent use of page layout and grid struc-
ture makes it easier to remember how information is organized
and where it is placed or zoned. This ensures that whatever visual
cues are applied can take advantage of the user’s experience, ul-
timately saving time for both the designer and user.
Graphics/Icons
Visual representations such as site maps, graphics, and icons are
effective devices for orienting users within a program. A site
map offers an overall product view and shows sections or units
of information and how these units are related. In the digital en-
vironment, graphics and icons assume the role of contents, in-
dexes, and page numbers and can be more effective guides
through and around a program than their counterparts in print,
because tools such as roll-overs highlight functionality. Creat-
ing effective graphics and icons requires that intent and action
are defined and designed.
Metaphor
Prior knowledge makes it easier to learn because it provides a
conceptual framework on which information can be associated
and expanded. When it was first introduced, the metaphor of a
desktop with a filing system for a software interface that orga-
nized data in a program was easy to grasp because it built on a
known experience. Using familiar visual analogies helps users
easily understand and organize new information.
Color
Color is a free and very seductive design tool once a monitor is
purchased. Use it intelligently. A monitor offers limited work-
space. Color can replace or reinforce written explanations when
meaning is assigned to it and it is applied methodically. A blue
background is always utilized in a testing section and a yellow
background in a section overview.
1. Visual Design Principles for Usable Interfaces • 23
47. Legibility
Legibility is the ability to read information on the page. The
page can be a screen, and as such, has special considerations.
Color, size, background, movement, viewing environment, light-
ing, and resolution play a critical part in legibility.
Readability
Readable screens demand intelligent visual representations and
concise, unambiguous text. Meaning can be implied or inferred
by the placement of elements in designated areas or zones re-
served for distinct information. This makes optimal use of a lim-
ited space and increases comprehension and accessibility.
Guidelines
Use the analogy of a poster as a guide to design.
A home page is the equivalent of an attention-grabbing poster
unpredictably placed in uncontrollable locations. Unlike a home
page were a mouse-click on a speaker’s name can give bio-
graphical information and a click on location can find directions,
a poster’s static format restricts the amount and depth of infor-
mation that it can offer.
In print, information is presented in a fixed order. On the
web, information is organized hierarchically in a manner that is
radically different. Individual users can access the information
offered on a website in a sequence that suits their intents and
purposes. Online environments offer little regulation over how
and in what order the product is accessed. While designers can
make suggestions and guesses, this lack of control requires
fundamental differences in information presentation. A well-
designed home page, like a well-designed poster, should hint
at all topics contained in the site, provide high-level information
about these topics, and suggest easy paths to access this infor-
mation. If information goes beyond a single screen, its design
must visually communicate location through strong visual hints,
so that the user investigates beyond what is immediately visible.
Imagine the design considerations required for smaller, hand-
held, voice-activated devices.
Design for the most difficult common denominator.
Design the interface in anticipation of a worst-case scenario. If
a manager will use a product in a quiet office with a fast con-
nection, perfect lighting, and a large monitor, then the prob-
lem is different from that of a contractor accessing critical
information on a laptop in the field. User profile is often un-
known because new technologies define new categories as
new opportunities are recognized. Consider the breadth of
possibilities. Design from the user’s perspective. Testing, view-
ing, and questioning can make the difference of product ac-
ceptance or not.
Avoid overuse of saturated colors. Saturated colors
such as red tend to jump out at the viewer and can be distract-
ing and irritating. Red is usually not a good choice for large areas
of on-screen color. High impact is dependent on the contrast
between background and foreground colors. On a black back-
ground, both yellow and white have a higher impact than red.
Consider variations in every viewing situation including how
these variations affect contrast among page elements and over-
all legibility and readability.
Consider different users’ levels of skill. Navigational
tools should be simple enough for a novice to use, but should
not impede an expert. Detailed visual maps and other graphics
should be available for those who need them, without hindering
an experienced user who wants to bypass an explanation.
Be aware of the fatigue factor. Although there is no
definitive answer on fatigue caused by looking at a computer
screen for long periods of time, it is a central factor to consider.
According to Color and the Computer, by H. John Durrett, look-
ing at a well-designed computer screen should not cause any
more fatigue than reading a book or writing a report. Though
some would disagree with this statement, many people spend
more time with their computer than a book and no doubt could
offer additional opinions on this subject. As interactive media
becomes a commodity, the focus will not be on what a program
does, but on how it does it. This will make the difference be-
tween product acceptance and product failure. Success or fail-
ure will be judged by the ease with which a product is used and
how easily users perceive its interface.
Other differences to consider. There are many dif-
ferences that impact how and why interfaces are designed, and
many of these differences are discussed in more detail in other
chapters. A designer should never forget that physical and men-
tal impairments impact an ability to read, comprehend, and use
interfaces.
Use the “squint test” to check the design. The squint
test is a very simple self-test that checks visual hierarchy. Simply
squint at the page so that details are out of focus. What is the
first, most dominant element on the page? Is this what should
be seen first? What has secondary importance? Cognitive psy-
chology calls this “visual queuing.” Successful interaction de-
sign creates a visual order that the user can easily follow.
CHALLENGES AND OPPORTUNITIES
Creating Your Own Guidelines
Interactive communication designers face great challenges.
How can products that are seen, read, understood, and acted
upon be created? Given increasing variety and complexity, how
can the power of new technologies be harnessed? How can in-
formed visual choices be made? WARNING: No book, seminar,
or technology will turn someone into a professional designer!
Design is not a craft dependent upon aesthetic ability. Design
requires education, training, and experience in a variety of related
disciplines equivalent to that of an architect, engineer, surgeon,
or cabinetmaker. The following guidelines are offered as starting
points, first steps in understanding how to make informed design
24 • WATZMAN AND RE
48. decisions—design that provides the best, most thoughtful, and
appropriate integration of both form and function.
• There are no universal rules, only guidelines. If there
were rules, everything would look the same and work per-
fectly according to these rules. Each situation is different with
its own context and parameters.
• Remember the audience: be a user advocate. Think
about audience needs first throughout the development
process. Who is in the audience? What are their require-
ments? How and where will the audience use the product?
The evaluation criteria used in the design-development
process springs from the answers to these and other ques-
tions. Designers must understand and advocate for the user.
• Structure the messages. Analyze content to create a clear
visual hierarchy of major and minor elements that reflects the
information hierarchy. This visual layering of information
helps the user focus on context and priorities.
• Test the reading sequence. Apply the squint test. How does
the eye travel across the page, screen, or publishing medium?
What is seen first, second, and third? Does this sequence sup-
port the objectives and priorities as defined in the audit?
• Form follows function. Be clear about the user and use en-
vironment first. An effective interface design represents and
reinforces these goals.
• Keep things simple. Remember the objective is to com-
municate a message efficiently and effectively, so that users
can perform a task. Fewer words, type styles, and graphic el-
ements mean less visual noise and greater comprehension.
An obvious metaphor enhances intuitive understanding and
use. The goal is to transfer information, not show off features
or graphics.
• People don’t have time to read. Write clearly and con-
cisely. Design information in an economical, accessible, intu-
itive format that is enhanced by a combination of graphics
and typography. Graphics, if well thought out and designed
as an integral part of the page, are very powerful and can ef-
ficiently and effectively provide explanations while saving
space on a page.
• Be consistent. Consistent use of type, page structure and
graphic and navigational elements creates a visual language
that decreases the amount of effort it takes to read and un-
derstand a communication piece. The goal is to create a user
experience that seems effortless and enjoyable throughout.
• Start the design process early. Don’t wait. Assemble the
development team of designers, usability professionals, en-
gineers, researchers, writers, and user advocates at the be-
ginning of the process. With interactive media, the traditional
review and production process will change. The process is
less of a handoff and more of a team effort; it’s more like
making a film than writing a book. Successfully applying the
principles of good design enables an organization to com-
municate more effectively with its audiences and customers,
improving the worth of its products and services and adding
value to its brand and identity.
• Good design is not about good luck. Good design for us-
able interfaces appropriately applies the fundamentals of vi-
sual design to interactive products. Creating the most use-
ful, successful design for an interactive product is difficult.
The design process is iterative and experiential. There are
usually several possible ways to solve a problem, and the final
design decision is dictated by the best choices that work
within the parameters at any particular time. Advocate on be-
half of the user. Users are why designers are here and have
this work to do. Users are everywhere, often in places not
yet imagined. As the world grows smaller and becomes even
more connected, the opportunity lies in where and what has
not been discovered.
1. Visual Design Principles for Usable Interfaces • 25
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References
51. User interfaces (UIs) for successful products and services enable
users around the world to access complex data and functions.
Solutions to global user interface design consist of partially uni-
versal and partially local solutions to the design of metaphors,
mental models, navigation, appearance, and interaction. The
UI development process must account for many complex local-
ization issues, in particular, the user group’s culture. Culture
dimensions, i.e., those proposed by anthropologists and other
analysts of culture, can provide insight into how designers
can/should adjust UIs to better serve users. By managing users’
experiences of familiar structures and processes, the UI de-
signer can achieve compelling solutions that enable the UI to be
more useful and appealing. Users across the globe will be more
productive and engaged with the products and services.
The concept of User Interfaces for All, as set forth by
Stephanidis (2000), implied the availability of and easy access
to computer-based products and services among all peoples in
all countries worldwide. Successful computer-based products
and services developed for users in different countries and
among different cultures (even within one country) consist of
partially universal, general solutions and partially unique, local
solutions to the design of UIs. Global enterprises seek to mass-
distribute products and services with minimal changes to
achieve cost-efficient production, maintenance, distribution,
and user support. Nevertheless, it is becoming increasingly im-
portant, technically viable, and economically necessary to pro-
duce localized versions for certain markets. UIs must be de-
signed for specific user groups, not merely translated and given
a superficial “local” appearance for quick export to different
markets.
Insufficient attention to localization can lead to embarrassing
and sometimes critical miscommunication. For example, in Chi-
nese, Coca-Cola means “bite the wax tadpole” or “female horse
stuffed with wax,” depending on the dialect, which caused the
company to change its name to a phonetic equivalent, which
means “happiness in the mouth.” Similarly, Pepsi’s slogan
“Come alive with Pepsi” becomes “Pepsi brings your ancestors
back from the grave.” (Hendrix, 2001). Differences of culture
can lead to significant business implications. For example, Saudi
Arabia’s Higher Committee for Scientific Research and Islamic
Law banned Pokemon video games because they “possessed the
minds” of Saudi children, thus closing off one of the Middle
East’s largest markets to the Japanese Nintendo’s multibillion-
dollar enterprise (Associated Press).
By contrast, attention to localization of language leads to
greater comprehension, which can lead to a drop in customer-
service costs when instructions are displayed in a user’s native
language. Moreover, localization can lead to greater attention
and retention on the part of viewers/customers. This implica-
tion is especially significant for Web-based communication,
where Forrester (1998) reported that visitors remain twice as
long reviewing local-language sites as they do English-only sites,
and business users are three times more likely to buy when
communication is in their own language. Developers in the Eu-
ropean Union are faced with the daunting but unavoidable chal-
lenge of providing websites in more than a dozen languages to
succeed in national markets.
By managing the user’s experience with familiar structures
and processes, surprise at novel approaches, and preferences/
expectations, the UI designer can achieve compelling forms
that enable the UI to be more usable, useful, and appealing. Us-
able is defined by the International Standards Organization in
Switzerland (ISO) as effective, efficient, and satisfying. Global-
ization of product distribution requires a strategy and tactics
for the design process that enable efficient product develop-
ment, marketing, distribution, and maintenance. Globalization
of UI design, whose content and form is so much dependent
upon visible languages and effective communication, improves
the likelihood that users will be more productive and engaged
with computer-based products and services in many different
locations globally.
From the designer’s perspectives, two primary objectives are
(a) provide a consistent UI, and, more generally, user experi-
ence across all appropriate products and services, and (b) de-
sign products and services with their necessary support systems
that are appropriately internationalized (prepared for localiza-
tion) and localized, i.e., designed for specific markets. Before
discussing globalization, localization, and culture issues, we re-
view briefly essential concepts of UI design.
Demographics, experience, education, and roles in organi-
zations of work or leisure characterize users. Their individual
needs and wants, hence their goals, as well as their group roles
define their tasks. User-centered, task-oriented design meth-
ods account for these aspects and facilitate the attainment of
effective UI designs that acknowledge and respect users.
UIs conceptually consist of metaphors, mental models, nav-
igation, interaction, and appearance, which may be defined as
follows (Marcus, 1995, 1998):
• Metaphors: essential concepts conveyed through words and
images, or through acoustic or tactile means. Metaphors con-
cern both overarching concepts that characterize interaction,
as well as individual items, like the “trash can” standing for
“deletion” within the “desktop” metaphor.
• Mental models: organization of data, functions, tasks, roles,
and people in groups at work or play. The term, similar to,
but distinct from cognitive models, task models, user models,
etc., is intended to convey the organization observed in the
UI itself, which is presumably learned and understood by
users and which reflects the content to be conveyed, as well
as the user tasks.
• Navigation: movement through mental models, afforded by
windows, menus, dialogue areas, control panels, etc. The
term implies dialogue and process, as opposed to structure,
i.e., sequences of content potentially accessed by users, as
opposed to the static structure of that content.
• Interaction: the means by which users communicate input to
the system and the feedback supplied by the system. The
term implies all aspects of command-control devices (e.g.,
keyboards, mice, joysticks, microphones), as well as sensory
feedback (e.g., changes of the state of virtual graphical but-
tons, auditory displays, and tactile surfaces).
• Appearance: verbal, visual, acoustic, and tactile perceptual
characteristics of displays. The term implies all aspects of vis-
ible, acoustic, and haptic languages (e.g., typography or
color; musical timbre or cultural accent within a spoken lan-
guage; and surface texture or resistance to force).
28 • MARCUS
52. It is important to bear in mind that localization concerns go
well beyond only language translation. They may affect each
component of a UI: from choices of metaphorical references,
hierarchies in the mental model, and navigation complexity, to
choices of input techniques, graphics, colors, sounds/voice/mu-
sic, and use of vibration.
This chapter discusses the development of UIs intended for
users in many different countries with different cultures and lan-
guages. The text presents a survey of important issues, as well as
recommended steps in the development of UIs for an interna-
tional and/or intercultural user population and products/services
intended for most platforms, including desktop, Web, mobile de-
vices, and vehicles. With the rise of the Internet and applica-
tion-oriented websites, the challenge of designing good UIs be-
comes an immediate, practical matter, not only a theoretical
issue. This topic is discussed from a user perspective, not a tech-
nology or code perspective. The chapter will (a) introduce funda-
mental definitions of globalization in UI design; (b) demonstrate
why globalization is vital to the success of computer-based com-
munication products; (c) introduce culture dimensions; (d) show
their effect on one particular platform of desktop Web designs,
suggest alternate culture dimensions, and recommend other
issues that might relate to culture and user experience.
GLOBALIZATION
Definitions of Globalization,
Internationalization, Localization
“Globalization” refers to the entire process of preparing products
or services for worldwide production and consumption and in-
cludes issues at international, intercultural, and local scales. In an
information-oriented society, globalization affects most computer-
mediated communication, which, in turn, affects UI design. The
discussion that follows refers particularly to UI design.
“Internationalization” refers to the process of preparing code
that separates the localizable data and resources (that is, items
that pertain to language and culture needed for input and out-
put) from the primary functionality of the software. This sepa-
ration may include the ability for the UI to work on different
platforms in one or more geographic regions where technical,
financial, political, and legal matters may affect the designs. Soft-
ware created in this way does not need to be rewritten or re-
compiled for each local market. International issues refer to ge-
ographic, political, linguistic, and typographic issues of nations
or groups of nations. The UI is the International Standards Or-
ganization’s (ISO) draft of human factors standards in Europe
for color legibility standards of cathode-ray tube (CRT) devices
(International Organization for Standardization, 1989) is an ex-
ample of an effort to establish international standards for some
parts of a UI. Other examples are the legal requirement for bilin-
gual English and French displays in Canada, and the quasi-legal
denominations for currency, time, and physical measurements,
which differ from country to country (Table 2.1).
Intercultural issues refer to the religious, historical, linguistic,
aesthetic, and other, more humanistic issues of particular
groups or peoples, sometimes crossing national boundaries. Ex-
amples (Table 2.2) include calendars that acknowledge vari-
ous religious time cycles; terminology for color, type, and signs
reflecting various popular cultures; and organization of content
in Web search criteria reflecting cultural preferences. Some-
times these issues reach national political importance, such as
the debate in the redesigned society of Iraq during 2005 over
whether Thursday and Friday (the Moslem Sabbath) should
constitute the “weekend” rather than Saturday (the Jewish Sab-
bath) or Sunday (the Christian Sabbath) (Kuhn, 2005).
“Localization” refers to the process of customizing (includ-
ing language translation but potentially other changes, also, such
as content hierarchies, graphics, colors, and icons/symbols) the
data and resources of code needed for a specific market. Trans-
lation is accomplished manually by in-house staff or one or more
outside contractors performing that service. Translation can also
be accomplished semi-automatically using software provided by
third-party firms, such as Systran (www.Systran.com). Localiza-
tion can take place for specific, small-scale communities, often
with unified language and culture, and usually at a scale smaller
than countries, or significant cross-national ethnic “regions.” Ex-
amples include affinity groups (e.g., French “twenty-some-
things,” or U.S. Saturn automobile owners), business or social or-
ganizations (e.g., German staff of DaimlerChrysler or Japanese
golf club members), and specific intranational groups (e.g., In-
dia’s untouchables, Swedish househusbands, or young Japan-
ese professional women who are rejecting marriage as a life pat-
tern.). Used informally, localization may apply to “corporate
cultures” or other groups that may be geographically dispersed.
With the spread of Web access, the term “localization” may be
used more often to refer to groups of shared interests that may
be geographically dispersed. Note: this broad definition of “cul-
ture” is not accepted by all theorists. For example, see Clausen
(2000), as reported by Yardley (2000). However, for the purposes
of this chapter, this broad definition is used.
TABLE 2.1. Examples of Differing Displays for Currency, Time, and Physical Measurements
Item USA Examples European Examples Asian Examples
Currency $1,234.00 (US Dollars) DM1.234 (German marks) ¥1,234 (Japanese yen)
Time Measures 8:00 P.M., August 24, 1999 20:00, 24 August 1999 (England) 20:00, 1999.08.24, or Imperial Heisei 11,
8:00 P.M., 8/24/99 20:00, 24.08.99 (Germany, traditional) or H11 (Japan)
20:00, 1999-08-24 (ISO 8601 Euro standard)
Physical Measures 3 lb, 14 oz 3.54 kg, 8.32 m (England) 3.54 kg, 8.32 m in Roman or Katakana
chars.
3 10, 3 feet and 10 inches 3,54 kg, 8,32 m (Euro standard)
2. Global/Intercultural User Interface Design • 29
53. Localization changes may need to consider any or all of the
following:
Address formats
Alphabetic sequence and nomenclature
Arithmetic operations symbolism
Business standards (quotes, tariffs, contracts, agreement
terms, etc.)
Calendar
Character handling
Colors
Content categories
Date and time formats
Documentation nomenclature and formats
Electrical and electronic plug formats and nomenclature
Energy formats
Environmental standards (“green”-compliancy, low energy,
low pollution, etc.)
File formats
Font nomenclature, sizes, faces, and byte formats
Frequency (i.e., gigahertz)
Hyphenation and syllabification
Icons and symbols
TABLE 2.3. Examples of Differing Cultural References
Item N. America/Europe Example Middle-Eastern Example Asian Example
Sacred colors White, blue, gold, scarlet Green, light blue Saffron yellow
(Judeo-Christian) (Islam) (Buddhism)
Reading direction Left to right Right to left Top to bottom
Item USA France, Germany Japan
Web search “Culture” doesn’t imply political “Culture” implies political “Culture” implies tea
discussions ceremony
Discussions Discussions
Sports references Baseball, football, basketball, Soccer Sumo wrestling, baseball,
golf is a sport golf is a religion
Intellectual property (protection via patents, copyrights,
trademarks)
Keyboard formats
Language differences
Legal processes
Licensing standards
Measurement units (length, volume, weight, electricity,
energy, temperature, etc.)
Monetary or currency formats
Multilingual usage
Name formats
Negative formats
Numeric formats and number symbols:
Packaging
Paper formats
Punctuation symbols and usage
Reading/writing direction
Sorting sequences
Style formats
Telephone/fax, temperature formats
Text length
Video recording and playback formats
Voltage/amperage units and formats
Weight formats
30 • MARCUS
TABLE 2.2. Examples of Differing Displays for Other Data Formats (Partly from Aykin)
Item USA Examples European Examples Asian Examples
Numerics 1,234.56 (also Can., China, UK) 1 234,56 (Finland, Fr, Lux., Portugal., Sweden) 1,234.56
1.234,56 (Albania, Arg,, Denmark, Greece, Neth.)
1’234.56 (Switz: Ger., Ital.)
1’234,56 (Switz: French)
Telephone Numbers 1-234-567-8901, ext. 23 1234 56 78 90 (Austria) 1-53-478-1481 (Japan)
1.234.567.8901 (123) 4 5 6 78 90 (Germany) 82 2 3142 1100 (Korea)
(123) 456-7890 (12) 3456 789 (Italy) 2-(0)2-535-3893 (Korea)
46(0)12 345 67 86 12 34567890 (China)
49 (1234) 5678-9 (Switz)
Address Formats Title, First Name, MI, Last Name Paternal Name, Maternal Name, First Name Family Name, First Name
Department Company, Department Department
Company Street, Number Company
Number, Street, City, District/Region Number, Street, Neighborhood,
District
City, State, Zip Code Zip Code, Country Zip Code, City
Country (Order may vary from country to country) (Japan)
54. Table 2.4 demonstrates the complexities, even within
English-language users. Preparing texts in local languages may
require use of additional or different characters. The ASCII sys-
tem, which uses seven or eight bits to represent characters,
supports English, and the ISO 8859-1 character set supports
Western European languages, including Spanish, French, and
German. Other character encoding systems include EBCDIC,
Shift-JIS, UTF-8, and UTF-16. ISO has established specific char-
acter sets for languages such as Cyrillic, Modern Greek, Hebrew,
Japanese, etc. The new Unicode system (ISO 10646) (Graham,
2000) uses 16 bits to represent 65,536 characters, which is suf-
ficient to display Asian languages, like Japanese and Korean, and
permits easier translation and presentation of character sets.
Advantages and Disadvantages of Globalization
The business justification for globalization of UIs is complex, but
compelling. Clear business reasons can drive decisions to local-
ize content on websites or for Web/mobile applications: Research
shows that Web-site visitors stay twice as long at local language
sites as they do at English-only sites, business users are three-
times more likely to buy when the site is in their own language,
and contacts with customer service decline when instructions are
shown in the users’ native languages (Forrester, 1998).
If the content (functions and data) is likely to be of value to
target populations outside of the original market, it is usually
worthwhile to plan for international and intercultural factors in
developing a product or service, so that it may be customized ef-
ficiently, e.g., having separate text files that can be translated
more easily. Rarely can a product achieve global acceptance with
a “one-size-fits-all” solution. Developing a product for inter-
national, intercultural audiences usually involves more than
merely a translation of verbal language, however. Visible (or oth-
erwise perceptual, e.g., auditory) language must also be revised,
and other UI characteristics may need to be altered.
While increasing initial development costs, developing prod-
ucts or services ready for global use gives rise to potential for
increased international sales. However, for some countries,
monolithic domestic markets may inhibit awareness of, and in-
centives for, globalization; e.g., because the United States has
in the past been such a large producer and consumer of soft-
TABLE 2.4. Comparison of English–Language
User Community Conventions
United States United Kingdom
Dates Month/Day/Year: Day/Month/Year:
March 17, 2001, 3/17/01 17 March 2001,
17/03/01
Time 12-hour clock, A.M./P.M. 24-hour clock
No leading zero (8:32 A.M.) Leading zero (08:32)
Currency $29.56, 56¢ GB£29.56,
£29.56, 56p
Spelling Center Centre
Color Colour
Terminology Truck Lorrie
Bathroom Toilet
Book spine title Top-down Bottom up
ware, it is not surprising that some U.S. manufacturers have tar-
geted only domestic needs. However, as many U.S. industries,
such as movie making and games development, have discov-
ered, foreign sales may be a significant portion of total sales or
even larger than domestic sales. In order to penetrate some
markets, the local language may be a nearly absolute require-
ment as in France. Recent reports show that European Union
(EU) countries must provide local variations in order to gain
user acceptance. As an example: English-only portals are a bar-
rier to EU business success (Vickers, 2000).
Some software products are initiated with international ver-
sions (e.g., typically five to seven languages for global products
originating in the United States), but they are usually released in
sequence because of limited development resources. Other
products are “retrofitted” to suit the needs of a particular coun-
try, language, or culture, as needs or opportunities arise. In some
cases, the later, ad-hoc solution may suffer because of the lack
of original planning for globalization.
Globalization Development Process
The “globalized” UI development process is a sequence of par-
tially overlapping steps, some of which are partially, or com-
pletely iterative:
• Plan: Define the strategy, including the challenges or oppor-
tunities for globalization; establish objectives and tactics; de-
termine budget, schedule, tasks, development team, and
other resources. Globalization must be specifically accounted
for in each item of project planning; otherwise, cost over-
runs, delays in schedule, and lack of resources are likely to
occur. In most cases, business managers will expect to see a
return-on-investment (ROI) analysis of the expected benefits,
basis for benchmarking, likely tools and process, and met-
rics to be used in “proving” the results are better.
• Research: Investigate dimensions of global variables and
techniques for all subsequent steps, e.g., techniques for
analysis, criteria for evaluation, media for documentation, etc.
In particular, identify items among data and functions that
should be targets for change and identify sources of national/
cultural/local reference. Globalized user-centered design
stresses the need to adequately research users’ wants and
needs according to a sufficiently varied spectrum of poten-
tial users, across specific dimensions of differentiation. Re-
cently, Fortune, a major business publication, noted that Mi-
crosoft hired a significant number of anthropologists to
undertake ethnographic analyses and evaluations in the
course of product development (Murphy, 2005). During the
past few years, many companies have had anthropologists
and ethnographers attend user interface conferences and
anthropology conferences to report on their findings. One
Internet-based discussion group, Anthropologists in Design
(see URL references) regularly tracks inquiries about best in-
formation resources, tools, educational institutions, and any
case studies related to current job tasks. Local informal gath-
erings within some urban environments enable designers
and anthropologists/ethnographers to get together to ex-
change experiences.
2. Global/Intercultural User Interface Design • 31
56. News Letter. Hayden, Stone Company, and Paine, Webber
Company, of Boston and New York, are said to have much influence
with the Boston News Bureau, a newspaper which features news of
mines and mining share markets. The Boston News Bureau at times
has printed no display advertisements and at other times has. It is
considered by Boston mining-stock brokers who handle the Michigan
and Arizona copper securities as a necessary complement to their
market literature. Walker's Copper Letter and the Boston Commercial
are other examples. Walker's Copper Letter, which carries no
advertising, for years has said the very nicest things about copper
securities promoted and fathered by important Boston and New York
interests. Needless to state, what Walker's Copper Letter, the Boston
Commercial and the Boston News Bureau say about the mining
propositions of their friends is as a rule based on fact. The point is
that promoters find it necessary that news happenings regarding the
markets, the securities and the mines in which they are interested
be given broad publicity.
It was the idea of the owners of the Mining Financial News, of which
B. H. Scheftels, president and 25 per cent. owner of the capital stock
of B. H. Scheftels Company, was not one, that anybody who would
supply the sinews while the paper was getting on its feet and was
establishing itself, was entitled to all the publicity which the paper
could consistently and honestly give it. With this understanding the
Scheftels company assumed to take all of the income of the Mining
Financial News and pay all of the running expenses until such period
as the newspaper might become self-sustaining.
In doing so it performed a stupendous service to the entire mining
industry in that the space devoted to the Scheftels enterprises
therein did not average more than one-eighth of the whole, and it
spent dollars to supply the news of all stocks where other mining
financial publications in its field spent pennies.
57. To make sure that the public understood the Mining Financial News
was the quasi house-organ of the Scheftels company many
precautions were taken. No application was made for admission to
the mails as second-class matter, and the paper was mailed under
one and two-cent postage. The name of Harry Hedrick was lifted to
the top of the page as vice-president of the corporation owning the
Mining Financial News, Mr. Hedrick being openly employed by the
Scheftels company as head of its correspondence department. My
own name was later placed at the head of the editorial page as
editor, the Scheftels company making no bones about my position as
absolute head of its publicity department, its promotion enterprises,
and of all markets for the Scheftels promotion stocks. The
connection had before been established even closer than this. I had
formerly been advertised as vice-president of Nat. C. Goodwin
Company of Reno and vice-president of the Rawhide Coalition Mines
Company; and the Scheftels company had advertised that Nat. C.
Goodwin was its own vice-president.
Further, the Scheftels company announced in its market literature
that it had selfish interests in protecting the market for the stock
because of the Nat. C. Goodwin affiliation. Occasionally market
articles under the signature of B. H. Scheftels were published on the
front page of the Mining Financial News. Whenever anybody made a
request for the Scheftels Market Letter a copy of the Mining Financial
News was quite regularly mailed to him without cost. Articles under
the signature of other officers and employees, formerly of Nat. C.
Goodwin Company of Reno and later of B. H. Scheftels Company
of New York, were very frequently printed in the Mining Financial
News.
Probably the most important reason why the Scheftels company
made this sort of arrangement with the Mining Financial News was
that it could do so with only a very small additional outlay. The
Scheftels company found it necessary to employ correspondents in
all mining and market centers, and the same correspondents could
58. work for both enterprises. Another economic argument was that an
enormous saving could be made in telegraph tolls, all dispatches
addressed to the newspaper being sent at press rates. These
dispatches were always available to the Scheftels corporation and its
clientele.
It was the idea of the Scheftels organization that the mining-stock
investing public sorely needed right direction and that any brokerage
house which led it right would soon be unable to transact all the
business that would be offered to it.
And that is just what happened. Before the Scheftels company was
six months old the fifteen men in its accounting department were
compelled to work day and night—time and again throughout the
night until 6 A.M.—to catch up with their work.
If the Scheftels news service was as nearly perfect as money and
brains could make it, its facilities for the execution of orders on the
New York Curb, the Boston Curb, San Francisco Stock Exchange, Salt
Lake Stock Exchange, Toronto Stock Exchange, and other mining
markets were unsurpassed. Its New York and Boston offices were
connected with branch offices in Philadelphia, Chicago, Detroit,
Milwaukee and Providence by exclusive private wires, and the
service to out-of-town offices was almost instantaneous.
The New York offices were located right in front of the Curb market
on Broad Street on the ground floor of the big Wall Street Journal
building, 50 feet by 200 feet deep—occupying about 10,000 square
feet of floor space. The Boston office, occupying two floors, was
located within 100 feet of the Curb market in that city. The public
wires of the telegraph companies gave quick service between San
Francisco, Salt Lake and Toronto, where business was transacted
through members of the mining-stock exchanges of those cities. The
private wires of the Scheftels company were constantly flooded with
59. rapid quotations and market, mine and company news during every
trading hour. In New York the Curb brokers in the Scheftels employ,
some on salary and some on commission, rarely numbered less than
ten and at one period exceeded twenty.
The correspondence department was presided over for a long period
by two of the best posted mining-market men that could be
employed for money. From this department were usually graduated
the managers of out-of-town offices. In the cashier's cage six men
were engaged at an average salary of above $100 a week,
registering stocks, receiving stocks, paying money and drawing
checks. The payroll of the mailing department, which was operated
in conjunction with the Mining Financial News, was comparatively
small. Money-saving machinery for the handling of the large output
of market letters and newspapers gave excellent and economic
service. About ten stenographers were regularly employed in the
correspondence department. Occasionally, when a special effort was
being made to interest the public in some security in which the
corporation was particularly concerned, a force of forty additional
typists was pressed into service for short periods.
THE SCHEFTELS PRINCIPLES
When the corporation of B. H. Scheftels Company opened its
doors in New York it had no affiliations with any other Wall Street
interests. It had no axes to grind except its own. It was practically a
free-lance. It cracked up its own wares, careful always to keep
within the facts, and never minced words about the quality of the
goods of its contemporaries. The principle of both the Scheftels
corporation and the Mining Financial News was to be always right in
their market forecasts. The general order to mine and market news-
gatherers and market prognosticators was to GIVE THE FACTS.
60. The law laid down was this: If the news is bad and is likely to injure
the interests of our best friends, tell it in the interests of the investor.
If it is good and the backers of the stock affected happen to be our
worst enemies, tell it. No matter on what side of the market you
think B. H. Scheftels Company is committed in any of its own
speculations, give the customer all the news. Put the cause of the
mining-stock trader in front of you as the one to further always.
Never exaggerate. Eventually, this policy must redound to our credit
and profit.
Eventually, this policy resulted in our ruin. Our truth-telling policy
was directly responsible for the loss of millions to competing
promoters, and they banded together to destroy us.
The publicity, promotion and brokerage activities of the corporation
were of such magnitude, and withal so simple, that they at once
challenged the attention of the Street. Before the Scheftels
corporation was half a year old veterans of the financial game began
to opine that some big interest was behind the concern. Its dashing
market methods, its mighty publicity measures and its unbridled
assurance attracted much notice. From every quarter expert views
reached the Scheftels company that its manner of doing things was
convincing on the point that it knew the business. But the general
opinion of the talent seemed to be that the new corporation was
spending too much money and that it could not win out unless a big
boom in mining shares ensued.
The market tactics adopted by the Scheftels company in its
promotion enterprises were as old as the hills. On the New York
Stock Exchange they had been employed in a thousand instances
before. The method will probably survive all time. The corporation
sought to distribute the stocks of which it became sponsor in turn—
first Rawhide Coalition, then Ely Central, later Bovard Consolidated
and finally Jumbo Extension—by the approved Wall Street system of
establishing public interest and inquiry and causing an active market.
61. The aim was to establish higher prices for the securities, always
within the bounds of intrinsic and reasonable speculative value. All
efforts were directed this way.
Plans like this are, however, sometimes thwarted. Markets get sick.
More stock presses for sale than the inside has money to pay for.
Stocks break in price. Then the promoter can't make any money and
might lose a lot of it. Since money-making is his primary object, and
stock distribution secondary, he has got to do some close figuring
when markets are subject to the price-breaking habit. That's where
B. H. Scheftels Company, through its brokerage business, found,
after a short period, that it held within its grasp the power to insure
itself against declining markets.
Without promotion stocks on hand—obtained by wholesale at lower
figures than values warranted—in which it could profit to the extent
of hundreds of thousands of dollars on a rising market, the million-
dollar annual expense of the Scheftels company would not have
been justified. Once the market sought lower levels and no profit
could be made on the promotions, it meant a discontinuance of the
business on the large scale.
The corporation's insurance was the open market in stocks on the
general list and its brokerage business.
From time to time it openly shorted tens of thousands of shares of
stocks in which it had no promoter's interest whatever, by going out
in the open market and selling them to all bidders against future
delivery, by borrowing them from brokers and selling them for
immediate delivery, and by short sales generally.
Speculators play the market and so did the Scheftels company, but
never against its own stocks. Speculators, however, buy mining
shares outright or on margin because they want to gamble. The
Scheftels company played the market for just the opposite reason. It
didn't want to carry its eggs in one basket and wanted insurance
62. against market declines to cover promotion losses that must ensue if
a general market slump occurred.
And the Scheftels company did not inaugurate any fake bookkeeping
system or otherwise hide behind any bushes in doing this.
Moreover, the corporation didn't take advantage of anybody. The
cards were not marked. The deck was not stacked. There was no
dealing from the bottom. Market opinion for which the corporation
was directly or indirectly responsible was genuine to the last
utterance. No news was suppressed on any stock. The corporation
divulged to its customers and to the general public every piece of
important outside or inside information regarding any stock on the
general list that was in its possession. At the very moment when it
was going short of stocks in greatest volume its market
prognostications were winning for it a reputation for accuracy never
before recorded.
If the stocks which the corporation went short of—stocks on the
general list and amounting to probably 15 per cent., of the volume
of its entire business, the remainder of the transactions being all in
house stocks (these house stocks it could not be short of
because of its promoter's options on hundreds of thousands of
shares)—if the stocks on the general list thus shorted went up in
price and the corporation was compelled to go into the market later
and cover at a great loss, it was always in the corporation's heart
to sing a pæan of thanksgiving, for it could well afford to pay the
losses sustained by it in the general list out of the greater profits
which would be made in the house stocks, which must, forsooth,
share in the general upswing.
Collateral securities put up by customers as margin for the purchase
of other stocks were credited to the customers' accounts and mixed
with the company's own securities. In every case proper
63. endorsement of certificates, put up for collateral margin, was
required. Every certificate of stock bears on the reverse side a power
of attorney, in blank. The signature thereto of the person to whom
the certificate was issued makes it negotiable by the broker. It was
the rule of the house always to inform those who brought collateral
to the offices for margin that the stocks would be used and that they
would not receive the identical certificates back again. In a number
of cases objection was made. Acceptance of the stock as collateral
margin was then promptly refused. If there were any scattering
exceptions to this rule, it was contrary to instructions and due to
neglect or ignorance. Whenever a customer closed his account and
demanded the return of his collateral, stocks of the same description
and denomination were recalled and delivery made.
The same rule applied to stocks pledged with the corporation for
loans, it being specifically set forth in the promissory note which the
borrower signed that the privilege of using the stock was granted to
the lender.
This practice is so common and the rule so generally understood by
mining-stock traders that objection was rarely made by customers.
To test the general custom, a friend at my suggestion not long ago
sent certificates of stock to 17 stockbrokers now doing business on
Wall Street. Three of these were members of the New York Stock
Exchange and 14 were members of the New York Curb, Boston Curb,
or of a mining exchange. A letter substantially as follows was sent to
each of the 17:
Enclosed please find ...... shares of ...... stock to be used
as collateral margin for the purchase of an additional block
of ...... shares. Please buy at the market and report
promptly.
64. The 17 orders were executed by the 17 individual houses. A month
later when the stock ordered purchased had advanced in the market,
the following letter was sent to each of the 17:
Please sell the ...... shares of ...... stock which you
purchased for me a month ago at the market and return to
me the certificate of stock which I sent you as collateral
with check for my profits.
It took nearly two months for all of the 17 to make delivery. When
they did, not one of them returned the same certificate that had
been put up as collateral.
Don't be shocked, dear reader, at this disclosure. It is the custom.
And don't, please, think mining-stock brokers are alone given to the
general practice. If you order the purchase of a block of stock on
cash margin from any New York Stock Exchange house or send a
certificate of stock as collateral in lieu of cash to one of them for the
purchase of more stock, you will receive a confirmation slip of the
trade which will generally read something like this:
We reserve the right to mix this stock in our general loans,
etc.
That is, the right is reserved, and actually exercised, of immediately
transferring ownership of the certificates to the broker.
Unless a certificate stands in a customer's name and is unendorsed
by him, he has no control over it. According to law, a broker has a
right to hypothecate or loan securities or commodities pledged with
him, for the purpose of raising the moneys necessary to make up
the purchase price, and such stocks have no earmarks. In other
words, the customer is not entitled to specific shares of stock, so
65. that stocks bought with one customer's money may be delivered to
another customer.
As for the Scheftels company laying itself open to the charge of
bucketshopping in shorting stocks, such a possibility was never
dreamed of. The penal law of the State of New York, sections 390 to
394, inclusive, is the only criminal statute covering market
operations commonly known as bucketing and bucketshops. In each
section and subdivision it is provided that where both parties intend
that there shall be no actual purchase or sale, but that settlement
shall be made on quotations, a crime has been committed, the
language of the statute being, wherein both parties thereto intend,
etc., or where both parties do not intend, etc. The Scheftels
company was never a party to any such arrangement. And it always
made it a practice to make delivery of stocks ordered purchased
within a reasonable period after the customer had paid the amount
due in full.
Now, neither myself nor the Scheftels corporation is responsible for
brokerage conditions as they exist, nor for the laws as written.
Custom and practice are responsible. The purpose here is to
communicate the exact nature of the business methods of the Street
as I found them and to lay particular stress on those that are open
to criticism.
THE SCHEFTELS COMPANY AGAINST MARGIN TRADING
The Scheftels company did not encourage margin trading by its
customers. In fact, it railed against the practice. Time and again the
Mining Financial News, editorially, denounced the business of margin
trading. The Weekly Market Letter of the corporation sounded the
same note. On several occasions, in large display advertisements
published in the newspapers, the Scheftels company decried the
practice and urged the public to discontinue trading of this character.
66. There were selfish reasons for this. In the marketing of its
promotions the Scheftels company found that not more than 20 per
cent. of the public's orders for these stocks given to other brokers
were being executed, or, if executed, that the stocks were at once
sold back on the market, the brokers or their allies standing on the
trade.
Had the Scheftels company been able to destroy the practice by its
campaign of publicity, it would undoubtedly have been able, during
the nineteen months of its existence, successfully to promote three
or four times as many mining companies as it did, and its profits
would have been fourfold.
It, however, appealed to the public in vain. Loud, frequent calls to
margin traders to pay up their debit balances and demand delivery
of their certificates, which would compel every broker to go out in
the market and buy the stocks he was short to customers, failed
miserably.
The lesson of this experience was that the speculating public did not
give a rap whether their brokers were short of stocks to them or
not. All they wanted, apparently, was to be assured that when they
were ready to close their accounts, their stocks, their profits or their
credit balances would be forthcoming.
What is the evil of short selling of the kind described herein? The
only evil that I could ever discover was that the market is denied the
support which the actual carrying of the stock is calculated to afford.
This hardship weighs heaviest on the promoter. There appears to be
no cure. Even if a broker does buy the stock and does not himself
sell it out again, there is no law that denies him the right to borrow
on it or loan it to somebody else. And it is to the interest of the
broker, because he gets the use of the money, to loan the stock
always. Stocks are rarely borrowed by anybody except to make
deliveries on short sales.
67. What about the broker who doesn't execute his order at all but
stands on the trade from the beginning and sells the stock short
to his own customer, delaying actual purchase until delivery is
demanded? This practice is even less damaging to the customer
than the one of actually executing the buying order for the customer
at the time the order is given and then selling the stock right back
on the market again for the account of the broker or his pal—the
usual practice when the object of going short is sought. When a
broker buys stocks in the market he must bid for them, and actual
purchase generally means a higher cost price to the customer than
that at standing quotations.
The rule of the Street is to charge the customer interest on all debit
balances. When a broker lends to a short seller a stock which he is
carrying for his customer, he is paid the full market value, as security
for its return. In that case the broker ceases to incur interest
charges for the customer, and is actually able, in addition, to lend
out at interest the cash marginal deposit put up by the customer.
Maybe you think, dear reader, that a broker who charges his
customer interest at the rate of six per cent. per annum on money
which he has ceased to advance is crooked. Very well. If that be so,
then all members of the New York Stock Exchange must be labelled
crooks. Here is how it works, even among the highest class and
most conservative members of that great securities emporium:
John Jones orders the purchase by his broker of 1,000 shares of
Steel on margin. He pays down 10 per cent. of the purchase price.
Mr. Jones receives a statement at the end of the month charging him
with interest at the rate of six per cent. per annum, or more if the
call-money market is higher, on the 90 per cent. of the purchase
price advanced by the house.
68. On the same day that the order of John Jones is received, William
Smith orders the same house to sell short 1,000 shares of Steel at
the market. This order is also promptly filled. Thereupon the broker
uses the 1,000 shares of Steel, which he bought for the account of
John Jones to make delivery through the Clearing House for the
account of William Smith. Sometimes a fictitious William Smith is
created, known as Account No. 1, A. S. Account, E. Account,
etc. This is usually done when a broker wants to hide from his
bookkeepers that he or an associate is taking the other end of the
customer's trade.
The broker is out no money, yet he charges Mr. Jones the regular
rate of interest on his debit balance. As a matter of fact, too, the
stock bought for Mr. Jones is never even delivered to his broker. The
Clearing House, because of the short sale, steps in and delivers it
to the broker to whom it is due on balance.
Custom and practice cover a multitude of remarkable transactions—
don't they?
You have the framework of the Scheftels structure and of its Wall
Street environment outlined in this chapter. Some of the narrative is
undoubtedly dry-as-dust, but its recital has appeared to be
necessary to enable the lay reader properly to interpret the
chronology of stirring events which forms the concluding installment.
In the foregoing I have endeavored to lay bare many practices that
are common to Wall Street. Wherever I have laid them at the door
of B. H. Scheftels Company, I have given that corporation much
the worst of it, because in the recital I have omitted to mention a
multitude of happenings that were creditable to an extreme to the
Scheftels company. Most of these had to do with the experiences of
the Scheftels company as publicity agents and promoters. Its wide-
open publicity and promotion policy called forth the ire of influential
Wall Street pirates and caused the pressure at Washington which
resulted in the Federal raid of the Scheftels offices.
69. I have reserved this dramatic series of events for my last chapter.
70. CHAPTER XI
A Fight to the Death
In professional quarters the Scheftels corporation was regarded as
an interloper from the day it set foot in the financial district.
Its first offense was to reduce its commission rates. This move set
the whole Curb against the enterprise. But as the play progressed it
proved to have been unimportant in comparison to the unspeakable
crime of telling the truth about other people's mining propositions
that were candidates for public money. The Scheftels corporation
had laid it down as a set rule that an established reputation for
accuracy of statement was a great asset for any promoter or broker
to have. To gain such prestige the principle was followed in the
nation-wide publicity which emanated from the house that, no
matter whom the truth hurt or favored, it must be told always, when
publishing information regarding the value of any listed or unlisted
security. Space in the Scheftels Market Letter or the news columns of
the Mining Financial News was unpurchasable.
The enforcement of this rule was a wide departure from prevailing
methods. But that didn't make us hesitate. Having felt the
speculative pulse for years, I knew its throb. The public, after losing
billions of dollars, were becoming educated. The rank and file of
mining promoters—high and low—in Wall Street still believed that
one is born every minute and none dies. But I and my associates
didn't. An uneducated public had been unmercifully trimmed in
scores of enterprises backed by great and respected names.
Speculators were ravenous for the truth. We decided to give it to
them. We gave it to them straight.
71. This publicity system brought about the ruin of the Scheftels
corporation through the powerful enemies it made. The policy was
right all the same. Persisted in, nothing was or is better calculated to
strengthen the demand for all descriptions of meritorious securities.
The Scheftels corporation was the pioneer in the exploitation of this
principle as a fundamental and underlying basis of brokerage and
promotion. In pioneering this policy, however, the Scheftels company
was sacrificed to the prejudices and wrath of the old school of
promoters.
THE FIRING OF THE FIRST GUNS
Before the Scheftels corporation was on the Street three months it
almost came a cropper. On the strength of excellent mine news it
purchased nearly 300,000 shares of Rawhide Coalition in the open
market, up to 71 cents per share. A determined drive was made
against the stock by mining-stock brokerage firms which had sold it
short. Bales of borrowed stock were thrown on the market by the
crowd operating for the decline. The Scheftels company took it all in.
Letters and telegrams were sent broadcast by market enemies
urging stockholders to sell. A powerful clique had been losing big
sums on the rise.
The Scheftels company published advertisements calling upon
margin traders to demand delivery of their certificates. This
expedient proved of small utility. The brokers continued to hold off
deliveries to customers and sold and delivered to us all the stocks
that they could borrow or lay hands on. The continued selling finally
made inroads on the Scheftels corporation's cash-reserve to a point
that forced it one day to stand aside and leave the market to the
sharpshooters. That day, in a few hours, approximately half a million
shares of Rawhide Coalition changed hands out of a capitalization of
3,000,000 shares. The corporation's loans were called. This forced it
72. to throw large blocks of stock on the market. A sharp break ensued.
That was just what was wanted by the interests which were gunning
for us. They covered their short sales at great profit.
In the midst of the mêlée the Scheftels company tendered a Stock
Exchange house of great prominence, which had loaned it for the
account of a Salt Lake firm of brokers $12,500 on 50,000 shares of
Rawhide Coalition, the money to take up the loan. A representative
of the Stock Exchange house sheepishly stated that his firm had
loaned part of the pledged stock to out-of-town brokers. He asked
for time. Under threat of dire consequences the Stock Exchange firm
bought stock back from us in the open market that afternoon to
supply the deficiency, and then made delivery of this stock back to
us in lieu of that which they had parted with. It had been specifically
stipulated by the Scheftels company when the loan was made that
the certificates must be held intact and that the stock must not be
loaned out or sold while the money loan was in force.
This experience was repeated frequently during the Scheftels career
on the Curb. It cost B. H. Scheftels Company more than one
million dollars, during the nineteen months of its existence, in giving
loyal market support, in times of professional attack, to the stocks
it had fathered or promoted and felt moral responsibility for.
Time and again the Scheftels company found among stocks
delivered to it, against purchases made in the open market, the
identical certificates it had pledged with loan-brokers as collateral for
loans, and which had been hypothecated by it with the specific
proviso that the certificates were not to be used. It opened our eyes
to one of the most commonplace practices, not only on the Curb,
but also on the Stock Exchange. Hardly a failure occurs on any of
the Exchanges or on the Curb that does not reveal customers'
certificates, which were originally pledged with the understanding
that they were not to be used, in the strong-boxes of others.
73. The first grievous offense of the publicity forces of the Scheftels
corporation against Wall Street's Oh-let-us-alone promotion
combine was a wallop in April and May, 1909, through the Scheftels
market literature, at Nevada-Utah.
The combination which owned control took with bad grace the
strictures on the property. We heard an awful underground roar. At
that time the price of Nevada-Utah stock was around $3. The
Scheftels Market Letter said that there was probably not 30 cents of
share value behind the property. The price immediately began to
crumble. It has been tobogganing ever since. The stock at the
beginning of September of this year was quoted at 37½ to 50 cents.
Such a thing as printing facts which would enlighten stockholders
and the public as to the actual value and condition had not before
been heard of when such enlightenment ran contrary to the plans of
strongly entrenched promoters on the Street.
The campaign against Nevada-Utah, therefore, directed widespread
attention to B. H. Scheftels Company and the Mining Financial
News.
Following the Nevada-Utah disclosure, the Daily Market Letter and
the Weekly Market Letter of the Scheftels corporation and the Mining
Financial News took a good, strong, husky fall out of the La Rose
Mines Company, capitalized for $7,500,000. The La Rose owns one
of the greatest producing mines in the Cobalt silver camp. A market
scheme was in progress, with La Rose as the medium, and W. B.
Thompson, of Nipissing fame, as a chief manipulator. We called a
halt to the game when the price reached a high of $8.50, and
saved the public a huge sum of money. Under our campaigning the
stock declined to $4, a decrease of $6,750,000 in the market value
of the capitalization. This made W. B. Thompson and his associates
the implacable enemies of the Scheftels company and myself. We
didn't worry much. We were catering to the public. Indeed, we were
pleased with our work.
74. Following this incident, the Scheftels Market Letter and the Mining
Financial News took a smash at a mining-stock deal in which W. B.
Thompson and the Guggenheims were jointly interested. It was the
now notorious Cumberland-Ely-Nevada Consolidated merger. Later
the merger was enlarged and took in the Utah Copper Company, or
rather the Utah Copper Company took in the others, and the
Scheftels propaganda found another opportunity to do a great
service for the stockholders of Nevada Consolidated.
Our attack hurt the Guggenheim reputation among investors all over
the country and contributed to reduce their influence over the large
stockholding body—more than 6,000 men and women—of Nevada
Consolidated. Though finally successful, the Guggenheims were sore
from the lashing and exposures to which they had been subjected.
As for the Scheftels company and the Mining Financial News, they
had still further established the honesty and value of their publicity
service.
A market scheme to balloon the price of Ray Central Copper
Company shares to several times their value was a precious
enterprise against which we trained our publicity guns and fired
several effective broadsides. The effort of the promoters to connect
with the public purse here would not have been half so sensational if
men of lesser prominence were identified with the operation. In our
bear publicity on this one we minced no words. In doing so we
again hit another powerful interest—the Lewisohns.
Later the exposure by the Mining Financial News and the Scheftels
Market Letter of market manipulations of the Lewisohn-controlled
Kerr Lake still further endeared the members of these two
organizations to that powerful faction, and more closely cemented
the ties of fellowship between the ruling powers.
75. Keystone Copper, another Lewisohn baby, was put through its
courses on the Curb while Kerr Lake was being played in a stellar
rôle. The deal in Keystone was an unobtrusive little thing, but awful
good as far as it went from the one-sided point of view. I turned the
searchlight of publicity on Keystone.
The Scheftels Market Letter and Mining Financial News disclosures in
the interests of speculators and investors regarding Nevada-Utah, La
Rose, Cumberland-Ely, Nevada Consolidated, Utah Copper, Ray
Central, and Kerr Lake were sensational enough, but they by no
means included all of the work in this line. During 1909 this publicity
literature took in practically every important mining company whose
shares were traded in on the New York Curb. The unpleasant truths
these forces were obliged to tell from time to time touched the
delicate sensibilities of many leading lights on the Street. These had
grown accustomed to an unvarying diet of sweets.
It would seem that their appetite for saccharine provender would
have become cloyed and that a change would be a grateful relief. It
was not. The truth was distasteful. It interfered with the noble
industry of mining the public and it cut down the profits of that end
of the game. In keeping up the record of day-by-day market and
mine developments these publicity agents punctured many a
rainbow-tinted balloon. Very frequently they gave to the public its
first definite and intelligent idea of real value behind promotions and
in properties. Where market prices represented an overplus of hopes
and expectations the truth was told. The aim was to take mining
speculation out of the clouds and plant its feet firmly on earth.
In this laudable effort we ran counter to the plans of the mighty. We
also violated the vulgar unwritten rule of some of the Wall Street
fraternity—never educate a sucker. Our publicity work caused a
readjustment of judgment and market values, besides those already
mentioned, on such stocks as First National, Butte New York,
Trinity Copper, Micmac, Ohio Copper, United Copper, Davis-Daly,
76. Montgomery-Shoshone, Goldfield Consolidated, Combination
Fraction, British Columbia, Granby, Cobalt Central, Chicago Subway,
and sixty to eighty others.
The live wires of our publicity service blistered the flesh of the
Guggenheims, the Thompsons and the Lewisohns, and perturbed
their widely diffused affiliations, connections and allies, including
John Hays Hammond, J. Parke Channing, and E. P. Earle; also
Charles M. Schwab, E. C. Converse, B. M. Baruch, United States
Senator George S. Nixon, George Wingfield, Hooley, Learned
Company, many other New York Stock Exchange houses, a group of
powerful corporation law firms, a noted crowd of influential
politicians, Curb stockbrokers who had grown fat executing
manipulative orders for the inside, bankers who carried on deposit
the cash balances of the mining companies, and even J. P. Morgan
Company, who were partners of the Guggenheims in their Alaska
ventures and were for a time said to be meditating a merger of the
copper companies of the country with those controlled by the
Guggenheims as a nucleus.
THE STORY OF ELY CENTRAL
By keeping speculators out of stocks that were selling at inflated
prices, the Scheftels corporation and the Mining Financial News
became endeared to a great popular moneyed element. The public
was saved huge sums of money.
This, however, only carried out the negative end of a grand idea.
The affirmative demanded that the Scheftels corporation must put
its followers into a stock or stocks where they could actually make
money.
The Scheftels corporation was on the eager lookout for a genuinely
high-classed copper-mining proposition. It found what it was looking
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