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Principles for Successful Button Design

http://webdesign.tutsplus.com/articles/design-theory/principles-for-successful-button-design/



http://dribbble.com/ormeski/tags/button


1. Matching Brand

It’s important that your buttons match their contextual style. This could mean fitting in with a color palette, graphical style or taking a lead from some form of brand guidelines or logo. Perhaps there are some prominent shapes, textures or design styles that you can pick up on. Maybe a logo has a circular aspect to it and you could pick up on this in your buttons or other potential calls to action.

If an interface predominately uses flat color then perhaps big shiny Apple-like buttons aren’t the way to go. If you can, take the opportunity to experiment with extending the brand through to the interface by using appropriate shapes, effects, coloring or other forms of embellishment.


2. Matching Contextual Style

Following on from above, stop for a moment before opening the ‘UI Elements PSD’. It’s easy to reach for grads, shadows, bevels etc. but take a moment to think whether it’s the right choice not just to match a brand but also the interface in which the buttons sit and whether they need to feel overly ‘buttony’.

Buttons may need to feel particularly button-like within an app and on mobile, for example, but with websites maybe there’s room to do something a little different with your buttons or calls to action.


3. Ensure Buttons Have Enough Contrast

With so many interface designs being inspired by Apple OS styling, particularly in a lot of the UI Element PSD’s out there, buttons can get a little lost amongst other elements being used in the UI, diluting their potentially important power. Try using color, size, whitespace or typography to ensure your buttons have the visual weight they need to stand out from the rest of the interface.


4. Consider Rounded or Shapely Buttons

Following on from the above, if there are lots of other rounded corner UI elements in your design, consider using circular  ended buttons or perhaps some other change in shape. This could give you an extra bit of contrast that ensures your important calls to action have the prominence they may need.


5. De-emphasise Secondary UI Elements

If you’re striving for an OS inspired style or you’re working with a predesigned elements PSD then it’s likely your UI elements will predominantly be rounded corner rectangular in shape. Consider reducing the level of embellishment on elements that can afford to feel less ‘buttony’.


For example, bespoke select menus, segmented controls, custom menu triggers might all be the same rounder corner shapes but using less shadow, border, bevel, gradient or other effects can help to reduce their richness and in turn promote button styles.


6. Color Match Strokes/Borders

Most buttons we see out there have some form of border or stroke on them. Loosely speaking, if your button is darker than the background on which it sits use a dark stroke of the general button color. If the reverse is true then go for a stroke that’s a darker shade of the background color. If you stick with the former and use it on a darker background I find it can make the button edges a little ‘dirty’. Using the latter can also help make your button really pop. I consider this to be a general design principle when dealing with strokes/borders in web design.


7. Be Careful With Blurred Shadows

Over the years I’ve always sworn by my ‘Shadow Law’. The ‘Shadow Law’ states that drop shadows work best when an element is lighter than its background. If an element is darker than its background then drop shadows should be used very subtly. Similar to color matching strokes and borders, I very much consider this to be a general design principle that applies to all UI elements.


8. Subtle Iconography Can Give Affordances

As well as being another small detail that can further differentiate your buttons from similar UI elements, the use of simple iconic elements such as arrows can give some sense of action and a small affordance as to what happens when a user clicks.

For example, an arrow pointing right after the text on a button maybe gives the user some sense of moving on or leaving the page. An arrow pointing down might suggest that some content will be progressively disclosed below, or perhaps some kind of menu will open.


9. Consider Primary, Secondary and Tertiary Styles

If you’re designing an interface where there are consistently lots of actions and functionality on display it may be important to establish some visual language with your buttons by establishing primary, secondary, tertiary and potentially more styles.

Consider reserving the strongest and boldest color for your primary buttons and using progressively less strength or saturation as you reduce importance. As well as color and shade, consider reducing size, whitespace, text size and level of embellishment to further reduce the visual weight of buttons that aren’t primary.


10. Always Make Feedback States

This is a no brainer really, but is often something considered toward the end of the design process. Always work through the core states required for your buttons to ensure they provide the user with sufficient feedback in their context. Users will likely have a mental model of how a button works in the real world as they use it through its various states. Some simple CSS tweaks with shadows, border and gradients and the like can give the user some simple feedback and a touch of eye candy!


Conclusion

As designers you’ll all have your own process you go through. I’ll bet a lot of the time that can involve moving your head back from the screen, tilting it slightly, squinting and saying ‘Yeah that’s about right!’. That’s part of the fun of designing of course and talented designers tend to get it right doing just that, but I think it’s always good to run a bit of internal commentary, interrogating and reasoning over the design decisions you’re making.

There’s no harm in re-using or leaning on pre-designed styles and UI elements, they can obviously save a lot of time. It may even be the case that someone has pixel-perfectly crafted exactly what you were looking for and is offering it for free. However, I don’t think there’s any harm in having a deeper understanding of the design process and craft behind what you’re creating and informing your design decisions going forward.






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시인은
연인의 몸에서 천체를 읽는다.
땅에서 하늘을 점치듯이, 그것이
우리 인간에게 부여된 유일한 감지 기능.
사랑하는 사람에게서 우리는 비로소
우주 조화의 아름다움과
따스함을 읽는다.


- 민용태의《시에서 연애를 꺼내다》중에서 -


* 시인뿐만이 아닙니다.
사랑하면 누구나 시인이 됩니다.
하나에서 전체를 보고, 그 전체 속에서
오직 하나뿐인 아름다움과 따스함을 봅니다.
그러므로 '연인'이 생겼다는 것은 일생의
사건입니다. 우주 전체를 통째로
얻는 것과 같습니다.

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이 모든 과제는 취임 후 100일 안에 이뤄지지는 않을 것입니다. 1,000일 안에도 이뤄지지 않을 것이며, 현 정부의 임기 중에 끝나지도 않을 것이며, 어쩌면 우리가 지구상에 살아있는 동안 이루지 못할 수도 있습니다. 하지만 시작합시다.

 - 존 F. 케네디

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Isotope: An exquisite jQuery plugin for magical layouts

매직컬한 레이아웃을 위한 정교한 jQuery.


Demos

Custom layout modes

Tests



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jQuery 의 동적레이아웃 플러그인.

A dynamic layout plugin for jQuery
The flip-side of CSS floats.


Masonry is a dynamic grid layout plugin for jQuery. Think of it as the flip-side of CSS floats. Whereas floating arranges elements horizontally then vertically, Masonry arranges elements vertically, positioning each element in the next open spot in the grid. The result minimizes vertical gaps between elements of varying height, just like a mason fitting stones in a wall.


Demos





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온톨로지(Ontology)

: 사람들이 세상에 대하여 보고 듣고 느끼고 생각하는 것에 대하여 서로 간의 토론을 통하여 합의를 이룬 바를 개념적이고 컴퓨터에서 다룰 수 있는 형태로 표현한 모델.

 개념의 타입이나 사용상의 제약조건들을 명시적으로 정의한 기술이다.

 일단 합의된 지식을 나타내므로 어느 개인에게 국한되는 것이 아니라 그룹 구성원이 모두 동의하는 개념.

그리고 프로그램이 이해할 수 있어야 하므로 여러 가지 정형화가 존재


온톨로지는 일반성 수준이 낮은 것에서 높은 순으로 아래의 네 가지 구분이 될수 있다. 그리고, 추가적으로

 두 가지 다른 형태를 제시할 수 있다. 

  1. 영역 온톨로지(Domain ontology)
    : 전자,의학,기계,디지털 영역과 같이 특정 영역에만 통용되는 지식을 표현한 온톨로지
  2. 메타데이터 온톨로지(Metadata ontology)
    : 온라인 정보의 내용을 기술하기 위한 어희를 제공하는 온톨로지를 지칭한다.
  3. 일반 온톨로지(Generic or common sense ontology)
    : 시간, 공간, 상태, 사건 등과 같은 사물의 기본적 관념과 개념을 제공하는 세상에 대한 일반 지식을 포함하는 온톨로지이며, 결과적으로 이 형태의 온톨로지는 여러 영역에 공통으로 적용될 수 있다.
  4. 표현 온톨로지(Representational ontology)
    : 영역 온톨로지처럼 특정영역을 대상으로 하지 않으며, 무엇을 표현해야 하는지 언급하지 않고 표현개체(representational entities)를 제공하는 온톨로지.

* 추가적인 두가지 온톨로지는 방법 온톨로지(Method)와 과업 온톨로지(Task)다.

   전자는 특정 문제해결 방법(Problem Solving Method)에 제한된 용어(terms)를 제공하고,

   후자는 특정과업에 제한되는 용어를 제공한다.


시맨틱 웹(Semantic Web)

: 현재의 인터넷과 같은 분산환경에서 리소스(웹 문서, 각종 화일, 서비스 등)에 대한 정보와 자원 사이의 관계-의미 정보(Semanteme)를 기계(컴퓨터)가 처리할 수 있는 온톨로지형태로 표현하고, 이를 자동화된 기계(컴퓨터)가 처리하도록 하는 프레임워크이자 기술이다. 웹의 창시자인 팀 버너스 리가 1998년 제안했고 현재 W3C에 의해 표준화 작업이 진행중이다.

시맨틱 웹의 목표

: 지금과 같이 사람만이 웹에 산재한 정보의 의미를 파악하는 것이 아닌, 자동화된 기계가 해석할 수 있는 일종의 표준 의미정보 교환의 수단 이 되는 것이 시맨틱 웹의 목적이다. 시맨틱 웹의 이상향은, 인터넷에 방대한 양의 온톨로지가 산재하고, 이를 자동으로 해석하여 처리할 수 있는 에이전트 소프트웨어에 사람 또는 에이전트가 질의를 하면, 컴퓨터가 자동으로 분산된 온톨로지를 탐색하고 추론하여 원하는 결과를 돌려주는 것이다.


http://www.foaf-project.org/


FOAF is about your place in the Web, and the Web's place in our world. FOAF is a simple technology that makes it easier to share and use information about people and their activities (eg. photos, calendars, weblogs), to transfer information between Web sites, and to automatically extend, merge and re-use it online.

The Friend of a Friend (FOAF) project is creating a Web of machine-readable pages describing people, the links between them and the things they create and do.

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