CHI 97 Electronic Publications: Tutorials
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Color and Type in Information Design

Charles A. Poynton
Poynton Vector Corporation
56A Lawrence Avenue E,
Toronto, ON M4N 1S3, Canada
www.inforamp.net/~poynton/
Poynton@Poynton.com

Mary A. Mooney
Sun Microsystems Computer Corp.
mary.mooney@eng.sun.com

Abstract

Work with color and type in the CHI community is often undertaken with a base of experience and a sense of craftsmanship, but without a firm foundation in the principles of perception, science, and engineering. In this tutorial, you will learn the perceptual, color science, and engineering principles that underlie effective information presentation. You will learn to apply these principles to the design of graphical user interfaces and information displays.

This tutorial is directed to graphic designers, interface designers, and developers of on-line information. You should have experience in developing user interfaces, experience in creating and manipulating digital imagery, or experience in writing or illustration.

© 1997 Copyright on this material is held by the authors.



Tone reproduction

Computer graphics is generally concerned with the linear intensity representations of physics, but if maximum image quality is to be achieved in the minimum number of bits, it is important to use a nonlinear representation that is matched to human perception. We will explain the science of lightness perception, and explain how gamma correction, which is ubiquitous in computer graphics and video, accomplishes perceptually-uniform coding. This will give you a basis for understanding whether two different intensity levels can be distinguished.

Halftoning and its cousin dithering create the illusion of a large number of tones or colors in a limited medium. We will explain how you can employ perceptual principles to use halftoning and dithering effectively, without getting caught.

Color reproduction

Classical colorimetry is well developed and well documented, but it is very difficult to understand when presented from the classic point of view. We will explain colorimetry from an intuitive point of view. We will demonstrate forming the colors of an image using three slide projectors (red, green, and blue), and will demonstrate mixing the subtractive primaries (cyan, magenta, and yellow). You were taught in primary school that the primary colors are red, yellow and blue, but those so-called primaries are neither the RGB primaries used in additive processes nor the CMY primaries used in subtractive processes. We will explain how the mixing of paint combines elements of additive and subtractive color reproduction. We will explain why CMY values for practical printing system cannot be computed simply as "one minus RGB," but must take into account overlap in the spectra of the colorants of the ink. We will explain why practical constraints dictate the use of a fourth "color" black (K) in many printing processes.

The characteristics of vision explain which combinations of colors and patterns are effective, and which are not. The phenomenon of chromostereopsis causes blue to appear at a different depth in some circumstances; we will demonstrate this effect. We will review the reasons that blue exhibits poor sharpness, and show why you should avoid placing detail in blue. We will outline color deficient vision - color blindness - and explain how this problem can be accommodated.

Visual acuity

Human vision adapts over a wide range of intensities. Your viewer's impression of your work will be determined by her viewing conditions, so you must take into account the expected viewing conditions when you create your work.

Visual acuity is at a maximum only in a small portion of the visual field. As the angle from the center of the gaze increases, acuity is reduced, but sensitivity to movement and flicker increases. To make effective use of vision in an interactive system, you must be familiar with these characteristics. Contrast sensitivity is the measure of visual acuity. Familiarity with contrast sensitivity will help you to determine how much detail you can expect your viewer to perceive. We will define contrast ratio, and explain how you can maximize contrast ratio to improve subjective sharpness.

The limit to acuity in the visual system is about 1/60deg. of angle. We will explain how this limit relates viewing distance to the amount of detail that your user can be expected to perceive.

Color in computing

We will relate several different color spaces common in computing, and we will show you where the RGB "cube" of computer science lives in the famous CIE (x, y) chromaticity chart. Much information is available about color specification systems such as CIE XYZ, L*a*b*, L*u*v*, HLS, HSB and HVC, but the coding of color image data has a different set of constraints than color specification. We will explain how the colors that can be reproduced by a particular device are restricted by the gamut of the device, and outline strategies that are used to map colors from one gamut to another.

Many computer display systems implement the pseudocolor system, by which the display is limited to a small number of colors - often 256 - at any instant in time. An image, or a user interface, must live within a palette that is related to this small set of colors. We will explain the effect that pseudocolor has on your color choices, and explain how to design your images, your interfaces, and your web pages to accommodate this restriction. We will explain how browser palettes differ from Mac to PC, and why system palettes are not identical to browser palettes.

Nonlinear R'G'B' components are used as the basis for video coding, but are transformed in video, JPEG, MPEG, and PhotoYCC into the Y'CBCR representation (or loosely, YUV). We will explain the visual basis for color subsampling, and explain how the principle is employed in video, JPEG and MPEG.

Typography

We read by fixing our gaze on a small portion of text for a fraction of a second, then saccading to the next fixation point. Understanding the fixation and saccade mechanisms will help you to make effective use of type. We will explain when serif and sans serif typefaces are appropriate, and relate this choice to display technology. We will explain how the type designer spaces the characters in his typeface, and we will identify those aspects of spacing that should remain inviolate and the aspects that you can safely modify. We will compare the readability of ragged and justified type, and discuss how to choose a line length. We will introduce the concepts of page composition in conventional media, and discuss the visual and functional translation of those concepts into new media.

Illustration

Technical subject material, and nontraditional presentation media, have strained the craft and the art of illustration during the last decade. We will describe how to choose line weight, typeface, type size, shading, and color in illustrations. We will discuss aspects that you need to consider when producing an illustration for media such as single-color black printing, 4-color (CMYK) printing, 35 mm slides, computer presentation, and video. We will discuss the issues associated with the visual and functional integration of illustrations into a cohesive document.

Information design

We will show how the principles of perception and reproduction explained in the first several sections of the tutorial are combined with the classic elements of visual design: ground, shape, size, texture, and type. Using examples from graphical user interfaces, web pages, three-dimensional interfaces, and other emerging interfaces, We will show techniques that work and techniques that don't work; we will explain the reasons for their successes and failures.

Copyright © 1997-01-22
Charles A. Poynton

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