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I strongly agree with this. From TFA: > Putting too many elements into a limited amount of space is like trying to listen to three different songs at once. It
by cle 7y ago
I strongly agree with this. From TFA:
> Putting too many elements into a limited amount of space is like trying to listen to three different songs at once. It’s hard to understand what is being said.
In some situations, putting more information on the screen, parseable without scrolling, helps tell the right kind of story (for example, when comparing a bunch of options). So I think this advice is only halfway there:
> give your designs as much negative space as you possibly can, to declutter them and make their meaning more obvious.
Should also include "Don't add so much negative space that cohesiveness is lost."
- mhink 7y agoAlthough I'm an engineer and not a designer, I think it's fair to point out that this is article is primarily about visual design, which is only one aspect of the design of the overall user experience. There's a phrase I've heard, "information architecture", which roughly seems to mean "how the layout and presentation help the user process the information being presented". With this in mind, I think a lot of folks (both designers and engineers) conflate the two sometimes. Another thing: I suspect that information-dense visuals are sort of like highly-performant software: hard to design, harder to implement, and much harder to change once you've gone to all the trouble of squeezing out every possible optimization. As advice for beginners, it seems fine to say "add more negative space", just like we tell junior engineers to "avoid premature optimization", because the ability to recognize when those optimizations are needed goes hand-in-hand with the ability to actually do them right.
- p1necone 7y agoIs conflating them the wrong thing to do? Surely you're never working on just one in isolation?