In order to get good work, designers take inspiration from
many sources: popular culture, nature, art, and science. It is good to explore
the connections between human perceptions, thinking, and learning; how we
transmit knowledge, share concepts, and process information through language;
and how structure and legibility affect the visualization of massaging.
There are many different theories within educational and
cognitive science communities regarding to processes and motivation that drive
the way people learn. Visual leaners
prefer images. Verbal learners prefer experiencing new information in the form
of written and spoken words. Kinesthetic learners acquire knowledge by doing.
Different styles suit our developmental needs at different times of our lives. It
is important to remember that most people learn through a combination of
styles. By
incorporating supporting layers of information in the form of type, images,
tactile, and aural experiences,
designer is able to engage multiple stimuli, creating a more memorable and
meaningful experience.
Memory is a cognitive
process that enables us to store, retrieve, and apply knowledge. It is divided
in three stages: sensory input, short-term memory, and long-term memory. However,
human brain could remember seven chunk, plus or minus two. A chunk is any single unit of information.
Break complicated or lengthy content into smaller chucks is a good thing to do.
Weber
postulates that, the rate of change of a type specimen that people tend to
notice is 2 points. This change is known
as the “difference threshold”. Therefore, subsequent change would be
apparent at 14 points, 16 points, 18 points, and so on. This can be applied during
the creation of visual communication projects, helping designers make
constructive choices.
According
to some psychologists, humans perceive composition as a whole, rather than as a
collection of individual forms. The individual variables of the graph are not
as important as an overall understanding of the content. When creating visual
displays of statistics, the information designer has two goals: be specific,
clear and accurate; and give the audience a quick read.
Legibility is the term used to define the ease with which way-finding routes can be followed. Design can provide this clarity. As we consider the space we wish to traverse, it is helpful to visualize it in term of points, lines, and planes. Legibility can also be enhanced by increasing the clarity and visibility of signage, icons, and directional indicators at decision-making points along a route.
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