• the listed proposals of design can be transferred to other surface builds
  • eg: user interfaces for games, vfx head-up-display, small helper programs, etc.

> Aaron Marcus Principle

1. Organization:
  • simple, clear and consistent conceptual structure for the user
2. Economy:
  • maximize the effectiveness of a minimal auxiliary material sets
3. Communication:
  • adapt the presentation to the capacity of the user

> Aaron Marcus Layout-Principle

1. Konsitent:
  • Make the product as a harmonious whole experience
2. Contents:
  • combine elements
  •  can occur in relation and complement to each other 
3. Target Group:
  • decide on the structure and arrangement
  • avoid boredom and overwork
4. Structure:
  • see various internal pages, postcards, etc.

> Design
  • Less is more
  • livelier, more engaging dynamics by
  • irregular picture frame that can be accessed by objects 

> Close
  • Element which are spatially close to each other,
  • are perceived as belonging together
  • group spatially close elements belong together

> Similarity
  • Elements are similar, are perceived as belonging together
  • mark visually similar elements

> Symmetry
  • Elements each arranged to be construed as a unit
  • symmetrical Elements are perceived as figure
  • and attributed to the foreground
  • asymmetric Elements are attributed to the background
  • eg.: distribution in a Web-Navigation and Information-Area (1:1.6)

> Good continuation
  • optical and continuously arrangements,
  • are perceived as belonging together
  • arrange belong together elements along a line

> Conciseness
  • visual perception tends to be a simple
  • and consistent organization of the elements
  • Representation of simple structures facilitate the focus on the actual content
  • eg: Heparium - the font should not distract from the content

> Experience
  • visual perception relies on previous experience 
  • and completes patterns automatically
  • not always show all
  • include prior experience and knowledge of the target group
  • eg: Part clippings of photographs

> Optical signals (eye movement)
  • good against monotony is a certain tension and dynamics
  • let face the combination of quiet and superficial areas
  • separate visually the important from the unimportant
  • for example: use of warm colors signal, powerful images
  • eg: using a good layout and highlighted headings
  • eg: create strong contrasts
  • eg: building a website step by step illustrate the structure and importance
  • unstructured design reduces the willingness to define a structure
  • employment unwillingness by fatigue contributes to a long search web