The
colour wheel was invented through the basic theory of bending the
spectral range of light into a circle containing seven different
colours.
Since the invention of the colour wheel, artists
have agreed (no mean feat!) that it represents the easiest way to
choose complimentary colours. Within the colour wheel there are
three classes of colour:
Primary: These are believed to be the fundamental three colours. They cannot be created
by combining any other colours on the wheel, and they form the basis
for all other colours.
Secondary: Secondary colours are made with the following formula:
Primary+Primary=Secondary, for example:
Red + Blue = Violet
Purple, Red + Yellow = Orange
Blue + Yellow = Green
Secondary colours lie between the primary
colours.
Tertiary: Tertiary colours are created with this formula: Primary+Secondary=Tertiary
Using Triads to Select
Colour Schemes
Triads are colour schemes that are connected
within the colour wheel by a triangle. Using the RGB hex value,
you can easily create complementary colour schemes by shifting the
values around in groups of two, like this: RRGGBB, BBRRGG, GGBBRR
Line
Lines are basically a combination of points
packed in together to form a single object -- the line. Lines can
be straight, curved or irregularly shaped.
The most common use of line is to control
the flow, direction and speed of the viewer's eye. Vertical lines
will stop the person's eye, and give a sensation of mass and volume.
They can also convey power and strength.
Horizontal lines influence rest and relaxation,
while diagonal lines are dynamic and active. Line has several variables
that we as designers can use to cause different effects, including:
- size
- shape
- position
- direction
- number
- interval
- density.
Mass
Any 2-dimensional object is called a shape,
and any 3-dimensional object that has height, width, and depth is
called a form. But don't be fooled! A design element that appears
on-screen to have the 3 dimensions is only an illusion of form --
you have to be able to physically move an object around for it to
truly be a form.
Most often mass is used for composition and
to create patterns, though it can also be used to create an illusion
of movement and rhythm through repetition. And by creating a smaller
object next to a larger object, you can create the illusion of depth
and perspective.
Movement
Movement is the element of design that defines
direction and motion. When you want to lead a person to a specific
area of a Website, artwork or design, you can use movement within
the object to guide them there. Many designers overlook this element
by using movement to lead the viewer's eye off the screen.
But if you want a person to focus on specific content, or
a particular element, this isn't the way to go about it!
If you decide to use movement within your
design (animation, and motion blur are 2 examples) then it is important
not to use too much -- subtlety is the key here. A page full of
movement becomes disorienting to the viewer as they try to follow
the animation. Even flashing text, for example, has motion, so be
very critical when you review pages that contain any moving elements
at all.
Space
Space is any area between and around objects
-- the space around any object is called negative space. Used together,
space and negative space can also give an illusion of depth.
Negative space is just as important as space
-- it will often give direction by leading the eye into positive
space. So finding the balance between the use of negative space
and positive space is what will make an image look "right".
Space can also be suggested by the use of
tone, colour and the linear perspective of overlapping planes.
Texture
There are two types of texture: tactile texture
(which is texture that you can physically touch), and visual texture.
I'm going to ignore texture as an element
of art (sculpture, architecture and the like), and focus on visual
texture as it has more relevance to us as Web designers. So when
I say "texture", I'm referring to visual texture -- not
tactile texture.
Visual texture relates to any 2-dimensional
image, be it print, painting or on screen. It's texture that you
can see, but not touch. It has the ability to look rough or smooth,
wet or dry, hard or soft, shiny or matte, slick or sticky, slippery,
abrasive, coarse or porous -- just to name a few!
Texture is used to enhance the realism of
an image, which explains why most 3-d game designers focus a lot
more on texture now than they did years ago, and why games seem
more realistic. Texture has the advantage that it can trigger in
our minds an association between what we see, and the resulting
feeling generated by that image. We can then recall those same feelings
when we see that texture again.
Texture also adds contrast and depth, along
with direction and interest. Look at any object close up that has
a rough texture, then put it down and move away from it. The texture
will be less obvious, and less likely to arouse your sense of touch.
This same approach should be taken when using
visual texture. If you want an image to appear to be close to the
viewer, add more texture to it, and if you want the image to appear
to be further away, reduce the texture.
Value
Value deals with colour -- more specifically,
the lightness or darkness of colour. Like texture, value can be
used to bring objects closer, or make them seem more distant --
add a higher value contrast to bring them closer, and a duller contrast
to push them further away.
Value can also be used to give focus to certain
areas and to make others seem less important.
Nick Mullen has been researching
affiliate programs for the last 6 months and is currently developing
a resource for merchants and affiliates who want to maximise their
affiliate space.
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