“Design is a plan for arranging elements in such a way as best to accomplish a particular purpose.”
— CHARLES EAMES
With the recent developments in web typography, enhanced browser support, emergence of CSS3 standards and the ever-expanding library of jQuery plugins, the toolkit available to the visual designer has never been more powerful.
Designers now have the opportunity to create the sort of micro-designed, art-directed designs that were only a dream as recently as a couple of years ago. However, as the proliferation of unnecessarily rich user interfaces doing the rounds in the design community illustrate, it is important to continue to ask what constitutes an effective, successful visual design.
Put simply, well designed sites leave the customer with an impression of how great the company, product or service is, rather than how great the design is. Successful visual design languages are not the focus. They are unobtrusive. They are quiet.
At cxpartners visual design is utilised to support the customer experience, not to define it, therefore there are a number of principles we consider when creating visual design languages, whether they are to accompany an entirely new brand identity or are an extension of an existing site:
1. All visual design styles and interactions must be team players
Before designing a particularly decorative menu style or applying an advanced CSS3 rotation transition you need to ask yourself whether their inclusion will help the site (or page) achieve what you are setting out to do. If not, then do not include them.
In our recent project for one of the world’s leading price comparison sites we produced a number of versions of the central hero area, used to highlight key promotions. One of these versions utilised bold, vibrant product photography and typography in an almost editorial style, and proved very popular amongst the key stakeholders. In the end, however, this version was rejected in favour of a stripped-back, functional alternative which our testing showed was more instantly understood by customers.

Fig 1. The aesthetic favourite

Fig 2. The most effective
2. Legible typography must be legible first, unique second
Consistency and legibility is key, especially in light of the rapidly-growing prevalence of smartphone usage.
The recent emergence of reasonably priced on-demand @font-face font services (such as Typekit) has resulted in a swathe of sites with distinctive typography that look lovely on Macs but are illegible on the world’s most popular OS, Windows.
The use of non-system fonts needs to be justified from a brand and functionality perspective before being considered, with QA procedures being even more rigorously followed than usual to ensure cross-browser support (with progressive enhancement) wherever possible.

Fig 1. Ensure your type is legible - if in doubt, stick to system fonts
3. Whitespace must be utilised constructively
Clever use of the space between elements is a great way of creating an orderly page, ensure legibility of type and visually prioritise key messages without resorting to crude graphical devices that may add clutter.

Fig 1. Passive whitespace is used between elements to aid legibility and create an impression of order.

Fig 2. Active whitespace is used to break the harmony of the passive whitespace to highlight a particular element
4. Colour must be used functionally
In order to create balanced, harmonious visual design colour must be used as both a tool to reinforce brand identity and a method of grouping or categorising information. Text-heavy sites that appear overwhelming and confusing when monochrome can be intuitive and straightforward when a well-considered colour scheme has been applied.
Additionally, it is worth considering limiting the number of colours used on your site – too many distinct colours can result in a confusing interface and make it much more difficult to visually prioritise important information.
“Having small touches of colour makes it more colourful than having the whole thing in colour.”
— DIETER RAMS
5. Commonly-used modules must be consistently presented
When designing the more functional elements of a site it is important to prioritise instant, instinctive usability – once the customer has used an element of the site it should be transparently obvious how to use the others. A consistent, orderly design scheme plays a great part in making this happen – this is not the place for the more adventurous design treatments.

Fig 1. Consistent presentation of modules
6. Creativity must be given a context
Visually define the areas in which interactive content appears and customers will feel comfortable immersing themselves in it – the majority of sites that are celebrated for their creativity define strict boundaries for where rich interactivity begins and ends.

Fig 1. Creativity with context - the Times iPad app
7. Real-life metaphors must be used sparingly
A proliferation of real-life metaphors in the same space will make the customer think too much, for too long, even if based on a specific theme. Stick to one key analogy if absolutely necessary, and keep it simple.

Fig 1. Subtle metaphors can be used to reinforce brand values
8. Composition must be both balanced and appropriate
One of the key requirements of effective visual design is the development of an appropriate composition. Whilst a dense, direct and busy composition may be appropriate for a direct marketing mailout, a high-end fashion label’s website (for example) will require a sparser, more spacious approach.
A well-considered composition can communicate a thousand values in an instant, leaving the viewer to focus on the key stories being told within it.

Fig 1. An appropriate composition for Charles Tyrwhitt

Fig 2. An appropriate composition for Topman
The common thread that flows through all of the quiet design principles is the concept that visual design (in a business context) is an enabler – it is a crucial part of the greater project process that, when done well, lets the content and brand shine.
It is as important as ever that visual designers keep a sense of perspective (and purpose) amid the endless opportunities provided by ever-improving modern browsers. Your customers (and indeed your customer’s customers) will thank you for it.




Nice article. I particularly agree with this statement:
“well designed sites leave the customer with an impression of how great the company, product or service is, rather than how great the design is.”
I also quite like the term ‘quiet’ visual design. Although I wonder if people could initially get mislead by it? It could be read as ‘quiet’ being a brand characteristic. I do see what you’re saying though: a ‘quiet’ visual design could have loud colours and typography, if that is the essence of the brand. (In that situation, would you say that having subtle and subdued styling would actually be ‘loud’?) Anyway, I think you’re exactly right that a successful design language must not intrude on the brand, but enhance it, and should also support usability.
Thanks for your comments Ben. You’ve pretty much hit the nail on the head there – as long as the tone of the visual design ties in with the brand values it can be considered ‘quiet’. To the customer the visual design should be invisible – it should just ‘be’ part of the brand, regardless of whether it is bright and brassy or restrained and elegant.
The key point to remember is that if people are talking about the web design rather than the product/service/company, the visual design hasn’t succeeded (unless of course that is what you set out to achieve in the first place).
Chris,
Great article, completely agree with your approach. There’s a certain inevitability to designs that serve their purpose.
Reminded me of Dieter Rams ’10 Principles of Good Design’ http://bit.ly/1C8HRM
“It clarifies the product’s structure. Better still, it can make the product talk. At best, it is self-explanatory.”
Thanks Jon – interestingly enough this morning I stumbled upon an interview with a similarly influential German, Werner Herzog, who covered this topic whilst discussing his use of 3D during the making of Cave of Forgotten Dreams:
Happy to see that Muller-Brockmann finally makes it to the web :)
You are positioning yourself against Apple’s design guide lines (and the majority of people on dribbble.com) that state that reality should be imitated as closely as possible.
Did you come across this article btw http://mkruzeniski.posterous.com/from-transportation-to-pixels you seem to have a lot in common
Thanks for the link, very interesting read.
Apple’s guidelines (see http://bit.ly/bhfeej) are, on the whole, spot-on. However, as Information Architects have previously pointed out (http://bit.ly/aP8YTn) the guidelines to make apps look like physical objects are dubious at best. As noted above there is nothing wrong with the strategic (and sparing) use of real-life metaphors, however over-enthusiastic imitation of tangible things can lead to some pretty dreadful interfaces, as a quick browse through the App Store will reveal…
Thanks for your comment. Do you think this use of real-life metaphors is part of a transition period, where we slowly uncover the real potential of the web? Or is it here to stay since the use of drop shadows, embossings, rounded corners etc, is something that our eyes can more easily process?
Kryzeniski goes a step further than you by stating: Finally, we believe in honesty in design. A user interface is created of pixels, so in Metro we try to avoid using the skeumorphic shading and glossiness used in some UI’s that try to mimic real world materials and objects.
Within the constraints that we currently operate under on the web, the use of shadows, rounded corners and other techniques that differentiate and prioritise content makes sense. Whether or not it will make sense in 20 years time when we are using HTML 12 and the technological limitations of today are a distant memory is debatable – it could be a good idea to look at the evolution of print design for clues.
Re the concept of honesty in design – skeuomorphic design definitely has it’s place. Guitar Hero wouldn’t be much fun without the guitar shaped controller. Done well, it can help bridge the experience gap so users intuitively ‘get’ an interface, and know how to interact with something they have never used before.
So, the core of this argument (if you could call it an argument) is the speed in which we should work towards developping an authentic digital language. And what at this moment is the most honest way we should use skeuomorphic design.
Re Guitar Hero, it depends what you think the goal of the game is, is it feeling like an 80s rockstar (nostalgia?) than yes, you can’t escape the guitar. If it would be around playing a social digital game that involves music, i’m sure you could come up with more exciting, more fitting controls.
Seems to be a bit of Zeitgeist about this at the moment. Just read this article http://www.getfinch.com/finch/entry/design-is-not-the-goal/ which makes very similar arguments but thinks of it as “invisible design”. I think as designers it’s not too hard to agree with these arguments. What we need to work on is how we sell this argument to clients.
I suspect this is a perennial battle. Not so different from back when clients wanted lots of Flash, splash pages and animated GIFs.
We’ve found that a well-defined vision statement makes the visual design process much more focused, and therefore more likely to result in effectively quiet design. Check out Alan Colville’s article on Shared Visions, or details of our vision workshops.
Good point. I agree tackling it in this way is a good way to avoid those issues.
Couldn’t agree more especially with:
7. Real-life metaphors must be used sparingly
We finally seem to be getting away from the overuse of skeuomorphism which was prevalent in the past 5 years. I’m looking at you Apple!
Metaphors have their place and can enhance design when used correctly, but a lot of the time they have a negative impact on the presentation of functionality.
Leave a comment