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GLS680

CHAPTER 4:
WEB CARTOGRAPHY (DESIGN
PRINCIPLES APPLIED TO THE WEB)
1 Sr Abdul Rauf Abdul Rasam
Universiti Teknologi MARA (UiTM) Malaysia

Advanced Source:Barend Köbben


Cartography ©2002 International Institute
for Geo-information Science
GLS680 and Earth Observation (ITC)
MAKING YOUR FIRST WEB MAPS USING ARCGIS?

GLS680
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OVERVIEW
 Site design
 interface design
 content organisation

GLS680
 site elements

 Page design
 layout
 text

 Graphics

 Checklist for web design


 Web map design in practice

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BUILDING YOUR OWN SITE
Considerations
Purpose of the site
Why should they visit my site

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What do I want to tell the world
Who is my audience
Professionals or entertainment
What kind of information do they want
What attracts them to your site
Hardware software requirements on user-side
Your expectations
How many visitors
Response
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INTERFACE DESIGN

 design clear aids

GLS680
graphics are needed, they attract the user‟s
attention
use conventions (forward arrow means “next
page”)

 basic problem in Web-navigation is the lack of sense where


you are within the local structure.
 no dead ends, user always needs to be able to go somewhere
in your site 5
ORGANIZE THE INFORMATION

 Result

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Well structured information, ...
… organized in modular units

Non-sequenced navigation, …
… many internal links

Logical organization of
Information …… but flexible

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THE NATURAL FEEL OF THE SITE
 Visitors should find the way...

Hierarchy

GLS680

Standard is:
Home page
Sub- Menus
Content pages

Be consistent:
Group, order, label
information
Repeat the user-interface
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SCHEME
 Design a scheme

 a shallow scheme has long shopping


list of unrelated subjects, no order,

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difficult to find the way

 a deep scheme has too many nested


menus, takes too long to get to the
content, easy to loose the way

 a balanced structure gives quick


access to information, user “feels” where
to find information
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SITE ELEMENTS
 Home pages

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 a home page is the main point of entry
at the top of the organization chart
it is the www url
it has to be:
informative
basic navigation
attractive in design
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SITE ELEMENTS
 Menu pages

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Menus and submenus for large sites
the Home-Page will get too complex
are a kind of secondary home-pages
pages should all refer back to these pages
but also to the main home-page
can be in a frame next to the content pages

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SITE ELEMENTS
 Content pages

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 content contains the actual information
always has a link to the submenu and the
homepage
will have “internal” links to related content pages
can relate to other (“external”) URL‟s
open external URL‟s in a new browser window to
avoid:
1. loosing visitors
2. site-confusion (where am I?) 11
PAGE DESIGN
 Graphical balance

GLS680
 the visitor needs to be drawn into your content
 solid text will appear as undifferentiated gray
 top is most important
 use pastels for
 use visual markers sparingl
 avoid patchy layout

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PAGE DESIGN
 Visual hierarchy

GLS680
 emphasize important elements
 organize content logically
 user first looks at shape and colour
secondarily picking out information
use layout, typography and illustration to lead the
readers eye through the page.

 western oriented visitors scroll the page from left to


right, and top to bottom
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PAGE DESIGN

 Online versus offline

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 online
short text blocks
minimize scrolling

 offline
long text
user will read from paper
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SCROLLING

 Page length

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 Less than 10% scroll beyond the
top

 Long pages load slower

 People look for information in


small units

 Small units are easier to


navigate through
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PAGE DESIGN
 Consistency
• use a layout grid
built a consistent rhythm and unity across all pages that:

GLS680

 is not boring
 easy to find the way

• people will remember the site


• set out your own style rather than to “decorate” with
graphics “borrowed” from other sites

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TEXT

 Type families („fonts‟)


 Serif fonts

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 Courier, Garamond, Times New
eg:

Roman
 Sans Serif fonts

 Arial, Comic Sans, Haettenschweiler,


eg:

Verdana, Lucida, Tahoma


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TEXT

 Font style
 many variations possible, basic ones:

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normal
bold

italic

bold italic

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TEXT

 Another variation in roman script is between


CAPITALS (or UPPER CASE) and lower case

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GRAPHICS: OPTIMIZING GRAPHICS

Image size depends on:


pixel dimension (always state this in HTML–code!)

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File size on server depends on:
pixel dimension
amount of colours
compression techniques
carefully choose colour space and compression
(and thus file format) for every type of graphic
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GRAPHICS

 Colour space
 True colour

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8 bits per colour
millions of colour

• 1 bit has two options on or off


• so for 8 bits it’s 82 = 256 grey tones per colour
• for the three colours RGB it will be 256 x 256 x 256
possibilities = 16,777,216 different displayable colours

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GRAPHICS
 Colour space
 Indexed colour

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adaptive (related to colours in image)
Allocate one per pixel to list colors, allow
256 colors in one image

web safe (choice of 216 colours), six intensity levels of


RGB
6³ =216
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Colours
Web safe palette
•216 fixed colours

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•very bad graduated colours (dithering)
•needs special design

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OPTIMIZING GRAPHICS
 Resolution

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• The monitor sets the limit:
usually 72 dpi

• image in higher resolution is remapped => wasted

• produce images in correct resolution

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STANDARDISED GRAPHIC FORMATS- RASTER
 GIF (Graphics Interchange Format)
 uses indexed colour

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 uses simple RLE (run–length encoding) compression

best for full tints (graphs, maps, drawings)


 supports transparency

 supports animation (poor man‟s video)

 JPEG (Joint Photographic Experts Group)


 uses full colour
 uses flexible, customisable but “lossy” compression

best for graduated tones (photo‟s)

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STANDARDISED GRAPHIC FORMATS - VECTOR
 SVG (Scalable Vector Graphics)
 official W3C standard

 text format (XML-based)

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 describing two-dimensional graphics

 three types of graphic objects:

 vector graphic shapes

 images

 text (as fonts, searchable)

 allows for animation and scripting

 Flash (Macromedia Shockwave)


 proprietary format

 binary format

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A CHECKLIST FOR WEB PAGE DESIGN
• A set of rules that can lead the way for effective
design

GLS680
• No algorithms, just „rules of thumb”

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KEY CONCEPTS
• All elements should be legible
• Visual patterns should reflect logical
organisation of information

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• Text is generally not as readable as on paper
• A picture says more than a 1000 words
• Icons can be very helpful, but only if designed
right
• Use animation sparingly

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1. MAKING DISPLAY ELEMENTS LEGIBLE
 All elements on a screen should be legible – be
capable of being both apprehended and deciphered.

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 1.1. any element must be large enough to be seen.
Can you decipher all elements in the display easily?
If not, consider making them larger.
 1.2. Any element must contrast sufficiently with
its background. Consequentely, avoid “busy” or
distracting backgrounds.

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2. ARRANGING DISPLAY ELEMENTS
 Good design reveals to the reader the structure of
the information. Select visual patterns that reflect the
logical organisation of the information.

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 2.1. Group related items through the use of space,
graphical boundaries or similarities in lightness,
colours, texture or orientation. Unrelated items
should be visually different or spatially seperated
from one another.
 2.2. Reveal the author‟s view of the relative levels of
importance among the elements.

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 2.3. Designs should be consistent and predictable.
Elements that are equivelant logically or functionally
should be similar visually. Consistency should also be

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apparent in the pattern or arrangement of elements
on the screen.
 2.4. The design of the page should reveal the intended
sequence that readers are expected to process it.

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3. ENSURING TEXT IS READABLE
 3.1. Choose fonts designed specifically for the screen
(eg. Verdana, Geneva, Georgia) In general, sans serif
fonts are preferred.

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 3.2. Use 12 or 14 point size text for continuous
reading.
 3.3. Avoid the overuse of bold and italic.

 3.4. Avoid all capitals text.

 3.5. arrange type aligned flush left, with „ragged‟ right


edge. Using „Justification‟ causes non–uniform
spacing that decreases readability.
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 3.6. Avoid lines shorter than 40 characters or longer
than 60 characters (in continous reading text).

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 3.7. Provide extra space between lines (called
„leading‟), typically between 50 and 100% of type size.
 3.8. Mark paragraphs with blank lines of text rather
than indenting to help the reader see each paragraph
as a “chunk” of text.
 3.9. Use headings and subheadings to reveal the
organisation of the information and to suggest
hierarchical levels.
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4. USING PICTURES AND ILLUSTRATIONS
 A picture says more than a thousand words... But
take these tips into account:

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 4.1. Avoid using pictures that are only decorative (and
have no other function).
 4.2. supplement all visuals with explanatory text or
labels to ensure that they are interpreted as intended.
 4.3. Use visuals to reveal the structure or
organisation of the information – particularly when
the structure is not linear.

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5. USING ICONS
 Icons are not always easy to interpret nor interpreted
uniformly. Therefore, consider using the following
strategies when using icons:

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 5.1. Label all icons

 5.2. Whenever possible use conventions – icons whose


use and meaning the user is already likely to be
familiar with.
 5.3. Design icons groups, that differ in their “global”
characteristics to ensure the speed and accuracy of a
visual search for particular icons in a display.
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6. USING ANIMATION

 Use motion only when necessary:

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 6.1. to attract the viewer‟s attention

 6.2. to convey actual changes over time

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WEB MAPS: DESIGN IN PRACTICE
• Some examples
• Further reading:

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“Aspects of Web map design in practice”
 a web site by Jeroen van der Worm with a cartographers's
view to Web maps
 in self study section on site:
http://kartoweb.itc.nl/webcartography/courses/elec10/Webdesign_file
s

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