5.1
What is color good for? 5.2
How does color convey meaning? 5.3
How can I use color to affect create depth? 5.4
How can I use color to change apparent size? 5.5
How do I use color to show similarities and differences? 5.6
How do I use color to organize the display into perceptual
chunks? 5.7
How do I use colors to direct attention? 5.8
What are the alternatives to using color to direct
attention? 5.9
How many colors should I use? 5.10
How do I use color to create emphasis? 5.11
How can I use color contrast to smooth aliasing? 5.12
How can I use color contrast to smooth animation? 5.13
How do I create an aesthetically pleasing color scheme? 5.14
What are some other aesthetic design hints? 5.15
What are some common mistakes in color usage?
5.1
What is color good for?
A designer should not use color without a specific plan or goal.
Here are some of color�s principle uses:
- Conveying emotion and meaning
- Changing perception of space
- Changing apparent size
- Showing similarities and differences
- Parsing the visual field into chunks
- Linking spatially separated objects together
- Attracting attention
- Creating emphasis
- Smoothing to improve image quality
- Creating aesthetic and emotional appeal
5.2
How does color convey meaning?
Color can also be used to convey specific meaning such as warning
(red), caution (yellow), safety (green), etc. There are some
standards on the assignment of colors to meaning. OSHA (Occupational
Safety and Health Agency), for example, has standardized:
- red: danger
- orange: warning
- yellow: caution
- blue: notice
- green: safety
Moreover, the CIE even specified the parts of color space which
should be used for each color signal. However, these associations of
color and meaning may be culture specific and should be used with
care.
Various sources have suggested other standard meanings signaled
by color:
- red: urgency, passion, heat, love, blood
- purple: wealth, royalty, sophistication, intelligence
- blue: truth, dignity, power, coolness, melancholy,
heaviness
- black: death, rebellion, strength, evil
- white: purity, cleanliness, lightness, emptiness
- yellow: warmth, cowardice, brightness
- green: nature, health, cheerfulness, environment, money,
vegetation
In addition, some quasi-standardized color meanings are emerging
in the computer data entry fields:
- gray field: read only data
- white field: optional data entry field
- yellow field: required data entry field
- red field: error in field entry
Beyond specific color-meaning relationships, there are also some
general interpretations. Cool and warm colors convey specific
emotion to most viewers. A web site designer who wants to sell rock
CD�s to a young audience probably would prefer warm, high saturated,
bright colors. A site selling to older more affluent buyers might
prefer cooler, more sedate colors. In general, objects of similar
hue form a common group while objects of different hue belong to
different groupings. If the different hues are complementary colors,
then the viewer will infer opposition.
Branding is another use of color to convey meaning. Businesses
frequently try to differentiate themselves by creating a visually
distinctive brand. One way to accomplish this goal is create an
association with a color(s) by means of a logo. IBM is blue,
Fidelity is green, Coke is red and white, etc.
Lastly, be warned that use of color to convey meaning is very
tricky. Of course, color-meaning connections do not always transfer
across cultures, but there can be difficulties even within Western
culture. Color meanings can conflict. For example, blue can mean
power or melancholy, two ideas which don�t seem compatible.
Moreover, suppose there is a control colored red. Does that mean
that something is wrong, so change the setting? Or does it mean
don�t touch the control and leave the setting alone?
5.3
How can I use color to affect create depth?
Among color�s other properties, it can affect perception of 3D
space. Mountains off in the distance usually appear blue-violet and
indistinct. This effect, "aerial perspective," is a secondary
consequence of short wavelength light�s greater refractive index -
it bends more. When white sunlight hits the atmosphere, the short
wavelengths refract more, scattering into a bluey haze - hence a
blue sky. In general, the further light travels from an object to
the eye, the more blue haze you see through and the less sharp the
object appears.
The eye automatically interprets blue/violetness and loss of
sharpness as signs of distance. Conversely "warm" colors such as
red, yellow and orange appear closer. A clever designer can use
these color properties to add a 3D feeling to a flat display and
enhance separation of foreground and background.
The foreground-background separation works best when foreground
color is bright and highly saturated while the background is
desaturated. In the figure below, notice how the text and rectangles
seem to float above the background on the violet side but not on the
red side. In fact, note how the entire red side appears to be
covering the violet, so that the violet squares appear to be "holes"
in the red which reveal the violet underneath.
5.4
How can I use color to change apparent size?
Brightly colored objects generally appear larger than dark ones
of equal size. People will judge yellow larger than blue, for
example.
5.5
How do I use color to show similarities and differences?
Hue is good for showing categorical (nominal scale)
same-different distinctions. When viewing central members, people
naturally break the hues into categories which they quickly and
easily judge as being the same or different. This makes color an
ideal way to signal that objects have similar or different meaning,
function, importance, etc.
On the other hand, hue is poor for showing quantity
relationships, more/less, bigger/smaller, etc. because there is no
natural ordering. Some advocate use of the "rainbow scale,"
red-orange-yellow-green-blue-violet, as a natural ordered
representation with blue as less and red as more. People may have
learned this order to an extent, but it is not a very powerful
innate perception. If it works at all, it�s probably because it
approximates a brightness scale: blue is dark, green is middle
brightness and yellow is high brightness.
However, you can create a very limited hue scale by starting at a
central member and going to a border. For example, one end of the
scale might start near unique green and the other blue-green. The
amount of green then becomes a quantitative scale. Similarly, the
scale might go from unique green to yellow-green. On the other hand,
the scale should not span blue-green to yellow-green.
Although saturation can be an ordered scale, it has a drawback.
Which end is less and which end is more? Most people probably take
the highly saturated scale end to signify more and the white end as
less, but this is not as strong a natural interpretation as some
other scales possess.
There is usually a better solution for showing quantitative
relations. Size, brightness, length and other variables which are
naturally ordered "less to more" are better for representing
quantitative differences (order and interval scales). Use only size
and space to represent ratio scales.
5.6
How do I use color to organize the display into perceptual
chunks?
A good design will use color to save the viewer from thinking too
much. With several hundred million years of evolution behind us,
color perception is deeply wired into our fabric. As a result, color
perception is fast, accurate, automatic, and effortless. On the
other hand, thinking is a relatively recent evolutionary advance,
and we are not yet very good at it. By thinking, I mean reading
text, attaching meaning to an icon, searching memory, etc. These
activities are relatively slow, error-prone, require mental
resources and effort and take learning. How many times have you
misread a word? Probably often. How many times have mistakenly seen
blue as orange? Probably never, even if you are a dichromat. In sum,
a designer should strive to capitalize on our hard-wired perceptual
capabilities whenever possible.
The role that color plays in our normal behavior and interaction
with the visual world is a complex topic, but I�ll try to condense
it into Reader�s Digest form. It is first absolutely critical to
know a bit about early vision and the distinction between
"attentive" and "preattentive" processing. Everyone who creates
graphics should understand this distinction since it is central
to effective visual design.
When a viewer first looks at a scene, there is so much
information that it cannot be digested (processed cognitively) as a
whole. Instead, the eye�s general strategy is to use a divide and
conquer strategy - decompose the image into pieces that are examined
one at a time. There are several problems here. How do you:
1. quickly and efficiently break the image into useful
chunks? 2. isolate a single chunk from the rest for
examination? 3. know which chunk to look at first? 4. know
which chunk to look at next?
Let�s start with the second problem. The answer is to use focused
attention. It is often useful to think of attention as a spotlight
which the viewer moves across the screen. In most cases, viewers
shift attention by moving the eyes so that the area of interest
forms an image on the fovea, the highest acuity area of the retina.
Attentionally illuminated objects are then processed for meaning
(what the text says, what the icons are suggesting, etc.) and are no
longer simply patches of color. The viewer may be dimly aware of the
sensations outside the spotlight (like the background buzz at a
cocktail party) but has no idea of their meaning. This effectively
concentrates processing on the local area, but still leaves a little
room to be aware of the rest of the world.
Before attention can be applied, the visual system must solve
problems 1 and 3. It attacks problem 1 through a preliminary
operation called "preattentive processing," which occurs at the
first moment a person sees an image or scene. It gets this name
because the viewer has not yet focused attention to any particular
location or object. At this stage, the viewer:
- takes in the entire field. The spotlight is not yet on.
- has not yet directed attention to any particular object
- has not yet processed anything for meaning.
- parses the field into segments and differentiates foreground
from background. This must be done with raw sensory information,
such as color, because there is not yet any meaning. This parsing
sets the stage for the attentional processing stage.
This last point is of prime importance. By making different areas
of the field different colors, the designer is telling the
attentional system two things. First, the color layout indicates
that parts of the image form distinct areas. Second, if the same
color appears in different parts of the image, the designer is
linking those areas together and saying that they have something in
common.
Similar colors suggest a similarity relationship and different
colors a difference relationship between objects and areas of the
screen. It could be that names or icons representing all image files
are red and all text files are in green or that or last year�s sales
are blue and this year�s sales are green. At first, the viewer won�t
know that colors refer to different files or sales classes, but s/he
will automatically know that similar color represents similar type.
The formation of the association through color is wired into us, so
it is very fast, efficient and effortless. More importantly, it has
no capacity limitation so we can see these relationships across the
entire visual field at a glance.
Now let�s suppose that the viewer focuses attention on some data
on last year�s sales (maybe graphs or tables, for example). S/he
will be dimly aware that there are other blue areas on the screen.
The viewer will be easily able to find all the other information
about last year�s sales; the eyes will make a fast movement called a
saccade to the another blue area. If there were no such coding, the
user would have to scan each bit of information, examine it, perhaps
read some text and then decide whether it were last year�s sales.
Using color short-cuts all this cognitive activity and allows the
user to direct attention to other related and relevant parts of the
field. Or perhaps, it is better to say that color allows people to
ignore the irrelevant parts of the display.
Similarly, it is easy to find this year�s sales figures because
they are in green - no need to scan around and read labels. That is
the flip side of color�s power; objects of different color are
automatically divided into different categories. It is very hard to
attentionally group together objects of different color. Here�s a
simple example. Compare the effort required in reading the two
words. Color variation makes grouping the letters into a readable
word much more difficult.
Of course, the viewer might have to move attention through
several green areas looking for a specific aspect of this year�s
sales, but the viewer still saves the trouble of scanning everything
on the screen - s/he need only look at the green areas, a subset of
the of colors.
But color is the proverbial two-edged sword because improper use
can create havoc on display usability. Intermingling a large number
of colors can confuse the preattentive parsing process and control
of the attentional spotlight. Distinguishing foreground from
background becomes difficult. The attentional system likes to jump
from one foreground object to another. (This is why warm colors on a
cold background are effective - it helps enhance
foreground-background separation.)
Inconsistent use of color also confuses the system. Suppose that
some of each year�s sales were in blue and other parts in green.
There would be no automatic grouping of similar types. In fact, this
is worse than simply making both sales years the same color.
Attention would have to work harder to break through the natural
grouping which color produces.
5.7
How do I use colors to direct attention?
Now back to issue 1: where do I look first? If highly practiced,
a viewer may know where to look based on past experience. However,
the designer can give the na�ve and even experienced viewer a push
in the right direction by clever use of color in preattentive
processing.
Preattentive parsing tells the attentional system that there are
different chunks of similar information. The previous section
describes the user as first segmenting the image and then directing
attention to one of the segments. However, a designer can use colors
to automatically draw attention to specific chunk, without needing
to rely on the viewer to scan and move attention to the right
location.
This sometimes called the "pop out" effect, where a viewer
examining an entire display has his/her attention automatically
drawn to a particular area.
The picture below demonstrates both preattentive pop out and
linking. Note that the red dots immediately pop out from the blue
and that you can't help but link the red dots into a single line. On
the left, the dots differ only by brightness, and the effect is not
as strong. Moreover, look at the word "pop out" in the paragraph
above. In your peripheral vision, the red still pops out while the
brighter dots do not. This shows how the color difference can better
guide attention to locations in the peripheral field, so you know
where to look next.
This effect can be heightened by several factors:
- A smaller area of one color will stand out in a much uniform
larger area of different color. The effect is best if the color is
only used at that one location.
- Brighter colors will stand out from darker ones.
- Warm colors (closer) stand out more on a cool background
(distance).
- Highly saturated colors are more noticeable than desaturated
colors.
A clever designer can use these properties and automatically draw
the user�s eye to a desired location and control, to some extent,
the movement of the eye around the image.
To learn more about the theory behind pop out, check out Green
(1991), Green
(1992) and Wang
et al. (1994).
5.8
What are the alternatives to using color to direct attention?
Color isn�t the only way to parse the visual field, show
similarity and difference relationships, and direct attention, but
it generally is the best. You could use text labels to show
relationships, but the problem is that they would be hard to read
because many would fall in the low acuity peripheral part of the
visual field. Color discrimination vision does fall in the
peripheral field, but very slowly compared to acuity. Moreover, text
would have to be processed for meaning, which requires careful
focused attention. Color perception, on the other hand, requires
neither high acuity nor cognitive processing (such as reading),
which is relatively slow and error prone.
With text eliminated, there are other perceptual dimensions which
might be used in place of color. All can be used to group objects
and locations in space, but each has a drawback when compared to
color:
- Brightness or saturation. These are continuous scales having
no discrete steps. Hue is a categorical scale, so it more directly
and strongly signals similarities and differences.
- Size: Variation in size is also a continuous scale. Large
sizes quickly consume available space.
- Shape: If distinctions are great enough, the visual system can
group similarities and differences by shape. However, some shape
discriminations, unlike color discrimination, fall rapidly in the
peripheral field where acuity is low. Moreover, it is easy to
create two highly distinguishable shapes but more difficult to
create 3, 4 or 5, etc. which are easily and preatttentively
distinguishable.
- Texture: A designer can also effectively signal similarities
and differences with texture. Moreover, texture can also be used
to create the feeling of depth to help differentiate foreground
and background. It is limited, however, in two ways. First, like
shape, it becomes difficult to create a large number of
pretattentively discriminable types. Second, textures may be hard
to discriminate in the peripheral field if the elements are small.
- Animation and flicker. They have great power to attract
attention and link objects in the field together (the "common
fate" phenomenon). They can work well in small doses, but
flickering or moving large display areas will quickly annoy almost
everyone. Moreover, reading flickering or moving text is
difficult.
- Highly familiar images. Although color pop out seems innate,
similar effects occur with very highly learned images. The eye
will be quickly drawn to very familiar logos, shapes, etc. This is
one of the powers behind the concept of branding. Unfortunately,
the designer must make assumptions about the user�s familiarity
with the image.
- Proximity: Often, the best alternative to color is to show
similarity-difference relationships by spatial grouping. Locate
similar objects in similar parts of the field. This has an
advantage in that the eye need travel only short distances to move
from one object to another. On the other had, spatial location is
not a categorical scale, so it may not always be as fast and
efficient as color. Location differencing can be enhanced by
tighter group of similars and greater distances between
differents. But the method quickly eats up screen space.
Lastly, it may be advisable to use two or more
dimensions simultaneously - redundant cues. As noted above,
performance is often better and redundancy aids the color deficient.
5.9
How many colors should I use?
Since color is important for segmenting the image and for
directing attention, overuse of color will confuse the user.
Everyone says don�t use too many different colors. Fine, but what
exactly is "too many?"
There are a wide variety of estimates on the maximum number of
colors. Common values include 4-6, 3-7 and 5-11. Derefeldt
and Marmolin (1981) reported that the time required to search
for information slowed after the use of 6 colors, but Smallman
and Boynton (1990) found it possible to increase the number to
nine colors, as long as they were widely separated in color space.
It�s not clear, however, whether this advice is talking about hues,
or combinations of hue and saturations. It is probably OK to use
more colors if the design has desaturated colors.
Moreover, there are large number of situational factors. Do the
guidelines depend on exactly what colors are used and how they
relate? How about their spatial location? Does this include icons or
just the client window of the screen? Does this include embedded
natural images which can have thousands of colors or shadings which
can have hundreds? Suppose a natural image has a few large color
areas. Does this count against the number colors available for other
graphics? Obviously, a specific guideline doesn�t help much since
circumstances vary so greatly. However, it would probably be a
mistake to exceed the 11 basic color categories if color is to code
conceptual distinctions.
5.10
How do I use color to create emphasis?
One of color�s principle uses to signal the viewer that some
information is more important. The "pop out" effect described
already will draw attention and create emphasis. More generally,
emphasis is created by more: more size, more saturation, more
brightness, etc. Of course, more is a relative term. A highly
saturated object on a highly saturated background will not standout
as well as the same object on a neutral background. Lastly, using a
light color on a blue background will cause figure-ground separation
that emphasizes the foreground object.
5.11
How can I use color contrast to smooth aliasing?
Most of the time designers are trying to create sharp edges to
promote legibility and perception of fine detail. But there are some
instances where the goal is just the opposite - to smooth a digital
image in order to hide aliasing artifacts.
A designer can use the lower spatial resolution of the chromatic
system to decrease aliasing and improve image quality. The most
common CRT resolutions create severe artifacts. For example,
diagonal lines and edges suffer from a problem called "aliasing," or
more descriptively, "the jaggies." Increasing resolution reduces the
jaggies, but they are still visible even at the highest common
resolution 1280x1024. The jaggies are an example of vernier acuity,
a hyperacuity which is one of our sharpest senses. In fact, it would
require a resolution of about 4000x4000 to completely eliminate the
jaggies at typical viewing distances. Such monitors exist, but they
are far too expensive for typical applications.
The cheaper solution is to antialias the image. This reduces the
jaggies by adding intermediate color/brightness pixels at judicious
places on the line or edge. Antialiasing smoothes the jaggies, but
at a price: lines and edges appear thicker and slightly blurred.
Moreover, antialiasing can take time and computer resources, so it
slows rendering. Serious (and wealthy) antialiasers buy specialized
hardware to reduce computational burden.
A designer can reduce jaggies by lowering brightness contrast,
but then the line or edge then becomes less distinct. One solution
is to reduce brightness contrast while simultaneously compensating
with increased color contrast. This works because the jaggies are a
fine detail, but the chromatic system has relatively poor spatial
acuity and can�t see the jaggies as well. Using colors with reduced
brightness contrast and greater color contrast will retain line
distinctiveness without the need to process and possibly distort the
image.
5.12
How can I use color contrast to smooth animation?
The chromatic system has not only poor spatial resolution but
very poor temporal resolution, a fact which can be put to good use
in making animations appear smoother with fewer frames.
Animations create the sensation of motion by showing a succession
of still images. If done improperly, two artifacts appear, each of
which is improved by substituting color contrast for brightness
contrast:
- Flicker and jerky motion. High contrast achromatic borders
make motion appearance jerky. Motion will appear smoother with low
achromatic contrast, but of course this makes the moving objects
less distinct. Again, the solution is to simultaneously reduce
brightness contrast and increase color contrast. This effectively
creates motion blur by taking advantage of the chromatic system�s
lower resolution. As with antialiasing, the substitution of
chromatic contrast for brightness contrast "smoothes" perception
and greatly reduces flicker and jerkiness. (For anybody who cares,
the reason that fine detail causes jerkiness is that receptive
fields that detect high spatial frequencies are small and
undersampled unless the motion has very small steps. For gory
details, see Green
(1992a)).
- Multiple images. Sometimes, as objects move rapidly across the
screen, the viewer will see multiple versions of the image at
neighboring spatial locations. This occurs because the high
spatial frequencies which see fine detail have longer visual
persistence. The chromatic system's lower spatial resolution means
that it not see the culprit higher frequency components, so again,
the designer can substitute color contrast for luminance contrast.
5.13 How do I create an aesthetically pleasing
color scheme?
The designer should strive to create a display which is not only
efficient from a human factors standpoint, but which also provides
aesthetic satisfaction. It takes an expert to apply color in
creating a very high quality image, but anyone can learn to use
color to enhance aesthetic appeal. Besides, an HF designer often
must rely on his/her own judgment because there is simply
insufficient time or money to employ a real graphic designer.
Again, being introduced to a new field means learning the basic
taxonomy. There are several types of color schemes. Some are simple
while others are complex and should be left to the experts:
- Monotone achromatic: neutral colors only, white, black gray.
Easy to use but requires expert care to avoid complete boredom.
See the Next interface as an example of how effective a neutral
design can be.
- Monotone chromatic: a single chromatic color ranging in
brightness and saturation: red, pink, rose, etc. Easy to use but
again risks monotony.
- Analogous hues: two or three colors close to each other in
color space: blue-greens, etc. Easy to use.
- Complementary hues: contrasting hues: blue-orange, red-green.
Requires care since it can appear garish and unbusinesslike. Works
best when the two differ significantly in brightness and one is
relatively desaturated, , e. g., a dimmer, desaturated red and a
brighter saturated green.
- Split complementary hues: uses three colors, one base color
plus two, near, but not directly across, color space: orange with
blue-greens. Works best when colors from opposite sides differ
significantly in brightness and color(s) from one side is/are
desaturated. Usually produces a less garish feeling than a simple
complementary scheme.
- Triad hues: uses three hues approximately equidistant in color
space: red-yellow-blue. Desaturate at least two hues. Triad
schemes are often embedded in a generally neutral field, so it
would work well on a typical Windows gray background.
- Tetrad color: uses 4 hues a equal intervals in color space:
yellow-green-orange/red- blue/violet. Leave this to the
experts.
In general, the designer can achieve harmonious, balanced schemes
by choosing colors which are neither too different (saturated red
and green) or too similar (neighboring shades). Hue, saturation and
brightness differences can all be used to modulate balance.
5.14
What are some other aesthetic design hints?
- Don�t design one object at a time. For example, designing
icons one at a time is a common mistake. Each icon has a different
dominant color, so toolbars often look like an exploded rainbow.
Instead, design color schemes - as described above - for sets of
related icons, i. e., ones which control aspects of the same
function. Remember that the eye automatically treats similar color
objects as being of similar type. The schemes will make each set
appear a harmonious unit internally and also help the user
distinguish different sets. (Too often designers try to use shapes
to differentiate icons. This generally fails, especially with
buttons. Shape discrimination is less robust and is very poor in
the periphery.)
- Don�t make large areas highly saturated: It is a great
temptation to overwhelm users with vivid color because of a high
"wow effect" at first viewing. Over time, however, people
generally find large saturated area tiring and annoying. To be
satisfactory for long viewing periods, large areas or backgrounds
should follow the "Johnny Carson" rule: be bland and restful with
just enough verve to prevent total boredom.
- Don�t make large equal size areas with lots of contrast. For
example, don�t divide the screen in half with one side red and the
other green or one side black and the other white. This is a
common problem with web design when using frames of similar size.
People usually find this annoying over time. Make areas unequal in
size with the smaller more accented (brighter and/or more
saturated.)
5.15
What are some common mistakes in color usage?
- Using insufficient brightness contrast. This is the biggest
sin, by far.
- Paying attention only to aesthetics
- Using color for colors sake without a specific plan or color
scheme
- Assigning different colors to the same type or the same color
to different types
- Using hue to represent a quantitative continuum
- Creating large fields of saturated color
- Using too many colors
Back to
Top
Part 1:
Basic Terms and Definitions
Part 2:
Color Discrimination
Part 3:
Color Appearance
Part 4:
Color Blindness
Part 5: Using Color Effectively
Part 6:
Color for Text, Sign and Graph Legibility
References
Making
Signs & Packaging Conspicuous
Focus
Groups are Not Enough
Twelves Things
You Should Know About Color
Design of
Interfaces 101
Ease of Use
vs. Safety In Medical Devices
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