Projects/Usability/HIG/IconDesign: Difference between revisions

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(Merged VDG icon guidelines with original icon design guidelines)
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==Purpose==
==Purpose==
Icons are pictorial representations of functions and objects, important not only for aesthetic reasons as part of the visual identity of a program, but also for utilitarian reasons as shorthand for conveying meaning that users perceive almost instantaneously. Well-designed icons improve the visual communication and strongly impact users' overall impression of visual design. Last but not least, icons are space-saving and improve usability by making programs, objects, and actions easier to identify, learn.
Icons are pictorial representations of functions and objects, important not only for aesthetic reasons as part of the visual identity of a program, but also for utilitarian reasons as shorthand for conveying meaning that users perceive almost instantaneously. Well-designed icons improve the visual communication and strongly impact users' overall impression of visual design. Last but not least, icons are space-saving and improve usability by making programs, objects, and actions easier to identify, learn. Icon use should be consistent throughout the interface.


== Guidelines ==
== Guidelines ==
* As a developer use an icon from the predefined set. KDE uses the [http://websvn.kde.org/trunk/kdesupport/oxygen-icons/ Oxygen icon set]. Ask at the [https://mail.kde.org/mailman/listinfo/kde-artists kde-artists mailing list] if the set lacks on a specific item.
* As a designer create icons with varying sizes in respect to the level of design. Simply scaling down (or up) does not work.
* Design icons with a small number of metaphors [1].  
* Design icons with a small number of metaphors [1].  
** Apply metaphors only once (e.g. do not use a brush twice for different options).
** Apply metaphors only once (e.g. do not use a brush twice for different options).
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** Adjust the degree of abstractness according to familiarity of the metaphor.
** Adjust the degree of abstractness according to familiarity of the metaphor.
** Use arrows only if they can easily be related to spatial features such as ''Previous/Next'' in a sequence or ''Up/Down'' in a hierarchy. Avoid using arrows metaphorically (such as for ''Reply/Forward'' or ''Undo/Redo'').
** Use arrows only if they can easily be related to spatial features such as ''Previous/Next'' in a sequence or ''Up/Down'' in a hierarchy. Avoid using arrows metaphorically (such as for ''Reply/Forward'' or ''Undo/Redo'').
** Define metaphors independent from language and culture.
** Attempt to use metaphors that are independent of language and culture.
** Make icons simple.
** Make icons simple.
* Colorize icons according to the meaning but in respect to application’s colors.
* If an icon has important details at larger sizes, rather than simply scaling it down, create unique versions of the icon at smaller sizes. Critical details may become unrecognizable when scaled down.
* Don’t use animated icons.
* Avoid using text in icon designs; it may not scale well to smaller sizes.
* Icons of a similar type share a consistent visual language (mimetypes, folders, devices, etc.).
* Test your icon set on strength of association, discriminatory power, conspicuousness, and, if applicable, on accessibility.
* Test your icon set on strength of association, discriminatory power, conspicuousness, and, if applicable, on accessibility.
=== Monochrome Icons ===
[[File:HIGMonoIcons.png]]
* Used for application toolbar actions, menus, and status and notifications. Also used for small (16x16) devices and places icons (folders, usb drives, etc.).
* Rely on a distinct shapes instead of fine details to distinguish between them.
* Color can be used for distinction (change of state, destructive actions, etc.).
=== Application icons ===
[[File:HIGAppIcons.png]]
* Unique and easily recognizable.
* Have the widest variation of color and visual style to represent the visual identity of the application.
* When creating an system icon theme, respect trademarks by avoiding significant alterations to application icons.


==Implementation==
==Implementation==
* For standard actions (back forward, open, save, refresh, etc.) use an icon from the platform-provided set. The KDE Platform 4.x uses the [http://websvn.kde.org/trunk/kdesupport/oxygen-icons/ Oxygen icon set]. Ask at the [https://mail.kde.org/mailman/listinfo/kde-artists kde-artists mailing list] to request addition of a specific item.
* http://websvn.kde.org/trunk/kdesupport/oxygen-icons/
* http://websvn.kde.org/trunk/kdesupport/oxygen-icons/
* https://mail.kde.org/mailman/listinfo/kde-artists
* https://mail.kde.org/mailman/listinfo/kde-artists
* If you would like to request help designing icons unique to your application, you can ask for help on the [http://forum.kde.org/viewforum.php?f=285 KDE Visual Design Group Forum].


==References==
==References==

Revision as of 20:08, 28 March 2014

Purpose

Icons are pictorial representations of functions and objects, important not only for aesthetic reasons as part of the visual identity of a program, but also for utilitarian reasons as shorthand for conveying meaning that users perceive almost instantaneously. Well-designed icons improve the visual communication and strongly impact users' overall impression of visual design. Last but not least, icons are space-saving and improve usability by making programs, objects, and actions easier to identify, learn. Icon use should be consistent throughout the interface.

Guidelines

  • Design icons with a small number of metaphors [1].
    • Apply metaphors only once (e.g. do not use a brush twice for different options).
    • Rethink conventionally used metaphors (e.g. the clipboard icon of paste).
    • Antiquated metaphors might work well (e.g. a floppy is not necessarily outdated to represent save).
    • Adjust the degree of abstractness according to familiarity of the metaphor.
    • Use arrows only if they can easily be related to spatial features such as Previous/Next in a sequence or Up/Down in a hierarchy. Avoid using arrows metaphorically (such as for Reply/Forward or Undo/Redo).
    • Attempt to use metaphors that are independent of language and culture.
    • Make icons simple.
  • If an icon has important details at larger sizes, rather than simply scaling it down, create unique versions of the icon at smaller sizes. Critical details may become unrecognizable when scaled down.
  • Avoid using text in icon designs; it may not scale well to smaller sizes.
  • Icons of a similar type share a consistent visual language (mimetypes, folders, devices, etc.).
  • Test your icon set on strength of association, discriminatory power, conspicuousness, and, if applicable, on accessibility.

Monochrome Icons

  • Used for application toolbar actions, menus, and status and notifications. Also used for small (16x16) devices and places icons (folders, usb drives, etc.).
  • Rely on a distinct shapes instead of fine details to distinguish between them.
  • Color can be used for distinction (change of state, destructive actions, etc.).

Application icons

  • Unique and easily recognizable.
  • Have the widest variation of color and visual style to represent the visual identity of the application.
  • When creating an system icon theme, respect trademarks by avoiding significant alterations to application icons.

Implementation

References

[1] http://user-prompt.com/semiotics-in-usability-guidelines-for-the-development-of-icon-metaphors/