Projects/Usability/HIG/IconDesign: Difference between revisions
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** Antiquated metaphors might work well (e.g. a floppy is not necessarily outdated to represent save). | ** Antiquated metaphors might work well (e.g. a floppy is not necessarily outdated to represent save).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. | ** Adjust the degree of abstractness according to familiarity of the metaphor. | ||
** Avoid using arrows | ** 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. | ** Define metaphors independent from language and culture. | ||
** Make icons simple. | ** Make icons simple. | ||
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* Don’t use animated icons. | * Don’t use animated icons. | ||
* 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. | ||
==Implementation== | ==Implementation== | ||
* http://websvn.kde.org/trunk/kdesupport/oxygen-icons/ | * http://websvn.kde.org/trunk/kdesupport/oxygen-icons/ |
Revision as of 14:19, 31 December 2013
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.
Guidelines
- As a developer use an icon from the predefined set. KDE uses the Oxygen icon set. Ask at the 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].
- 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).
- Define metaphors independent from language and culture.
- Make icons simple.
- Colorize icons according to the meaning but in respect to application’s colors.
- Don’t use animated icons.
- Test your icon set on strength of association, discriminatory power, conspicuousness, and, if applicable, on accessibility.
Implementation
- http://websvn.kde.org/trunk/kdesupport/oxygen-icons/
- https://mail.kde.org/mailman/listinfo/kde-artists
References
[1] http://user-prompt.com/semiotics-in-usability-guidelines-for-the-development-of-icon-metaphors/