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Noun Project – Icons for Everything

thenounproject.com

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Re: Noun Project – Icons for Everything

#101

Earlier quoted context omitted.

The "floppy disk" always (even with 5.25" and 8" disks) referred to the disk inside the casing, not the casing (which wasn't particularly floppy on the bigger disks, and wasn't a disk on any of them.)

I always thought it came from the fact that the old 8-inchers were physically flexible.

The storage media was a floppy disk (literally) for all three sizes The casing was either flexible but not really floppy (for the 8- and 5.25-inch versions) or rigid (for the 3.5-inch version) and square (not a disk) for all three versions.

So the only thing that "floppy disk" ever made sense for, even for the 8" ones, is the storage media inside the casing, not the casing.

Re: Noun Project – Icons for Everything

#103
post #80

Earlier quoted context omitted.

Wow. Suppose I see a squiggle on some program. Where do I go to look up its meaning? I can't even type it in. Let's take that | that now means "ON" on electrical equipment. If you guessed that it meant "1" because you're a computer/electrical engineer, wouldn't you already know what "ON" meant? If you aren't, how would you guess what | means? Flip the switch back and forth to see what it does? If you're resorting to…

> Suppose I see a squiggle on some program. Where do I go to look up its meaning? I can't even type it in. It's either one of the well known vocabulary of icons used across programs (e.g. floppy disk for save, house for "home", x for delete, etc), or a new one you can just hover over and read what it does in the tooltip. After the first time (or couple of times), you don't need to read that again, and you'll recogniz…

Tooltips aren't always used. A further complication is that people tend to copyright icons, so the icons from one app to the next are substantially different.

> x for delete

I've seen 'x', 'delete', 'del', and the trash can. 'x' is also used to cancel or close. There's little consistency.

Re: Noun Project – Icons for Everything

#104
post #7

Little pictograms for buttons are often extremely vague and open to interpretation. Eg. Heres a random game where upon opening it I was immediately confused http://mobile.cdn.softpedia.com/apk/images/color-switch_1.jp... (also the icons are all animated / rotating, making it even more confusing, made this game menu stick out in my memory as an egregious example) Some designers seems to love the minimalism of if thoug…

I like that game :)

Re: Noun Project – Icons for Everything

#106
post #7

Little pictograms for buttons are often extremely vague and open to interpretation. Eg. Heres a random game where upon opening it I was immediately confused http://mobile.cdn.softpedia.com/apk/images/color-switch_1.jp... (also the icons are all animated / rotating, making it even more confusing, made this game menu stick out in my memory as an egregious example) Some designers seems to love the minimalism of if thoug…

> Little pictograms for buttons are often extremely vague and open to interpretation.

True. I remember Lynda Weinman refered to this as "mystery meatball" navigation in one of the books she wrote on web design somewhere between the mid 90's to early 2000's. Probably it was the book Designing Web Graphics.3 [1] as looking through the Google results the cover of that one looks the most like what I seem to recall.

Tying into what was said in a sibling comment about the icons used in programs like Photoshop, I think the important thing to keep in mind is the context in which you consider adding icons. For a professional market piece of software like Photoshop where you expect your audience to put many hours into learning how to use the software and where you expect them to become power users, you can allow more in terms of UI elements that might steepen the learning curve, but which when learned can be employed by proficient users for faster and more productive workflow and which therefore will make the additional time required to understand them increase the value that your software provides.

Meanwhile for tools and websites that are used only occasionally, or where you don't expect repeat use but want to provide the best value for your users still, you should hold their hand more and make it immediately apperent what everything does and how to use it.

I've been thinking a bit about interfaces that would evolve with the user but my conclusion thus far has been that the amount of work required to implement that successfully would take a lot of time and might even never be worth it. That instead it still seems better to me to decide wether you are targeting heavy repeat use or not, and to optimize your UI accordingly in the manner I stated in the above paragraphs of text.

[1]: https://www.amazon.com/Designing-Web-Graphics-3-Lynda-Weinma...

Re: Noun Project – Icons for Everything

#107
post #67

Earlier quoted context omitted.

This is a fantastic refutation of the idea that text is best. You have to read the whole thing to figure out where to tap. Nicely done!

I disagree. I mean, yes, the icons look much, much nicer, but the text I can understand much easier. For example, desprite owning an iPhone myself, after looking at that comparison, I just realised that I had actually never used (nor really knew what they meant) what the "do not disturb", "timer" or "calculator" icons were. I've always navigated to calculator and timer from the apps on the home screen (and have never…

I think Apple Mail actually strikes the right balance here. There are icons, but they have text below them by default. If you want a cleaner interface once you are able to easily identify the feature by the icons, you can right-click and turn off the text. It's like training wheels for the UI. I used the text labels until I no longer needed them, and now I only use the icons.

Re: Noun Project – Icons for Everything

#108
post #27

Earlier quoted context omitted.

That really depends. Can you imagine photoshop's interface if it were all text? This is an extreme example but more generally I think text is better for discoverability but icons are better for visual memory and thus better suited for buttons in applications you use often. On desktop there are always tool tips. On touch interfaces this was not yet figured out.

That's why the ribbon interface came to existence in office. Much bigger than the traditional menu bar. Enough room to have big meaningful pictures and a text.

You mean the one that is nearly universally hated? Those ribbons were a huge mistake and fuck you to users who knew how to use the software; it sucks.

Re: Noun Project – Icons for Everything

#109
post #7

Little pictograms for buttons are often extremely vague and open to interpretation. Eg. Heres a random game where upon opening it I was immediately confused http://mobile.cdn.softpedia.com/apk/images/color-switch_1.jp... (also the icons are all animated / rotating, making it even more confusing, made this game menu stick out in my memory as an egregious example) Some designers seems to love the minimalism of if thoug…

Pretty much the only thing I remember from my human machine interaction class aeons ago is a discussion of text vs. pictograms vs. abstract icons. Text is clearest but takes the longest time for experienced users to find what they are looking for. Abstract icons are unclear to new, untrained users but are super fast to find/discern by experienced users. Pictograms are a compromise. Related: US traffic signs always bo…

My UX teacher at university consulted with our province on the design of new highway signs (I think it was for the icons that tell you what's at the next off-ramp/service centre). So, it certainly is possible to consider the use case (user-centred design is what she specializes in) and design the signs accordingly.
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