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Principles of Icon Design

uxdesign.cc

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Re: Principles of Icon Design

#31
post #22

Off-topic question: I see a lot of new posts coming from .cc websites. What is the appeal that .cc provides? Is it that the content is released under Creative Commons? That's not the case here. What kind of messaging or symbolism or underlying meaning one is aiming for when they are going for a .cc domain?

I doubt it has anything to do with the conceptual meaning of .cc and more with the practical consideration that uxdesign.cc was available and much cheaper than the alternatives.

Re: Principles of Icon Design

#32
I've started strongly leaning towards the principle that if I have to choose between either an icon or text on a button, I will choose text. Icons are nice landmarks to guide the eye, but they are absolutely worthless to convey information or to find functions that you do not already have muscle memory for. Text is clearer, and the varying word shapes and lengths gives the eye a lot to work with already for locating things.

Try sitting someone who has never seen your UI before down in front of it, and try to explain to them how to do something without pointing at the screen, and see how much they struggle if your buttons only have icons.

Re: Principles of Icon Design

#33
post #19
post #9

In the 10+ years I've been running a UI/UX design firm for software companies, I've come to the conclusion that icon design, is not very different from logo design and brand design. A Nike swish logo by itself, without context of the brand we have with it today, is just a random piece of graphic. The pixels itself are worth practically nothing. But because when we see the Nike logo, we feel something (Athleticism, mo…

The play button points at the direction the tape will roll in your cassette player. It had a very practical function once upon a time.

Wow, I completely forgot about that fact. So the play triangle was an arrow saying "tape is rolling in this direction" and fast-forward and reverse double triangles were "tape is rolling fast" in the respective directions.

Did these buttons first show up on cassette players? The reel-to-reels I can think of had multi-position switches.

Re: Principles of Icon Design

#34

Earlier quoted context omitted.

The problem of using words in an icon is that it only means anything for the people who speak that language.

you're right! The icon i selected was an example, i intended to use the drop like shape, without the word. I now realize it wasn't at all clear. But even without the text it still has some problems, since without context you may think it mean body hydratation level or blood, unless you use colors (yellow, blue and red ) to distinguish between them, but even then, they are not always available/possible and pose access…

Don't worry, I get what you mean. Thank you for your suggestions (I really don't know why you got downvoted. It wasn't a perfect solution but I don't think it deserved to be downvoted). My idea was something like some bubbles under skin or some fat in a cell but none of those clearly represent body fat, hence my question :)

The context is for a fitness app.

Re: Principles of Icon Design

#35
post #19
post #9

In the 10+ years I've been running a UI/UX design firm for software companies, I've come to the conclusion that icon design, is not very different from logo design and brand design. A Nike swish logo by itself, without context of the brand we have with it today, is just a random piece of graphic. The pixels itself are worth practically nothing. But because when we see the Nike logo, we feel something (Athleticism, mo…

The play button points at the direction the tape will roll in your cassette player. It had a very practical function once upon a time.

I think many traffic signs are visual. Ie they would not work as well if you did random assignment of sign graphics vs its purpose. Not all of them are, of course.

For a very basic and obvious example, possibility to turn right vs turn left signs look different not just because of convention but they resemble the shape of the road.

Re: Principles of Icon Design

#37

I've started strongly leaning towards the principle that if I have to choose between either an icon or text on a button, I will choose text. Icons are nice landmarks to guide the eye, but they are absolutely worthless to convey information or to find functions that you do not already have muscle memory for. Text is clearer, and the varying word shapes and lengths gives the eye a lot to work with already for locating…

Yes! This was exactly the consensus in desktop app UX circles before mobile UX popularized "hamburger menu and heiroglyph" design, which intentionally sacrifices legibility to obtain screen space.

It's unfortunate that many designers these days often jump for hamburgers and heiroglyphs in circumstances where that sacrifice doesn't make sense.

Re: Principles of Icon Design

#38
post #3

If I could lodge a complaint to all the UI designers: please stop making all the icons look the same in order for them to have the same "style." If I'm looking at a grid of essentially identical white-on-black pictograms with overlapping forms composed entirely of outlines with no variation in thickness or stroke, then you might as well just use actual words at that point.

For real! GIMP became almost unusable for me when they introduced that monochrome icon theme, although luckily you can switch back in the options menu (for now at least). Colors are an important part of making icons recognizable at a glance, especially when you have a ton of them in one place.

Re: Principles of Icon Design

#39

I really think that icons should be judiciously used, in the event of notification of a serious type. An alert, a warning or an immediate attention to a hazard. Icons have a cognitive overhead of learning it - if we design icons of different styles and artistic expression, they lose their efficiency in cognitive detection. An interface with lots of icons without text (For e.g. SolidWorks, 3DS MAX, Houdini) requires p…

I've used 3DSMax for two decades and I wish they would replace all the buttons with text. How do you design a button that describes the idea of a "bias"? Well they tried and I still don't get it after all these years.

Re: Principles of Icon Design

#40
post #9

In the 10+ years I've been running a UI/UX design firm for software companies, I've come to the conclusion that icon design, is not very different from logo design and brand design. A Nike swish logo by itself, without context of the brand we have with it today, is just a random piece of graphic. The pixels itself are worth practically nothing. But because when we see the Nike logo, we feel something (Athleticism, mo…

I'm with you on the context issue. Funny thing is as soon as OP ranked the dash icons in order of clarity, the very first one - right arrow, ranked "clearest" - I had no idea what it was. I had to think for a sec and realize it was a turn signal. For me, without that symbol being shown specifically on the right side of the cluster, with a big steering wheel in the middle, it loses a lot of meaning.
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