Choosing Icons. Icon design is an important process. Meaningful icons will speed learning and recall much more effective system. Poor design will lead.

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Presentation transcript:

Choosing Icons

Icon design is an important process. Meaningful icons will speed learning and recall much more effective system. Poor design will lead to errors, delays, and confusion. The art of icon design is still involve the following icon design guidelines. A Successful Icon ■ Looks different from all other icons. ■ Is recognizable when no larger than 16 pixels square. ■ Looks as good in black and white as in color.

Choosing Icons Size. Typically, icons come in three standard sizes, 16, 32 and 48 pixels square. For clarity, 16 x 16 should be an icon’s minimum size. Colors. Microsoft suggests that while 256 colors may be used in the smaller sizes than 48 × 48 pixels, to do so increases icon storage requirements. If 256 colors are used for icons, they suggest that the standard 16-color format should always be provided.

Choosing Icons Icon selection. For easy selection the following are minimum icon sizes: with a pen, 15 pixels square; with a mouse, 20 pixels square; with one’s finger, 40 pixels square. Hot zone. An icon’s hot zone, the area within it that allows it to be selected, should be as large as possible, preferably the entire size of the icon. This allows easier selection

Choosing Images

■ Use existing icons when available. This will promote consistency across systems The International Standards Organization (ISO), has developed standard shapes for a variety of purposes. Always consult all relevant reference books before inventing new symbols or modifying existing ones. ■ Use images for nouns, not verbs. A noun, is much easier to represent pictorially than an action ■ Use traditional images. traditional images often work better than newer ones. Improper design of icons can create problems internationally.

Creating Images

Create familiar and concrete shapes. Create visually and conceptually distinct shapes. Simply reflect objects represented, avoiding excessive detail. Create as a set, communicating relationships to one another through common shapes. Provide consistency in icon type.

Creating Images Create familiar and concrete shapes. An icon’s meaning should be self-expressed. When concrete shapes are provided, those that look like what they are. Familiar shapes are those images that are well learned. Figure illustrates concrete and familiar icons for a file folder, book, and telephone as well as images for the same objects that are more abstract and unfamiliar. Familiarity is in the eye of the viewer.

Creating Images Create familiar and concrete shapes.

Creating Images Visually and conceptually distinct shapes Minimized the chances of confusing the icon. Differentiate each icons when icons are visually different from one another. Figure illustrates how distinct may be achieved for two similar items, a dictionary and a telephone book. Does not set border

Choosing Icons Simply reflect objects. Construct icons with as few graphical components as necessary Also, use simple, clean lines avoiding excessive detail.

Creating Images Design as a set. Do not design icons in isolation, but as a family considering their relationships to each other and the user’s tasks. Provide a common style. Objects within a class, for example, may possess the same overall shape but vary in their other design details, as illustrated in Figure. Color may also be used to achieve this design goal.

Creating Images Provide consistency in icon type. All the schemes might be used to create a meaningful family of icons for an application. Learning the meaning of icons and searching for the right icon, however, will be aided if the same design scheme is used for all icons within a family.

Drawing Images

Provide consistency in shape over varying sizes. When drawing images, create consistency in shapes for identical icons of differing sizing. Preserve the general shape and details. Consistency is achieved through limiting the variations of angles, line thicknesses, shapes, and amount of empty space

Drawing Images When icons are used to reflect varying attributes, express these attributes as meaningfully as possible. The status of a document, for example, might be represented by displaying it in a different shade, but would be more effectively illustrated by filling.

Drawing Images Provide proper scale and orientation. Ensure that the size and orientation are consistent with other related objects. Also ensure that they fit well on the screen.

Drawing Images Use dimension whenever possible. Use lighting and shadow to more accurately reflect the real-world experiences of people. When a light source is used, it must be located upper left

Icon Animation and Audition

■ Animation: — Use: To provide feedback. For visual interest. — Make it interrupt the user’s primary interaction. — Do not use it for decoration. — Permit it to be turned off by the user. — Present images at 16 or more frames per second.

Icon Animation and Audition Animation: An animated icon appears to move instead of maintaining a static position on the screen. Animation can take two forms, best described as static and dynamic. A static icon’s appearance is unchanged. A dynamic icon’s movement is independent of a system event, changing appearance to represent functions, states.

Icon Animation and Audition Audition. Objects make sounds as they are touched, dragged, opened, activated, and thrown away.

The Design Process

Define purpose. To begin the design process, first define the icon’s purpose and use. Collect, evaluate, and sketch ideas. Start by designing on paper, not on the computer Ask everyone to sketch his or her ideas. Do not worry about too much detail; correct pixel requirements are not necessary at this time.

The Design Process Draw in black and white. Many icons will be displayed in monochrome. Color is an enhancing property; consider it as such. Test for recognition, and learning. Choosing the objects and actions, and the icons to represent them, is not easy. So, as in any screen design activity, correct testing and possible.

Screen Presentation

General guidelines. Follow all relevant general guidelines for screen design. Icons are part of a larger picture. Number of icons. A literature review, suggest using no more than eight to twelve or so functions that require icons at one time. At most, present no more than 20. If labels are attached to icons, however, the meaning of the icon is greatly clarified. Too many icons on a screen, will greatly increase confusion. In general, fewer are better.

Screen Presentation Object and action icons. Conceptually similar items should always be arrayed together. Locating them will be easier. Interactive icons. To provide a visual indication that an icon is interactive or “clickable,” present it in a three-dimensional state raised from the screen background. Selected icon. Ensure a selected icon is visually differentiable from unselected icons. One common method to achieve this is to present the selected icon in a three dimensional “pressed” state.

Screen Presentation User arrangement. Allow the user to arrange the icons in a manner that is meaningful for the task. A default arrangement should be provided, however. Iconic or text display. In some situations, and for some users, pure text labels may be more meaningful than icons. The option to display text only should always be provided.

Multimedia

Web permits other media on a screen, including images, photographs, video, diagrams, drawings, and spoken audio. Various media can be used as powerful communication techniques. Multimedia can hold the user’s attention, add interest to a screen, and quickly convey information that is more difficult to present textually. It can also make the Web much more accessible to people with disabilities. The top Web sites were support multimedia. Good interface design employs multimedia in an appropriate manner.

Multimedia Graphics Graphics contained in Web pages serve several distinct purposes, which can be classified as follows: Navigational. To identify links that may be followed. Representational. To illustrate items mentioned in the text. Organizational. To present relationships among items mentioned in text. Explanative. To show how things work. Decorative. To provide visual appeal

Multimedia Graphics Graphics must always be used for a specific purpose. This purpose must be determined before designing or choosing the graphic itself. Graphics should only be used when they add to a Web site’s message. Graphics that do not relate to a Web site’s purpose, message should never be used.

Multimedia Graphics Supplement textual content. Use graphics to supplement text, not as a substitute Graphics are not easily accessible to search facilities, and are slower to download than text. People prefer textual page content than graphical content. So, never use graphics when text will do the job.

Multimedia Graphics Convey information not possible using text. Use graphics to convey information that can’t be effectively conveyed using text. Video is useful for showing objects or things that move. Diagrams can be used to present an object’s structure. Drawings are useful when selected parts of an object need to be represented. If a graphic does a better job of communicating an idea or concept than text, then use it.

Multimedia Graphics Enhance navigation. Graphics can be used to enhance navigation. A graphical overview of a site’s will enable the user to learn the site’s structure faster than can be done through textual overviews. Graphics can also be used to represent major site content areas. The experienced user will locate and identify the content areas faster using meaningful graphical identifiers rather than text.

Multimedia Graphics Limit long-loading graphics. Limit the use of graphics that take a long time to load In general. Large graphics take longer to download If a large graphic is needed, present a small version and link it to a page containing the large version. Rich colored graphics and pages containing numerous graphics are also slower to load.

Multimedia Images Standard images. Use standard images that have already been developed and tested. This will promote consistency across systems, These standard images may be found in guideline books, company or organizational documentation. The International Standards Organization (ISO), has developed standard image shapes for a variety of purposes. Always consult all relevant reference books before inventing new images or modifying existing ones.

Multimedia Images Consistency. Use an image consistently throughout an application or Web site. Multiple images with the same meaning will be difficult to learn. Descriptive text or labels. Many images are not clear, even if well designed. The ability to learn, and recall an image’s meaning, especially if it is used for navigation, can be greatly improved by providing images with descriptive text or labels. Also, many people browse the Web with their graphics turned off.

Multimedia Images Navigational and decorative images. Clearly indicate which graphical images on the screen are used for navigation by providing a visual indication that an image is interactive or “clickable.” Possibilities include giving the image a raised or three dimensional appearance or underlining any descriptive text contained within it Navigational images force users to “mouse over” each image to determine which are interactive.

Multimedia Images Minimize number of images. The more images presented on a Web page, the slower the download time. Use text whenever possible Minimize size of images. Oversized images also take a long time to load. Make the graphic as small as possible while still retaining sufficient image quality. In general, page images to no more than 20K. A 200K file can take several minutes to load. Never put borders around an image because this also adds to the file size.

Multimedia Images Thumbnail size. A thumbnail is a small version of an image, usually low in quality. This small image will load quickly because of its small file size. Link this thumbnail image to a large high-quality version of the image. Users can then decide whether or not they want to retrieve and view the full-size version. Always let the user know the size of the full-size image.

Multimedia Images Minimize animation. Animated images take a long time to load and are distracting to many people. Only use animation when it serves a useful purpose. Minimize the number of colors. To reduce the size of image files, reduce the size of the color palette and the number of colors in the image. Color-rich images tend to be large. The objective is to retain sufficient image quality while making the file as small as possible.

Multimedia Images Appropriate format. Produce images in the most appropriate format, GIF or JPEG. GIF (Graphics Interchange Format The JPEG (Joint Photographic Experts Group) was developed for the transfer of photographic images over the Internet. Reuse images. Repeat the same images on multiple pages. Repeated images will be stored in a cache, the browser’s temporary storage area. Loading an image from cache significantly reduces an image’s downloading time.

Color

Wavelengths of light themselves are not colored. The name that a color is given is a learned phenomenon, based on previous experiences of specific visual sensations with color names. Therefore, a color can only be described in terms of a person’s report of his or her perceptions. Objects in the visual environment often emit light waves in a limited area of the visual spectrum The dominant wavelength being “seen” is the one that we come to associate with a specific color name. The visible color spectrum and the names commonly associated with the various light wavelengths are shown

Color

To describe a color, it is useful to refer to the three properties : hue, chroma or saturation, and value or intensity, Hue is the spectral wavelength composition of a color. Ex: Hue of green leaf is green Chroma or saturation is the purity of the color. The more saturated a hue is, the more visible it is at a distance. The less saturated, the less visible it is Value or intensity is the relative lightness or darkness of a color in a range from black to white.

Color The primary colors of light are red, green, and blue, whose wavelengths combine in pairs to produce magenta, cyan, and yellow, and all the other visible colors in the spectrum. The three primary colors combine to produce white. The long-wavelength colors (red) are commonly referred to as warm, and short wavelength colors (blue) as cool.

Color RGB Many color monitors use the three primary colors of light, in various combinations, to create the many colors we see on screens. By adjusting the amounts of red, green, and blue light presented in a pixel, millions of colors can be generated. Hence, color palette editors exist with labels R, G, and B HSV Some palette editors use a convention based on the method of color notation called HSV, for hue, saturation, and value (or HSL for hue, saturation, and lightness). Again, various combinations produce different colors.