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Designing Icons and Visual Symbols

  • William Horton
  • William Horton Consulting
  • 838 Spruce Street
  • Boulder, CO 80302
  • (303) 545- 6964
  • whorton@csn.org
  • © ACM

    Abstract

    This one- day tutorial teaches a systematic way to develop icons and other visual symbols. It shows how designers can develop consistent sets of understandable icons by treating icons as a language and applying accepted ergonomic principles

    Keywords:

    icons, visual symbols, pictographs, design, language

    What is an iconic language?

    A language is a symbol system that two people use to communicate with oneanother. English is a language. So are French, Chinese, Swahili, and pig Latin. By my broad definition, mathematics is a language too. Charts and graphs form yet another family of languages. The international travel signs common in airports and rail stations make up still another language. Our icons are a language too.

    An iconic language combines elementary symbols (its vocabulary) by a systematic formula (its grammar) to produce an understandable icon (the unit of expression). To set up an iconic language, we must design the elementary symbols and lay down rules for combining them.

    What makes a language easy to design and to use? If you have studied a foreign language, you spent a lot of time learning the words of the language and the rules of how to combine them. If the words were consistent in spelling and easy to pronounce and the rules of combining them were few and simple, you probably had a relatively easy time of it. The same principles apply to designing and using iconic languages-- consistency and simplicity.

    Large, complex systems benefit most from a simple, consistent iconic language. Imagine that you are charged with developing an iconic language for a computer program used by draftsmen, engineers, architects, technical illustrators, and other design professionals to make precision engineering drawings. You might invent a language with a grammar like this:

    Command = Action on Object by Method
    Figure 1: Icon showing object, action, and method

    Actions are what the user does to or with elements. These include primitiveslike "draw", "erase", "measure", "paint", and "find".

    Figure 2: Icons for basic actions

    Objects are the geometric figures being created and manipulated. These include such items as "point", "line", "rectangle", "circle", and "block".

    Figure 3: Icons for geometric objects

    Methods specify how an action is carried out.

    Figure 4: Icons for methods of defining geometric objects

    With a clearly defined language, a new icon is generated by stating its conceptin terms of the grammar and vocabulary of the language. For example, we can make a slight variation on the initial example by changing just the method by which the circle is defined.

    Figure 5: Icon for defining a circle by points at its center and edge

    The icon for a different object using the same action and method can be created by simply changing the object part of the icon.

    Figure 6: Icon for defining a rectangle by points at opposite corners

    The icon for a different action is consistent with earlier designs because it relies on the same design grammar and vocabulary:

    Figure 7: Icon for deleting a geometric object

    References


    Bertin, Jacques. Semiology of Graphics. Green Bay, WI: University of Wisconsin, 1983.

    Bodmer, Frederick. The Loom of Language: An Approach to the Mastery of Many Languages. New York: W.W. Norton, 1944.

    Bruce, Vicki and Patrick Green. Visual Perception: Physiology, Psychology and Ecology. Hove, UK: Lawrence Erlbaum Associates, 1990.

    Dreyfuss, Henry. Symbol Sourcebook: An Authoritative Guide to International Graphic Symbols. New York: Van Nostrand Reinhold, 1984.

    Gombrich, E. H. Art and Illusion: A Study in the Psychology of Pictorial Representation. Princeton: Princeton University Press, 1969.

    Horton, William. The Icon Book: Visual Symbols for Computer Systems and Documentation. New York: John Wiley, 1994.

    Humphreys, Glyn and Vicki Bruce. Visual Cognition: Computational Experimental and Neuropsychological Perspectives. Hove, UK: LawrenceErlbaum Associates, 1989.

    Jones, Scott, Cynthia Kennelly, Claudia Mueller, et al. Developing International User Information. Bedford, MA: Digital Press, 1992.