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	<title>Comments on: Learning to Love the Pixel: Exploring the Craft of Icon Design</title>
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	<link>http://boxesandarrows.com/learning-to-love-the-pixel-exploring-the-craft-of-icon-design/</link>
	<description>Boxes and Arrows is devoted to the practice, innovation, and discussion of design; including graphic design, interaction design, information architecture and the design of business.</description>
	<lastBuildDate>Mon, 20 May 2013 13:09:05 +0000</lastBuildDate>
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		<title>By: Jim Jarrett</title>
		<link>http://boxesandarrows.com/learning-to-love-the-pixel-exploring-the-craft-of-icon-design/#comment-9546</link>
		<dc:creator>Jim Jarrett</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">http://boxesandarrows.com/learning-to-love-the-pixel-exploring-the-craft-of-icon-design/#comment-9546</guid>
		<description><![CDATA[Thanks for your article, Uday.  I&#039;ve recently been involved in my own team&#039;s latest round of icon design, and I was in the mindspace for your words.

Applying the high level design concepts to the low level construction of icons was a nice thread to the article.  It made me think of our own recent &quot;breakthrough&quot; where we realized the visual choices we&#039;ve made in our individual icons could be generalized to affect our higher level design as well.

I&#039;ve posted a short article on my own web site that describes what we&#039;ve learned.

&lt;a href=&quot;http://www.jarrettinteractiondesign.com/2003/10/14#a354&quot; rel=&quot;nofollow&quot;&gt;http://www.jarrettinteractiondesign.com/2003/10/14#a354&lt;/a&gt;

As an aside, I found it oddly sad that your article didn&#039;t include any graphics of the icons you&#039;ve developed.  In writing my own article, I realized I was also reluctant to share my work, for two reasons: some of the graphics may be meaningfully proprietary (for now anyway, since they relate to unreleased parts of the product), and, more importantly, I never feel that I&#039;m very good at it.  I hope you don&#039;t have the latter concern!]]></description>
		<content:encoded><![CDATA[<p>Thanks for your article, Uday.  I&#8217;ve recently been involved in my own team&#8217;s latest round of icon design, and I was in the mindspace for your words.</p>
<p>Applying the high level design concepts to the low level construction of icons was a nice thread to the article.  It made me think of our own recent &#8220;breakthrough&#8221; where we realized the visual choices we&#8217;ve made in our individual icons could be generalized to affect our higher level design as well.</p>
<p>I&#8217;ve posted a short article on my own web site that describes what we&#8217;ve learned.</p>
<p><a href="http://www.jarrettinteractiondesign.com/2003/10/14#a354" rel="nofollow">http://www.jarrettinteractiondesign.com/2003/10/14#a354</a></p>
<p>As an aside, I found it oddly sad that your article didn&#8217;t include any graphics of the icons you&#8217;ve developed.  In writing my own article, I realized I was also reluctant to share my work, for two reasons: some of the graphics may be meaningfully proprietary (for now anyway, since they relate to unreleased parts of the product), and, more importantly, I never feel that I&#8217;m very good at it.  I hope you don&#8217;t have the latter concern!</p>
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		<title>By: Frederick van Amstel</title>
		<link>http://boxesandarrows.com/learning-to-love-the-pixel-exploring-the-craft-of-icon-design/#comment-9547</link>
		<dc:creator>Frederick van Amstel</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">http://boxesandarrows.com/learning-to-love-the-pixel-exploring-the-craft-of-icon-design/#comment-9547</guid>
		<description><![CDATA[*excuse my english*
There is another really great book on Icon Design from William Horton: The Icon book:

http://www.amazon.com/exec/obidos/tg/detail/-/0471599018/qid=1066159997/sr=1-4/ref=sr_1_4/104-3738131-3660741?v=glance&amp;s=books

The author emphasize that you have to test, test an test the icons before they are finished. It has many ilustrations, and few text. It´s certainly a visual and pratical book.

But the greatest thing is that all guidelines from icon design values to the whole interface design. It was the most useful book on this subject I read.]]></description>
		<content:encoded><![CDATA[<p>*excuse my english*<br />
There is another really great book on Icon Design from William Horton: The Icon book:</p>
<p><a href="http://www.amazon.com/exec/obidos/tg/detail/-/0471599018/qid=1066159997/sr=1-4/ref=sr_1_4/104-3738131-3660741?v=glance&#038;s=books" rel="nofollow">http://www.amazon.com/exec/obidos/tg/detail/-/0471599018/qid=1066159997/sr=1-4/ref=sr_1_4/104-3738131-3660741?v=glance&#038;s=books</a></p>
<p>The author emphasize that you have to test, test an test the icons before they are finished. It has many ilustrations, and few text. It´s certainly a visual and pratical book.</p>
<p>But the greatest thing is that all guidelines from icon design values to the whole interface design. It was the most useful book on this subject I read.</p>
]]></content:encoded>
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		<title>By: Meg Houston Maker</title>
		<link>http://boxesandarrows.com/learning-to-love-the-pixel-exploring-the-craft-of-icon-design/#comment-9548</link>
		<dc:creator>Meg Houston Maker</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">http://boxesandarrows.com/learning-to-love-the-pixel-exploring-the-craft-of-icon-design/#comment-9548</guid>
		<description><![CDATA[The definition of craft as &#039;skilled labor applied towards practical ends&#039; is a bit too broad, I think. Historically, craft implied working with traditional processes and media, with minor innovations and slow evolution through time -- not because the crafts people didn&#039;t have creative ideas, but because innovation was not actively encouraged. Tradition, convention, and purity of execution were the valued traits of fine craftsmanship. The guilds Uday describes were for weavers, masons, and others we now consider merchant tradespeople.

During Modernism, as Western society began to question rigid adherence to traditional methods, techniques, and forms, artists began to experiment with materials and processes that were formerly the domain of crafts people. In the 20th century, the art-craft dichotomy, rigidly in place since the western Renaissance, began to soften. Craft is currently more the provenance of artists than of auto mechanics and bricklayers.

I&#039;ve spent many hours doing the kind of icon designing Uday describes, and concur that the Photoshop portion of the program requires fine art and design skills, as well as an awareness of tradition and convention. There are some contemporary visual symbols the designer can now call upon (documents, folders, trash cans, etc.). But I&#039;d guess more often that not, the designer has to creatively construct new ways of symbolizing concepts that may also, themselves, be new. So this part of the process could be called craft in the broadest sense -- skilled labor applied towards a practical goal; or it could be called craft in a narrower, more modern sense -- handwork with an overlay of innovation and creativity. 

None of these definitions of craft really get at what&#039;s going on, though, when one looks at the end-to-end icon development process. The interaction designer must work with user expectation, aesthetics, and pragmatics to create contextual fit both within the application and the user&#039;s workflow. At it&#039;s core, icon design is information design; every bit of visual information contained in the image must serve a stated goal. 

Good icons are little kernels of information, functionality, and meaning that work on the user at a kind of pre-verbal or non-verbal level. The process of achieving this is 1 part design, 1 part intuition, and 4 parts analysis. Designing icons is somewhat like designing a screwdriver -- it has to look good, it has to feel good, and it has to *work.*]]></description>
		<content:encoded><![CDATA[<p>The definition of craft as &#8216;skilled labor applied towards practical ends&#8217; is a bit too broad, I think. Historically, craft implied working with traditional processes and media, with minor innovations and slow evolution through time &#8212; not because the crafts people didn&#8217;t have creative ideas, but because innovation was not actively encouraged. Tradition, convention, and purity of execution were the valued traits of fine craftsmanship. The guilds Uday describes were for weavers, masons, and others we now consider merchant tradespeople.</p>
<p>During Modernism, as Western society began to question rigid adherence to traditional methods, techniques, and forms, artists began to experiment with materials and processes that were formerly the domain of crafts people. In the 20th century, the art-craft dichotomy, rigidly in place since the western Renaissance, began to soften. Craft is currently more the provenance of artists than of auto mechanics and bricklayers.</p>
<p>I&#8217;ve spent many hours doing the kind of icon designing Uday describes, and concur that the Photoshop portion of the program requires fine art and design skills, as well as an awareness of tradition and convention. There are some contemporary visual symbols the designer can now call upon (documents, folders, trash cans, etc.). But I&#8217;d guess more often that not, the designer has to creatively construct new ways of symbolizing concepts that may also, themselves, be new. So this part of the process could be called craft in the broadest sense &#8212; skilled labor applied towards a practical goal; or it could be called craft in a narrower, more modern sense &#8212; handwork with an overlay of innovation and creativity. </p>
<p>None of these definitions of craft really get at what&#8217;s going on, though, when one looks at the end-to-end icon development process. The interaction designer must work with user expectation, aesthetics, and pragmatics to create contextual fit both within the application and the user&#8217;s workflow. At it&#8217;s core, icon design is information design; every bit of visual information contained in the image must serve a stated goal. </p>
<p>Good icons are little kernels of information, functionality, and meaning that work on the user at a kind of pre-verbal or non-verbal level. The process of achieving this is 1 part design, 1 part intuition, and 4 parts analysis. Designing icons is somewhat like designing a screwdriver &#8212; it has to look good, it has to feel good, and it has to *work.*</p>
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		<title>By: Nancy Shea</title>
		<link>http://boxesandarrows.com/learning-to-love-the-pixel-exploring-the-craft-of-icon-design/#comment-9549</link>
		<dc:creator>Nancy Shea</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">http://boxesandarrows.com/learning-to-love-the-pixel-exploring-the-craft-of-icon-design/#comment-9549</guid>
		<description><![CDATA[I too have been involved in a massive icon re-design project at work, but my experience was from the product analyst perspective than the graphic designer&#039;s told here. 

I don&#039;t think you can over-emphasize the value of solid analysis done up front in advance of any design. The time I spent grouping functionality into related concepts allowed us to begin the project by creating the basic images upon which we could build a consistent icon library. 

I&#039;ve also reeped the rewards of this prework each time a maintenance icon is required, since oftentimes the image is an obvious almagamation of existing images.]]></description>
		<content:encoded><![CDATA[<p>I too have been involved in a massive icon re-design project at work, but my experience was from the product analyst perspective than the graphic designer&#8217;s told here. </p>
<p>I don&#8217;t think you can over-emphasize the value of solid analysis done up front in advance of any design. The time I spent grouping functionality into related concepts allowed us to begin the project by creating the basic images upon which we could build a consistent icon library. </p>
<p>I&#8217;ve also reeped the rewards of this prework each time a maintenance icon is required, since oftentimes the image is an obvious almagamation of existing images.</p>
]]></content:encoded>
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		<title>By: carola</title>
		<link>http://boxesandarrows.com/learning-to-love-the-pixel-exploring-the-craft-of-icon-design/#comment-9550</link>
		<dc:creator>carola</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">http://boxesandarrows.com/learning-to-love-the-pixel-exploring-the-craft-of-icon-design/#comment-9550</guid>
		<description><![CDATA[Hi , I just found this site...it is a wonderful compilation of topics I am interested in for quite some time.
Regarding the article about icons I missed quite a few points: What about the starting point of the graphical user interface? I think the thoughts that the people at Xerox Park had are very important to understand the sucess of the graphical user interface.
According to the human process of learning as a child you go through different phases of understanding your surroundings...from trying out to more abstract ways of understanding. People like Piaget, Montessori and Bruner developed theories about the human process of learning and gaining understanding. 
People like Alan Kay transfered this knowledge into the computer. His famous phrase: &quot;doing with icons make symbols.&quot; expresses the fact that icons are also implemented instructions for symbolic actions within the computer, e.g. like the trash can. You can drag and drop something on it and therefore you delete a file. Of course the technical restrictions on the Internet were a backdraft to the state of the art already reached for desktop applications. Instead of being able to describe more complex interactions by using animated context sensitive icons and more dynamic cursor changes, they became &quot;just&quot; labels for the categories: The user is brought back in the caveman age: he or she is able to point at something to express a &quot;yes&quot;. This of course is one of the reasons why icon design is so delicate.
You have to find a &quot;noun&quot; that expresses the topic, instead of having a &quot;verb&quot; to communicate an action or even a &quot;dialogue&quot; to start interaction.

An old, but still basic book about the topic: Brenda Laurel &quot;The Art of Computer User Interface Design&quot;]]></description>
		<content:encoded><![CDATA[<p>Hi , I just found this site&#8230;it is a wonderful compilation of topics I am interested in for quite some time.<br />
Regarding the article about icons I missed quite a few points: What about the starting point of the graphical user interface? I think the thoughts that the people at Xerox Park had are very important to understand the sucess of the graphical user interface.<br />
According to the human process of learning as a child you go through different phases of understanding your surroundings&#8230;from trying out to more abstract ways of understanding. People like Piaget, Montessori and Bruner developed theories about the human process of learning and gaining understanding.<br />
People like Alan Kay transfered this knowledge into the computer. His famous phrase: &#8220;doing with icons make symbols.&#8221; expresses the fact that icons are also implemented instructions for symbolic actions within the computer, e.g. like the trash can. You can drag and drop something on it and therefore you delete a file. Of course the technical restrictions on the Internet were a backdraft to the state of the art already reached for desktop applications. Instead of being able to describe more complex interactions by using animated context sensitive icons and more dynamic cursor changes, they became &#8220;just&#8221; labels for the categories: The user is brought back in the caveman age: he or she is able to point at something to express a &#8220;yes&#8221;. This of course is one of the reasons why icon design is so delicate.<br />
You have to find a &#8220;noun&#8221; that expresses the topic, instead of having a &#8220;verb&#8221; to communicate an action or even a &#8220;dialogue&#8221; to start interaction.</p>
<p>An old, but still basic book about the topic: Brenda Laurel &#8220;The Art of Computer User Interface Design&#8221;</p>
]]></content:encoded>
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