the
H A N D B O O K
B Y J O N H I C K S • F O R E W O R D B Y T
H E N O U N P R O J E C T
ii
The Icon Handbook
by Jon Hicks
Published in 2011 by Five Simple Steps
Studio Two, The Coach House
Stanwell Road
Penarth
CF64 3EU
United Kingdom
On the web: www.fivesimplesteps.com
Please send errors to
Publisher: Five Simple Steps
Editor: Chris Mills
Tech Editors: Gedeon Maheux, Andy Clarke
Copy Editor: Owen Gregory
Production Manager: Sarah Morris
Design & Art Direction: Nick Boulton, Colin
Kersley, Jon Hicks, Mark Boulton, Nathan Ford,
Alex Morris Front Cover Illustration: Jon Hicks
Copyright 2011 Jon Hicks
All rights reserved. No part of this publication may
be reproduced or transmitted in any form or by any
means, electronic or mechanical, including
photocopy, recording or any information storage
and retrieval system, without prior permission in
writing from the publisher.
ISBN: 978-1-907828-04-1
A catalogue record of this book is available from
the British Library.
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For Leigh, Daniel and Samantha, who said “Iʼd
buy the
book, even though it'll be boring ”
iv
Acknowledgements
Without these people this book wouldn't exist, so
in Oscar acceptance speech style, thanks must go
out to:
Leigh, for putting up with me while writing the
book, and being encouraging without fail. I can't
have been easy to live with.
My mum and dad, for giving me the opportunities I
needed to get where I am now.
Emma, Nick and Mark Boulton, Colin Kersley,
Sarah Morris and everyone else at Mark Boulton
Design and Five Simple Steps for taking the
project on and making it real.
My mentor and guru throughout the whole project,
Chris Mills, for encouragement, inspiration and
laughs.
My words team: Owen Gregory, Gedeon Maheux,
Andy Clarke and the Noun Project, for getting on
board so enthusiastically.
Opera Software, and Knut, Oleg and Tami in
particular, for being so flexible and understanding
when I had to down tools for a day to work on “the
damn book". You really are great clients to work
with. My friends and fellow office sharers Simon
Clayson, Jon Dennis and Matt Hamm, for being
there to bounce ideas and get invaluable gut
reactions.
All the wonderful contributors and helpers,
particularly for responding so quickly and so
enthusiastically:
AIGA; Brian Amerige ( Five Details); Gerd Arntz
web archive ( www.gerdarntz.org); Wolfgang
Bartelme ( Bartelme Design); Martin Beeby (
Microsoft UK); Diane Bilbey ( Department of
Typography & Graphic Communication,
University of Reading); v
Tobias Bjerrome Ahlin ( Spotify); Doug Bowman (
Twitter); Dan Cederholm ( Dribbble.com);
Sebastiaan de With ( Double Twist); Nik Fletcher
( Realmac Software); Jasper Hauser ( Sofa); Jono
Hunt ( Iconaholic); Mark Jardine ( Tapbots);
Susan Kare; Tariq Krim ( Jolicloud); David
Lanham ( The Iconfactory); Fred le Blanc (
FredHQ); Lucian Marin; Mischa McLachlan; Mark
McLaughlin ( Skype); Jeff McMorris ( CodeGoo);
Susie Mulhern, PARC; Pieter Omvlee ( Bohemian
Coding); Sergey Perets ( Artua); Jeff Rock (
Mobelux); Cabel Sasser ( Panic Software); Paul
Sladen ( Canonical); Kyle Tezak; Jan Van Boghout
( MacRabbit); Aaron Walter and Ben Chestnut (
Mailchimp); Josh Williams ( Gowalla); Drew
Wilson.
Finally to Andy Sellick, for always appearing
genuinely interested whenever he asked me how
the book was going. Well, I’m finished! Can we go
for a ride now, please?
Image credits
The majority of the icons in the cover design are
my own, but it also features artwork from the
following sources:
Public domain icons from the Noun Project (
) as well as: bicycle,
cheese, angel, wine and tree.
The Glyphish icon set />vi
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Foreword
Approximately nine and a half billion miles from
Earth, the American space satellite Pioneer 10
continues its lonely journey through the outer
reaches of our solar system. If the space probe is
ever discovered by another intelligent life form,
the extraterrestrials will find a gold-plated plaque
affixed to the side of the satellite. Engraved on this
plaque is a pictorial message that communicates
the essence of our human species and the location
of planet Earth.
I can think of no greater example than the Pioneer
plaque to demonstrate the universal communicative
power of symbols. Imagine all the sophisticated
technology embedded in this satellite. Yet, when
tasked with telling the most important story, the
story of the human race, scientists relied on
hieroglyphs, one of the most basic and ancient
forms of communication. They did this because
they knew symbols have the power to transcend
any cultural or even cosmic barrier and deliver
information effortlessly and effectively.
It comes as no surprise then, that in our ever
shrinking and highly technological world, symbols,
because of their universal communicative power,
have become the preferred language of the internet
age. In the past few years alone there has been an
explosion of new symbols and icons added to the
lexicon, and this trend shows no signs of stopping.
Think of all the symbols that have been created to
represent concepts around social media: tweet;
like; share; link; blog; user. These symbols have
become and will remain a part of our everyday
life. Now imagine all the symbols that will be
needed to represent new concepts in medicine,
nanotechnology, environmental protection, human
rights and augmented reality. It is safe to say
designers are poised to exponentially expand the
world’s visual language vocabulary over the
coming years, and this book will be an invaluable
tool to assist them.
Edward J Boatman
Co-founder of the Noun Project
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“Trying to capture the essence of an object or
idea with only a few lines and at the same time
maintaining its
elegance is pretty much design in a nutshell.
That’s
what’s so great about icons, they’re tiny poems.”
Kyle Tezak, The Four Icon Challenge
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Introduction
I was brought up — as I’m sure you were — with
icons all around me, especially in the home. The
stereo and TV had them, the labels in my clothes
had them, and so did the machine that washed
them. Whenever we travelled in the car, I would
record the road signs I saw in my iSpy book, and
see what landmarks were near us on an Ordnance
Survey map with the aid of the key. The difference
between ‘Church with Tower’ and ‘Church with
Spire’
is forever etched into my consciousness.
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My father was a keen meteorologist, so the first
time I was particularly aware of icons was through
the daily routine of BBC weather reports. Michael
Fish would slap them on to the map, where they
would stick 90% of the time.
Icons are little miracle workers. They circumvent
language obstacles, give concise warnings and
directions, convey our moods and show which
buttons to press. Anyone needing to find a toilet in
an unfamiliar country has been thankful for the
familiar sign that not only shows where it is, but
which one to use. The rise of desktop computers,
and better and better mobile devices has extended
icon use even further, with an abundance of
applications requiring icons to differentiate
between them and navigate their interfaces.
To some, however, icons are little more than a
decorative flourish, merely a means of making a
text-heavy design look more appealing. Either the
designer misunderstands their advantages, or
overuses them, creating a Christmas tree effect,
confusing the eye and distracting the visitor.
This is a book that I’ve been wanting to write for a
long time. Whenever I’ve looked for a book on this
subject, the only available publications are
reference guides that simply reproduce as many
symbols as possible. Where books have gone into
theory, they were published decades before
desktop computers, and therefore miss the most
relevant and active context of icon use. Sometimes
the topic is covered as a part of a book about logo
design, and amounts to little more than a page or
two. So I’ve set out to create the manual, reference
guide and coffee table book that I always desired.
It’s aimed at designers who already have basic
vector and bitmap drawing skills. It could be that
you only have to create a simple favicon, or
perhaps you’ve been asked to work on a website
or mobile app that requires icons. You might
usually rely on a resource like a royalty-free icon
set, which may provide common icons but
probably doesn’t provide everything you need.
This book begins at the point when you need to
create your own icons. Its purpose is to guide
relatively inexperienced designers through an icon
design workflow, starting with favicons and
working up to application icons, as well as
inspiring and providing a reference point for
existing icon designers. It does not set out to teach
you how to draw in a particular application,
although it does highlight the pitfalls of particular
graphic editors and explain their individual
advantages. The aim is not to improve proficiency
in particular applications but, rather, to show you
how to create icons with the common toolset found
in most of them, so you can be more versatile.
Before we go any further though, there’s something
we need to clear up…
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What is an icon?
Leaving aside the religious connotations of the
term, the word ‘icon’ today covers a wide range of
image types, from monochrome play and pause
buttons to the highly detailed, full-colour icons
used to identify an application. They can be as
simple as a triangle, or as complex as a
photorealistic leaf with veins and droplets of
water, but they all live under the broad umbrella of
icons.
One distinction we need to draw early on is that
between an icon and a logo. Logos are unique
identifiers that work best when they stand out
among other logos. Icons, on the other hand,
generally don’t communicate a corporate identity;
rather, they inform, translate and warn. They tell us
which route to take, which buttons to press and
what danger is ahead; they work best when they’re
familiar and recognisable. Finding a toilet in a
foreign airport would be so much harder if the sign
used the Armitage Shanks logo instead of the
familiar man and woman symbols.
Throughout this book, I will refer to icons as being
‘32px’ or ‘128px’. Icons are measured in pixels
(px) and nearly always squared (there are only a
couple of exceptions) so these examples would
refer to ‘a 32-pixel squared icon’ or ‘a 128×128-
pixel squared icon’. Where the dimensions aren’t
squared, such as the iPhone4’s document icons,
these will be written as ‘44×58px’. And although
icons for Apple's Retina display require their
areas to be squared, to avoid confusion I'll stick to
established convention and say they're twice the
size, since their dimensions are doubled.
The structure of this book intends to take you
through the creation of various different types of
icons, building up the skills as we go.
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Favicons
Unlike other icons, favicons will almost always be
a smaller version of a website logo.
Originally used in a browser’s address bar and
bookmarks views, they’re now used in a much
wider variety of contexts. Their simplicity makes
them a great starting point for our journey.
Favicons are covered in chapter 3.
Ideograms, pictograms and arbitrary icons
The kind of icons used in websites and user
interfaces are often either a picture of something
(pictograms), an idea of something (ideograms) or
an invention (arbitrary).
Often just monochrome, these icons help us find
our way and make actions and functions clearer.
We’ll look at them in chapter 5.
Application icons
Mostly photorealistic, these blur the distinction
between logos and icons, sitting somewhere in
between. With the ever-growing production rate of
apps, the variety of popular devices and platforms
these apps are consumed on and the increasing
resolutions that need to be created now, this type
of icon is important. Application icons are
discussed in chapter 7.
Before we go too deep into the detail of the
various types, their uses and how to draw them, it
would be best to start with the story of icons and
understand how we got here.
References
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Table
of
Contents
Chapter 1
Chapter 2
Chapter 3
A Potted History
How we use icons
Favicons
of Icons
page 23
page 59
page 1
Chapter 4
Chapter 5
Chapter 6
The Metaphor
Drawing Icons
Icon formats and
page 89
page 117
deployment
page 173
Chapter 7
Application Icons
Appendix
page 213
page 279
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