
This is the second article in a series on common usability and graphical user interface related terms [
part I]. On the internet, and especially in forum discussions like we all have here on OSNews, it is almost certain that in any given discussion, someone will most likely bring up usability and GUI related terms - things like spatial memory, widgets, consistency,
Fitts' Law, and more. The aim of this series is to explain these terms, learn something about their origins, and finally rate their importance in the field of usability and (graphical) user interface design. In part II today, we focus on the pictogramme, popularly known as the icon.
Member since:
2005-10-19
Nice article Thom,
<rant>
I've been banging on about how a consistent and well thought out icon set is really essential for our suite of apps, but my calls are falling on deaf ears.
Our icons basically look like were done by a pre-schooler with his eyes closed, as our parent company insists that we have text (our 3 letter acronym) within the icons.
At 16 pixels, this just looks like a smudge, and gives an overall impression to our users that we just can't be stuffed.
</rant>
Have to disagree by the way about the wobbly windows in XGL. That has to be the most unholy of 3D effects.
Just makes you feel like you're on drugs, only without the fun part.
Edited 2007-10-29 04:15