Icon set design methodology.

View: New views
4 Messages — Rating Filter:   Alert me  

Icon set design methodology.

by Daniel Scott Matthews :: Rate this Message:

Reply to Author | View Threaded | Show Only this Message

As promised I have been looking at completing and refactoring the icon
set using a rational design methodology.

Currently we have a good but incomplete set that is a bit drab and
inconstant in it's use of color and sub-icon motifs.

I am devising a more systematic way of designing icons, one that can
be documented and allows for systematic motif reuse. (OOD)

For example:

If we take this distinct group of icons,
http://www.k-3d.org/wiki/Painter_Plugins

We can fit them all into this ontology below. Each tag becomes a motif
that can be assembled with others to create a complete icon that can
be read in a logical way. See attached for a couple of examples. N.B.
these are a WIP and I am interested in feed back on the method, rather
than the style of the examples. Noted the motif labels with the *, why
do these exist for RenderMan, but not for GL?


painter plugin types

Script

OpenGL
RenderMan
VirtualOpenGL

        Script
        MultiPainter

        Edge
                Numbering
                Half
        Face
                Normal
                Numbering
        ColorFace
        Point
                Numbering
        SDSEdge
        SDSFace
        SDSPoint

        Patch
                BezierTriangle
                Bilinear
                Bicubic

        BlobbyPoint
        Blobby

        Cone
        CubicCurve
        Cylinder
        Disk
        Hyperboloid
        LinearCurve
        NURBS
                Curve
                        Numbering
                Patch
                        Numbering
        NormalArray
        Paraboloid
        SL
        Sphere
        Teapot
        Torus
        VaryingData
        VertexData
        Particle *
        Polyhedron *
        SubdivisionSurface *

        SDSEdge
        SDSFace
        SDSPoint


------------------------------------------------------------------------------
Come build with us! The BlackBerry® Developer Conference in SF, CA
is the only developer event you need to attend this year. Jumpstart your
developing skills, take BlackBerry mobile applications to market and stay
ahead of the curve. Join us from November 9-12, 2009. Register now!
http://p.sf.net/sfu/devconf
_______________________________________________
K3d-development mailing list
K3d-development@...
https://lists.sourceforge.net/lists/listinfo/k3d-development

Icon_parts.tar.gz (22K) Download Attachment

Re: Icon set design methodology.

by Daniel Scott Matthews :: Rate this Message:

Reply to Author | View Threaded | Show Only this Message

On Mon, Sep 21, 2009 at 6:09 AM, Daniel Scott Matthews
<dsmatthews@...> wrote:

> As promised I have been looking at completing and refactoring the icon
> set using a rational design methodology.
>
> Currently we have a good but incomplete set that is a bit drab and
> inconstant in it's use of color and sub-icon motifs.
>
> I am devising a more systematic way of designing icons, one that can
> be documented and allows for systematic motif reuse. (OOD)
>
> For example:
>
> If we take this distinct group of icons,
> http://www.k-3d.org/wiki/Painter_Plugins
>
> We can fit them all into this ontology below. Each tag becomes a motif
> that can be assembled with others to create a complete icon that can
> be read in a logical way. See attached for a couple of examples. N.B.
> these are a WIP and I am interested in feed back on the method, rather
> than the style of the examples. Noted the motif labels with the *, why
> do these exist for RenderMan, but not for GL?
>
>
> painter plugin types
>
> Script
>
> OpenGL
> RenderMan
> VirtualOpenGL
>
>        Script
>        MultiPainter
>
>        Edge
>                Numbering
>                Half
>        Face
>                Normal
>                Numbering
>        ColorFace
>        Point
>                Numbering
>        SDSEdge
>        SDSFace
>        SDSPoint
>
>        Patch
>                BezierTriangle
>                Bilinear
>                Bicubic
>
>        BlobbyPoint
>        Blobby
>
>        Cone
>        CubicCurve
>        Cylinder
>        Disk
>        Hyperboloid
>        LinearCurve
>        NURBS
>                Curve
>                        Numbering
>                Patch
>                        Numbering
>        NormalArray
>        Paraboloid
>        SL
>        Sphere
>        Teapot
>        Torus
>        VaryingData
>        VertexData
>        Particle *
>        Polyhedron *
>        SubdivisionSurface *
>
>        SDSEdge
>        SDSFace
>        SDSPoint
>


Also, using this as a guide,
http://www.k-3d.org/wiki/Plugin_Categories we can generate and use our
base icons for each plugin category so that the higher level menu
items can have an icon.

Searching, sorting and filtering document node lists by these
categories in the GUI would also be driven by the same data..

------------------------------------------------------------------------------
Come build with us! The BlackBerry® Developer Conference in SF, CA
is the only developer event you need to attend this year. Jumpstart your
developing skills, take BlackBerry mobile applications to market and stay
ahead of the curve. Join us from November 9-12, 2009. Register now!
http://p.sf.net/sfu/devconf
_______________________________________________
K3d-development mailing list
K3d-development@...
https://lists.sourceforge.net/lists/listinfo/k3d-development

Re: Icon set design methodology.

by Timothy M. Shead :: Rate this Message:

Reply to Author | View Threaded | Show Only this Message

Daniel Scott Matthews wrote:
> As promised I have been looking at completing and refactoring the icon
> set using a rational design methodology.
>
> Currently we have a good but incomplete set that is a bit drab and
> inconstant in it's use of color and sub-icon motifs.

I should mention up-front that everyone I speak to comments on the
consistency and professional appearance of the icons, so I'm hoping that
this would be a matter of "tweaks" to any current icons, rather than
wholesale changes.

> I am devising a more systematic way of designing icons, one that can
> be documented and allows for systematic motif reuse. (OOD)
>
> For example:
>
> If we take this distinct group of icons,
> http://www.k-3d.org/wiki/Painter_Plugins
>
> We can fit them all into this ontology below. Each tag becomes a motif
> that can be assembled with others to create a complete icon that can
> be read in a logical way. See attached for a couple of examples. N.B.
> these are a WIP and I am interested in feed back on the method, rather
> than the style of the examples. Noted the motif labels with the *, why
> do these exist for RenderMan, but not for GL?

> Particle *
> Polyhedron *
> SubdivisionSurface *

We don't have a separate particle painter in OpenGL because - for the
time being - it would be redundant ... the points that go into a
particle primitive are already rendered by the point painter.

There is no polyhedron painter in OpenGL because we have separate
painters for edges and faces.

Similarly, there are separate point, edge, and face painters for
subdivision surfaces.

FWIW, ideally users shouldn't be manipulating painters directly at all,
and we have an action item to hide them in the Node List Panel, so you
might consider a single "generic" painter icon, so you can focus on
other issues.

Cheers,
Tim


[tshead.vcf]

begin:vcard
fn:Timothy Shead
n:Shead;Timothy
org:www.k-3d.org
email;internet:tshead@...
title:Founder
x-mozilla-html:FALSE
version:2.1
end:vcard



------------------------------------------------------------------------------
Come build with us! The BlackBerry® Developer Conference in SF, CA
is the only developer event you need to attend this year. Jumpstart your
developing skills, take BlackBerry mobile applications to market and stay
ahead of the curve. Join us from November 9-12, 2009. Register now!
http://p.sf.net/sfu/devconf
_______________________________________________
K3d-development mailing list
K3d-development@...
https://lists.sourceforge.net/lists/listinfo/k3d-development

Re: Icon set design methodology.

by bART Janssens-2 :: Rate this Message:

Reply to Author | View Threaded | Show Only this Message

On Mon, Sep 21, 2009 at 12:37 AM, Daniel Scott Matthews
<dsmatthews@...> wrote:
> Also, using this as a guide,
> http://www.k-3d.org/wiki/Plugin_Categories we can generate and use our
> base icons for each plugin category so that the higher level menu
> items can have an icon.
> Searching, sorting and filtering document node lists by these
> categories in the GUI would also be driven by the same data..

Sounds like a good idea! I think filtering and generally making the
node lists more compact should definitely be on the todo list for 0.8.

Cheers,

--
Bart

------------------------------------------------------------------------------
Come build with us! The BlackBerry® Developer Conference in SF, CA
is the only developer event you need to attend this year. Jumpstart your
developing skills, take BlackBerry mobile applications to market and stay
ahead of the curve. Join us from November 9-12, 2009. Register now!
http://p.sf.net/sfu/devconf
_______________________________________________
K3d-development mailing list
K3d-development@...
https://lists.sourceforge.net/lists/listinfo/k3d-development