Graphics Reference
In-Depth Information
Interpretation of an icon also depends on being able to see other icons in
the same context. Icons do not work in isolation. They operate as a family.
Even in the gender icon case here (where the symbolic mapping seems
obvious), the clarity of interpretation depends heavily on the presence of
both icons. As a pair, the symbols have become a standard for signifying
female and male, but the symbol used for male works only in contrast to
female. On its own, it is likely to simply signify a person. For that reason, it
is important to consider whether an icon will appear in isolation, and, if so,
an accompanying label will be important.
Tip
Symbols work together as a family to facilitate interpretation. Consider
that icons used in isolation are more ambiguous.
Icons can also serve as mnemonic tokens to help cognition, even when there
is little hope that they will be recognized immediately by a new viewer. The
game Monopoly serves as a simple illustration of this phenomenon.
Monopoly is a game for up to eight players, an unusually high number for
a board game. Most board games are designed for four or six players, and,
in the majority of those, each player is represented by a distinct color that
distinguishes his or her piece on the board. Monopoly instead uses physical
tokenslikeawheelbarrow,ahat,acar,andaniron.Atokenisreplacedevery
sooften,butwhatdoesnotchangeisthatthetokenshavenothing todowith
the theme of the game—real estate.
In fact, there is no theme at all to the tokens used. The pieces chosen
have only two common traits. Each represents a simple, easily recognized
and memorable concept, and that concept is distinctly different from every
other. Contrast that with the use of color (the choice of many games with
four to six players), which becomes more difficult to distinguish in higher
numbers.
Distinct icons can be more easily recognized than distinct colors if more
than seven or so types are represented. Icons can also have a stronger
character or identity on the whole, making it easier to remember what they
represent.
For example, the Monopoly pieces have no thematic relation to the game,
but they have a strong conceptual identity. Players don't generally
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