Specifications

18 | USER INTERFACE
DESIGN GUIDE
world objects to represent abstract ideas allows the user to draw from previous learning and experiences. Recollection
is created by designing icons to be simple and distinct, and by using them consistently to build recognition. Icons
are primarily intended to represent objects with which users can interact. Therefore, reference Fig. 5a and Fig. 5b as
examples and follow these guidelines for the use of icons:
• Useaniconastherepresentationofanobject—forexample,aphoneiconinthetelephoneareaoftheinterface.
• Useanicontoreinforceimportantinformation—forexample,awarningiconinamessagedialogbox.
• Useanicontoprovidevisualanchorstohelpusersquicklynavigatethroughatask
• Iconsaredesignedwithinanareaof60x60pixelsoraproportionthereof(A50x50,or110x50forrectangular,pixel
space is reserved for the image itself; leaving a 10 pixel spacing between the outer edges of the icon and the image to
allow for proper alignment of the image within the user interface.)
Consistency & Reuse
AMX encourages consistency and reuse of existing graphical elements and shows the core icon and button concepts in
Fig. 5a and Fig. 5b. A great many icons and graphics have already been created, so there is a good chance that the elements
you might need already exist. Samples of existing core concepts for icons and button graphics are shown below. Each of
these elements carries with it a specific meaning, so care should be taken when using them to ensure consistent meaning is
maintained.
Figure 5a: Simple Icon Set