Iconography & Imagery
Icons and images carry meaning faster than words — when they work. When they don't, they're decoration users must decode or ignore.
Whatever the score, it is evidence about the icons, not about you: each option ships somewhere (Outlook’s flag means follow-up while X’s means report; Telegram’s paper plane sends while Instagram’s shares). Learned meanings collide.
The same five icons with labels — instantly unambiguous:
Icons need labels
- NN/g's icon-usability research: universal icons are rare (roughly: magnifying glass, house, gear are near-universal; almost everything else is ambiguous). Default to icon + text label; icon-only is earned by testing, not assumed.
- Labels beside/below icons beat tooltips — hover isn't discoverable and doesn't exist on touch. If space forces icon-only, keep the icon in a consistent position and test recognition ("what would you tap to…").
- The same glyph means different things across apps (heart: like? save? favorite? health?), so in-product consistency matters more than matching some imagined global standard.
Icon style consistency
- One family = one stroke weight, one corner radius logic, one fill philosophy, drawn on one optical grid. Mixed-source icons read as sloppiness even when users can't articulate why.
- Material system icons: 24×24 dp grid with keyline shapes (circle, square, rectangles, diagonals) and a 2 dp stroke convention so differently-shaped glyphs feel the same visual size; Material Symbols is a variable font across seven weights and three styles (outlined, rounded, sharp).
- SF Symbols (7, as of 2025–26): 6,900+ glyphs in nine weights and three scales, designed to align with the San Francisco type ramp — symbols track the weight and optical size of adjacent text automatically. If you draw custom symbols, match these axes.
- Optical, not mathematical, sizing: a circle drawn to the same bounding box as a square looks smaller; keylines exist to correct for this.
Filled vs. outlined semantics
- Material 3 convention: outlined = inactive, filled = selected/active (navigation bar/rail destinations, toggle icon buttons); if no filled variant exists, use a heavier weight or other cue. This is a platform convention, not a universal law — but it's widely learned, so contradicting it (filled for inactive) confuses.
- Never let filled-vs-outlined be the only state signal — pair with color, an indicator shape, or a label (color-blind and low-vision users; WCAG "not color alone" logic applies to weight too).
Target vs. glyph
- The glyph can be 16–24 px; the target must still be ≥44×44 pt / 48×48 dp. Pad the hit area, not the artwork — giant glyphs to make targets big is a common miscue.
Icon fonts vs. SVG
- Prefer inline SVG: sharp at any scale, styleable, animatable, and
accessible (
role="img"+<title>/aria-labelfor meaningful icons,aria-hidden="true"for decorative ones). - Icon fonts fail when custom fonts don't load (ligature/PUA characters render as tofu or, worse, wrong glyphs) and can be mangled by screen readers and user font overrides. Legacy technique; avoid for new work.
Metaphor selection & cultural risk
- Prefer metaphors from the user's domain, not the implementation. Test with the actual audience: gestures (thumbs-up, OK sign), animals, body parts, and religious/flag imagery carry different or offensive meanings across cultures; mailbox-with-flag and other US-centric objects don't travel. Dated metaphors (floppy disk, handset) survive as learned conventions — fine to keep, risky to invent anew. (Cross-ref: Inclusive Design for internationalization.)
Illustration systems
- An illustration system fixes character proportions, perspective, line weight, and a constrained palette so pieces by different hands feel like one product.
- Illustration helps when it explains (diagrams, empty-state guidance, onboarding concepts) or softens difficult moments (errors); it decorates when it pads screens users are trying to get through — decoration slows task-focused flows and bloats payloads.
Photography direction
- Authenticity beats stock clichés (handshakes, headset-woman, laughing-at-salad): users discount generic stock as filler; NN/g and eye-tracking work suggest people ignore obviously decorative stock photos but attend to real, information-bearing ones.
- Faces attract attention strongly, and gaze cues where people look next — point gaze toward your content (Attention, Scanning & Perception).
- Direct photography like a system: consistent lighting, crop, color grade, and subject diversity that reflects your actual users.
Image accessibility
alt="", informative gets the same information in words, functional gets the action ("Search", not "magnifying glass"). The same photo can be informative on one page and decorative on another.- Use the W3C WAI alt decision tree (w3.org/WAI/tutorials/images/):
informative images get a short alt conveying the same information;
functional images (in links/buttons) get alt describing the action,
not the picture; decorative images get
alt=""(never omit the attribute); images of text should be real text instead; complex images (charts) need a longer text alternative nearby. - Alt text describes purpose in context — the same photo can be informative on one page and decorative on another.
Performance
- Serve responsive images (
srcset/sizes,<picture>); use modern formats (AVIF/WebP with fallbacks); lazy-load below-the-fold; set width/height oraspect-ratioto prevent layout shift. Images are usually the largest share of page weight — the cheapest big win.
Favicons & app icons (platform rules move — verify current specs)
- Design app icons as one simple shape recognizable at 16–29 px; no fine text, no photographic detail.
- iOS (26-era): icons are layered artwork built in Apple's Icon Composer; the system applies the mask, Liquid Glass material, and generates default / dark / clear / tinted variants from one source. Never pre-round corners or bake in shadows.
- Android adaptive icons: 108×108 dp canvas, launchers mask to arbitrary shapes — keep critical content inside the 66 dp-diameter safe zone; supply a monochrome layer for Android 13+ themed icons.
- Web favicons: an SVG favicon plus fallback PNG sizes and a 180 px
apple-touch-iconcovers current browsers (convention; size lists churn — verify).
Sources
- Harley, A. — "Icon Usability," NN/g (nngroup.com/articles/icon-usability).
- Material Design 3 — Icons / Material Symbols; Navigation bar guidelines (m3.material.io); Material Symbols guide (developers.google.com).
- Apple — SF Symbols; HIG App Icons; Icon Composer documentation (developer.apple.com).
- Android Developers — Adaptive icons (developer.android.com).
- W3C WAI — Images Tutorial and "An alt Decision Tree" (w3.org/WAI/tutorials/images/).
- W3C WCAG 2.2 — SC 1.1.1 (non-text content), 1.4.1 (use of color), 1.4.5 (images of text).
- Nielsen, J. & Pernice, K. (2010). Eyetracking Web Usability. New Riders — attention to real vs. filler images.