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      1 page.title=Icon Design Guidelines
      2 parent.title=UI Guidelines
      3 parent.link=index.html
      4 @jd:body
      5 
      6 <div id="qv-wrapper">
      7 <div id="qv">
      8 
      9 <h2>Quickview</h2>
     10 
     11 <ul>
     12 <li>You can use several types of icons in an Android application.</li>
     13 <li>Your icons should follow the general specification in this document.</li>
     14 <li>You should create separate icon sets for high-, medium-, and low-density screens.</li>
     15 </ul>
     16 
     17 <h2>In this document</h2>
     18 
     19 <ol>
     20 <li><a href="#templatespack">Using the Icon Templates Pack</a></li>
     21 <li><a href="#icon-sets">Providing Density-Specific Icon Sets</a></li>
     22 <li><a href="#design-tips">Tips for Designers</a></li>
     23 </ol>
     24 
     25 <h2>Topics</h2>
     26 
     27 <ol>
     28 <li><a href="icon_design_launcher.html">Launcher Icons</a></li>
     29 <li><a href="icon_design_menu.html">Menu Icons</a></li>
     30 <li><a href="icon_design_status_bar.html">Status Bar Icons</a></li>
     31 <li><a href="icon_design_tab.html">Tab Icons</a></li>
     32 <li><a href="icon_design_dialog.html">Dialog Icons</a></li>
     33 <li><a href="icon_design_list.html">List View Icons</a></li>
     34 </ol>
     35 
     36 <h2>Downloads</h2>
     37 
     38 <ol>
     39 <li><a href="{@docRoot}shareables/icon_templates-v4.0.zip">Android Icon
     40 Templates Pack, v4.0 &raquo;</a></li>
     41 <li><a href="{@docRoot}shareables/icon_templates-v2.3.zip">Android Icon
     42 Templates Pack, v2.3 &raquo;</a></li>
     43 <li><a href="{@docRoot}shareables/icon_templates-v2.0.zip">Android Icon
     44 Templates Pack, v2.0 &raquo;</a></li>
     45 </ol>
     46 
     47 <h2>See also</h2>
     48 
     49 <ol>
     50 <li><a href="{@docRoot}guide/practices/screens_support.html">Supporting Multiple
     51 Screens</a></li>
     52 </ol>
     53 
     54 
     55 </div>
     56 </div>
     57 
     58 
     59 <div class="design-announce">
     60 <p><strong>New Guides for App Designers!</strong></p> 
     61 <p>Check out the new documents for designers at <strong><a
     62 href="{@docRoot}design/index.html">Android Design</a></strong>, including more guidelines
     63 for <a href="{@docRoot}design/style/iconography.html">Iconography</a>.</p>
     64 </div>
     65 
     66 
     67 
     68 <p>Creating a unified look and feel throughout a user interface adds value to
     69 your product. Streamlining the graphic style will also make the UI seem more
     70 professional to users.</p>
     71 
     72 <p>This document provides information to help you create icons for various parts
     73 of your applications user interface that match the general styles used by the
     74 Android 2.x framework. Following these guidelines will help you to create a 
     75 polished and unified experience for the user.</p>
     76 
     77 <p>The following documents discuss detailed guidelines for the common types of
     78 icons used throughout Android applications:</p>
     79 
     80 <dl> 
     81   <dt><strong><a href="icon_design_launcher.html">Launcher Icons</a></strong></dt>
     82   <dd>A Launcher icon is a graphic that represents your application on the
     83   device's Home screen and in the Launcher window.</dd>
     84   <dt><strong><a href="icon_design_menu.html">Menu Icons</a></strong></dt>
     85   <dd>Menu icons are graphical elements placed in the options menu shown to
     86   users when they press the Menu button.</dd>
     87   <dt><strong><a href="icon_design_action_bar.html">Action Bar Icons</a>
     88   <span class="new">new!</span></strong></dt>
     89   <dd>Action Bar icons are graphical elements representing action items in the
     90   <a href="{@docRoot}guide/topics/ui/actionbar.html">Action Bar</a>.</dd>
     91   <dt><strong><a href="icon_design_status_bar.html">Status Bar Icons</a></strong></dt>
     92   <dd>Status bar icons are used to represent notifications from your
     93   application in the status bar.</dd>
     94   <dt><strong><a href="icon_design_tab.html">Tab Icons</a></strong></dt>
     95   <dd>Tab icons are graphical elements used to represent individual tabs in a
     96   multi-tab interface.</dd>
     97   <dt><strong><a href="icon_design_dialog.html">Dialog Icons</a></strong></dt>
     98   <dd>Dialog icons are shown in pop-up dialog boxes that prompt the user for
     99   interaction.</dd>
    100   <dt><strong><a href="icon_design_list.html">List View Icons</a></strong></dt>
    101   <dd>List view icons are used with {@link android.widget.ListView} to
    102   graphically represent list items. An example is the Settings application.</dd>
    103 </dl>
    104 
    105 <p>To get started creating your icons more quickly, you can download 
    106 the Android Icon Templates Pack.</p>
    107 
    108 
    109 
    110 
    111 
    112 <h2 id="templatespack">Using the Android Icon Templates Pack</h2>
    113 
    114 <p>The Android Icon Templates Pack is a collection of template designs,
    115 textures, and layer styles that make it easier for you to create icons that
    116 conform to the guidelines given in this document. We recommend downloading the
    117 template pack archive before you start designing your icons.</p>
    118 
    119 <p>The icon templates are provided in the Adobe Photoshop file format (.psd),
    120 which preserves the layers and design treatments we used when creating the
    121 standard icons for the Android platform. You can load the template files into
    122 any compatible image-editing program, although your ability to work directly
    123 with the layers and treatments may vary based on the program you are using.</p>
    124 
    125 <p>You can obtain the latest Icon Templates Pack archive using the link below:
    126 </p>
    127 
    128 <p style="margin-left:2em"><a
    129 href="{@docRoot}shareables/icon_templates-v4.0.zip">Download the Icon Templates
    130 Pack for Android 4.0 &raquo;</a>
    131 
    132 <p>For previous versions of the Icon Templates Pack, see the <em>Downloads</em>
    133 section in the box at the top-right corner of this page.</p>
    134 
    135 
    136 
    137 
    138 
    139 <h2 id="icon-sets">Providing Density-Specific Icon Sets</h2>
    140 
    141 <p>Android is designed to run on a variety of devices that offer a range of
    142 screen sizes and resolutions. When you design the icons for your application,
    143 it's important keep in mind that your application may be installed on any of
    144 those devices. As described in the <a 
    145 href="{@docRoot}guide/practices/screens_support.html">Supporting Multiple
    146 Screens</a> document, the Android platform makes it straightforward for you to
    147 provide icons in such a way that they will be displayed properly on any device,
    148 regardless of the device's screen size or resolution.</p>
    149 
    150 <p>In general, the recommended approach is to create a separate set of icons for
    151 each generalized screen density. Then,
    152 store them in density-specific resource directories in your application. When
    153 your application runs, the Android platform will check the characteristics of
    154 the device screen and load icons from the appropriate density-specific
    155 resources. For more information about how to store density-specific resources in
    156 your application, see <a
    157 href="{@docRoot}guide/practices/screens_support.html#qualifiers">Resource
    158 directory qualifiers for screen size and density</a>. </p>
    159 
    160 <p>For tips on how to create and manage icon sets for multiple densities, see 
    161 <a href="#design-tips">Tips for Designers</a>.</p>
    162 
    163 
    164 
    165 
    166 <h2 id="design-tips">Tips for Designers</h2>
    167 
    168 <p>Here are some tips that you might find useful as you develop icons or other
    169 drawable assets for your application. The tips assume that you are using
    170 Adobe Photoshop or a similar raster and vector image-editing program.</p>
    171 
    172 <h3>Use common naming conventions for icon assets</h3>
    173 
    174 <p>Try to name files so that related assets will group together inside a
    175 directory when they are sorted alphabetically. In particular, it helps to use a
    176 common prefix for each icon type. For example:</p>
    177 
    178 <table>
    179 <tr>
    180 <th>Asset Type</th>
    181 <th>Prefix</th>
    182 <th>Example</th>
    183 </tr>
    184 <tr>
    185 <td>Icons</td>
    186 <td><code>ic_</code></td>
    187 <td><code>ic_star.png</code></td>
    188 </tr>
    189 <tr>
    190 <td>Launcher icons</td>
    191 <td><code>ic_launcher</code></td>
    192 <td><code>ic_launcher_calendar.png</code></td>
    193 </tr>
    194 <tr>
    195 <td>Menu icons and Action Bar icons</td>
    196 <td><code>ic_menu</code></td>
    197 <td><code>ic_menu_archive.png</code></td>
    198 </tr>
    199 <tr>
    200 <td>Status bar icons</td>
    201 <td><code>ic_stat_notify</code></td>
    202 <td><code>ic_stat_notify_msg.png</code></td>
    203 </tr>
    204 <tr>
    205 <td>Tab icons</td>
    206 <td><code>ic_tab</code></td>
    207 <td><code>ic_tab_recent.png</code></td>
    208 </tr>
    209 <tr>
    210 <td>Dialog icons</td>
    211 <td><code>ic_dialog</code></td>
    212 <td><code>ic_dialog_info.png</code></td>
    213 </tr>
    214 </table>
    215 
    216 <p>Note that you are not required to use a shared prefix of any type &mdash;
    217 doing so is for your convenience only.</p>
    218 
    219 
    220 <h3>Set up a working space that organizes files for multiple densities</h3>
    221 
    222 <p>Supporting multiple screen densities means you must create multiple versions
    223 of the same icon. To help keep the multiple copies of files safe and easier to
    224 find, we recommend creating a directory structure in your working space that
    225 organizes asset files per resolution. For example:</p>
    226 
    227 <pre>art/...
    228     ldpi/...
    229         _pre_production/...
    230             <em>working_file</em>.psd
    231         <em>finished_asset</em>.png
    232     mdpi/...
    233         _pre_production/...
    234             <em>working_file</em>.psd
    235         <em>finished_asset</em>.png
    236     hdpi/...
    237         _pre_production/...
    238             <em>working_file</em>.psd
    239         <em>finished_asset</em>.png
    240     xhdpi/...
    241         _pre_production/...
    242             <em>working_file</em>.psd
    243         <em>finished_asset</em>.png</pre>
    244 
    245 <p>This structure parallels the density-specific structure in which you will
    246 ultimately store the finished assets in your application's resources. Because
    247 the structure in your working space is similar to that of the application, you
    248 can quickly determine which assets should be copied to each application
    249 resources directory. Separating assets by density also helps you detect any
    250 variances in filenames across densities, which is important because
    251 corresponding assets for different densities must share the same filename.</p>
    252 
    253 <p>For comparison, here's the resources directory structure of a typical
    254 application: </p>
    255 
    256 <pre>res/...
    257     drawable-ldpi/...
    258         <em>finished_asset</em>.png
    259     drawable-mdpi/...
    260         <em>finished_asset</em>.png
    261     drawable-hdpi/...
    262         <em>finished_asset</em>.png
    263     drawable-xhdpi/...
    264         <em>finished_asset</em>.png</pre>
    265 
    266 
    267 
    268 <h3>Use vector shapes where possible</h3>
    269 
    270 <p>Many image-editing programs such as Adobe Photoshop allow you to use a
    271 combination of vector shapes and raster layers and effects. When possible,
    272 use vector shapes so that if the need arises, assets can be scaled up without
    273 loss of detail and edge crispness.</p>
    274 
    275 <p>Using vectors also makes it easy to align edges and corners to pixel
    276 boundaries at smaller resolutions.</li>
    277 
    278 
    279 
    280 <h3>Start with large artboards</h3>
    281 
    282 <p>Because you will need to create assets for different screen densities,
    283 it is best to start your icon
    284 designs on large artboards with dimensions that are multiples of the target icon
    285 sizes. For example, <a
    286 href="{@docRoot}guide/practices/ui_guidelines/icon_design_launcher.html">launcher
    287 icons</a> are 96, 72, 48, or 36 pixels wide, depending on screen density. If you
    288 initially draw launcher icons on an 864x864 artboard, it will be easier and
    289 cleaner to tweak the icons when you scale the artboard down to the target
    290 sizes for final asset creation.</p>
    291 
    292   
    293 
    294 <h3>When scaling, redraw bitmap layers as needed</h3>
    295 
    296 <p>If you scaled an image up from a bitmap layer, rather than from a vector
    297 layer, those layers will need to be redrawn manually to appear crisp at higher
    298 densities. For example if a 60x60 circle was painted as a bitmap for
    299 <code>mdpi</code> it will need to be repainted as a 90x90 circle for
    300 <code>hdpi</code>.</p>
    301 
    302 
    303 
    304 <h3>When saving image assets, remove unnecessary metadata</h3>
    305 
    306 <p>Although the Android SDK tools will automatically compress PNGs when packaging
    307 application resources into the application binary, a good practice is to remove
    308 unnecessary headers and metadata from your PNG assets. Tools such as <a
    309 href="http://optipng.sourceforge.net/">OptiPNG</a> or <a
    310 href="http://pmt.sourceforge.net/pngcrush/">Pngcrush</a> can ensure that this
    311 metadata is removed and that your image asset file sizes are optimized.</p>
    312 
    313 
    314 
    315 <h3>Make sure that corresponding assets for different densities use the same
    316 filenames</h3>
    317 
    318 <p>Corresponding icon asset files for each density <strong>must use the same
    319 filename</strong>, but be stored in density-specific resource directories. This
    320 allows the system to look up and load the proper resource according to the
    321 screen characteristics of the device. For this reason, make sure that the set of
    322 assets in each directory is consistent and that the files do not use
    323 density-specific suffixes.</p>
    324 
    325 <p>For more information about density-specific resources
    326 and how the system uses them to meet the needs of different devices, see <a
    327 href="{@docRoot}guide/practices/screens_support.html">Supporting Multiple
    328 Screens</a>.</p>
    329 
    330