1page.title=Icon Design Guidelines 2excludeFromSuggestions=true 3parent.title=UI Guidelines 4parent.link=index.html 5@jd:body 6 7<div id="qv-wrapper"> 8<div id="qv"> 9 10<h2>Quickview</h2> 11 12<ul> 13<li>You can use several types of icons in an Android application.</li> 14<li>Your icons should follow the general specification in this document.</li> 15<li>You should create separate icon sets for high-, medium-, and low-density screens.</li> 16</ul> 17 18<h2>In this document</h2> 19 20<ol> 21<li><a href="#templatespack">Using the Icon Templates Pack</a></li> 22<li><a href="#icon-sets">Providing Density-Specific Icon Sets</a></li> 23<li><a href="#design-tips">Tips for Designers</a></li> 24</ol> 25 26<h2>Topics</h2> 27 28<ol> 29<li><a href="icon_design_launcher.html">Launcher Icons</a></li> 30<li><a href="icon_design_menu.html">Menu Icons</a></li> 31<li><a href="icon_design_status_bar.html">Status Bar Icons</a></li> 32<li><a href="icon_design_tab.html">Tab Icons</a></li> 33<li><a href="icon_design_dialog.html">Dialog Icons</a></li> 34<li><a href="icon_design_list.html">List View Icons</a></li> 35</ol> 36 37<h2>Downloads</h2> 38 39<ol> 40<li><a href="{@docRoot}shareables/icon_templates-v4.0.zip">Android Icon 41Templates Pack, v4.0 »</a></li> 42<li><a href="{@docRoot}shareables/icon_templates-v2.3.zip">Android Icon 43Templates Pack, v2.3 »</a></li> 44<li><a href="{@docRoot}shareables/icon_templates-v2.0.zip">Android Icon 45Templates Pack, v2.0 »</a></li> 46</ol> 47 48<h2>See also</h2> 49 50<ol> 51<li><a href="{@docRoot}guide/practices/screens_support.html">Supporting Multiple 52Screens</a></li> 53</ol> 54 55 56</div> 57</div> 58 59 60<div class="note design"> 61<p><strong>New Guides for App Designers!</strong></p> 62<p>Check out the new documents for designers at <strong><a 63href="{@docRoot}design/index.html">Android Design</a></strong>, including more guidelines 64for <a href="{@docRoot}design/style/iconography.html">Iconography</a>.</p> 65</div> 66 67 68 69<p>Creating a unified look and feel throughout a user interface adds value to 70your product. Streamlining the graphic style will also make the UI seem more 71professional to users.</p> 72 73<p>This document provides information to help you create icons for various parts 74of your application’s user interface that match the general styles used by the 75Android 2.x framework. Following these guidelines will help you to create a 76polished and unified experience for the user.</p> 77 78<p>The following documents discuss detailed guidelines for the common types of 79icons used throughout Android applications:</p> 80 81<dl> 82 <dt><strong><a href="icon_design_launcher.html">Launcher Icons</a></strong></dt> 83 <dd>A Launcher icon is a graphic that represents your application on the 84 device's Home screen and in the Launcher window.</dd> 85 <dt><strong><a href="icon_design_menu.html">Menu Icons</a></strong></dt> 86 <dd>Menu icons are graphical elements placed in the options menu shown to 87 users when they press the Menu button.</dd> 88 <dt><strong><a href="icon_design_action_bar.html">Action Bar Icons</a> 89 <span class="new">new!</span></strong></dt> 90 <dd>Action Bar icons are graphical elements representing action items in the 91 <a href="{@docRoot}guide/topics/ui/actionbar.html">Action Bar</a>.</dd> 92 <dt><strong><a href="icon_design_status_bar.html">Status Bar Icons</a></strong></dt> 93 <dd>Status bar icons are used to represent notifications from your 94 application in the status bar.</dd> 95 <dt><strong><a href="icon_design_tab.html">Tab Icons</a></strong></dt> 96 <dd>Tab icons are graphical elements used to represent individual tabs in a 97 multi-tab interface.</dd> 98 <dt><strong><a href="icon_design_dialog.html">Dialog Icons</a></strong></dt> 99 <dd>Dialog icons are shown in pop-up dialog boxes that prompt the user for 100 interaction.</dd> 101 <dt><strong><a href="icon_design_list.html">List View Icons</a></strong></dt> 102 <dd>List view icons are used with {@link android.widget.ListView} to 103 graphically represent list items. An example is the Settings application.</dd> 104</dl> 105 106<p>To get started creating your icons more quickly, you can download 107the Android Icon Templates Pack.</p> 108 109 110 111 112 113<h2 id="templatespack">Using the Android Icon Templates Pack</h2> 114 115<p>The Android Icon Templates Pack is a collection of template designs, 116textures, and layer styles that make it easier for you to create icons that 117conform to the guidelines given in this document. We recommend downloading the 118template pack archive before you start designing your icons.</p> 119 120<p>The icon templates are provided in the Adobe Photoshop file format (.psd), 121which preserves the layers and design treatments we used when creating the 122standard icons for the Android platform. You can load the template files into 123any compatible image-editing program, although your ability to work directly 124with the layers and treatments may vary based on the program you are using.</p> 125 126<p>You can obtain the latest Icon Templates Pack archive using the link below: 127</p> 128 129<p style="margin-left:2em"><a 130href="{@docRoot}shareables/icon_templates-v4.0.zip">Download the Icon Templates 131Pack for Android 4.0 »</a> 132 133<p>For previous versions of the Icon Templates Pack, see the <em>Downloads</em> 134section in the box at the top-right corner of this page.</p> 135 136 137 138 139 140<h2 id="icon-sets">Providing Density-Specific Icon Sets</h2> 141 142<p>Android is designed to run on a variety of devices that offer a range of 143screen sizes and resolutions. When you design the icons for your application, 144it's important keep in mind that your application may be installed on any of 145those devices. As described in the <a 146href="{@docRoot}guide/practices/screens_support.html">Supporting Multiple 147Screens</a> document, the Android platform makes it straightforward for you to 148provide icons in such a way that they will be displayed properly on any device, 149regardless of the device's screen size or resolution.</p> 150 151<p>In general, the recommended approach is to create a separate set of icons for 152each generalized screen density. Then, 153store them in density-specific resource directories in your application. When 154your application runs, the Android platform will check the characteristics of 155the device screen and load icons from the appropriate density-specific 156resources. For more information about how to store density-specific resources in 157your application, see <a 158href="{@docRoot}guide/practices/screens_support.html#qualifiers">Resource 159directory qualifiers for screen size and density</a>. </p> 160 161<p>For tips on how to create and manage icon sets for multiple densities, see 162<a href="#design-tips">Tips for Designers</a>.</p> 163 164 165 166 167<h2 id="design-tips">Tips for Designers</h2> 168 169<p>Here are some tips that you might find useful as you develop icons or other 170drawable assets for your application. The tips assume that you are using 171Adobe Photoshop or a similar raster and vector image-editing program.</p> 172 173<h3>Use common naming conventions for icon assets</h3> 174 175<p>Try to name files so that related assets will group together inside a 176directory when they are sorted alphabetically. In particular, it helps to use a 177common prefix for each icon type. For example:</p> 178 179<table> 180<tr> 181<th>Asset Type</th> 182<th>Prefix</th> 183<th>Example</th> 184</tr> 185<tr> 186<td>Icons</td> 187<td><code>ic_</code></td> 188<td><code>ic_star.png</code></td> 189</tr> 190<tr> 191<td>Launcher icons</td> 192<td><code>ic_launcher</code></td> 193<td><code>ic_launcher_calendar.png</code></td> 194</tr> 195<tr> 196<td>Menu icons and Action Bar icons</td> 197<td><code>ic_menu</code></td> 198<td><code>ic_menu_archive.png</code></td> 199</tr> 200<tr> 201<td>Status bar icons</td> 202<td><code>ic_stat_notify</code></td> 203<td><code>ic_stat_notify_msg.png</code></td> 204</tr> 205<tr> 206<td>Tab icons</td> 207<td><code>ic_tab</code></td> 208<td><code>ic_tab_recent.png</code></td> 209</tr> 210<tr> 211<td>Dialog icons</td> 212<td><code>ic_dialog</code></td> 213<td><code>ic_dialog_info.png</code></td> 214</tr> 215</table> 216 217<p>Note that you are not required to use a shared prefix of any type — 218doing so is for your convenience only.</p> 219 220 221<h3>Set up a working space that organizes files for multiple densities</h3> 222 223<p>Supporting multiple screen densities means you must create multiple versions 224of the same icon. To help keep the multiple copies of files safe and easier to 225find, we recommend creating a directory structure in your working space that 226organizes asset files per resolution. For example:</p> 227 228<pre>art/... 229 ldpi/... 230 _pre_production/... 231 <em>working_file</em>.psd 232 <em>finished_asset</em>.png 233 mdpi/... 234 _pre_production/... 235 <em>working_file</em>.psd 236 <em>finished_asset</em>.png 237 hdpi/... 238 _pre_production/... 239 <em>working_file</em>.psd 240 <em>finished_asset</em>.png 241 xhdpi/... 242 _pre_production/... 243 <em>working_file</em>.psd 244 <em>finished_asset</em>.png</pre> 245 246<p>This structure parallels the density-specific structure in which you will 247ultimately store the finished assets in your application's resources. Because 248the structure in your working space is similar to that of the application, you 249can quickly determine which assets should be copied to each application 250resources directory. Separating assets by density also helps you detect any 251variances in filenames across densities, which is important because 252corresponding assets for different densities must share the same filename.</p> 253 254<p>For comparison, here's the resources directory structure of a typical 255application: </p> 256 257<pre>res/... 258 drawable-ldpi/... 259 <em>finished_asset</em>.png 260 drawable-mdpi/... 261 <em>finished_asset</em>.png 262 drawable-hdpi/... 263 <em>finished_asset</em>.png 264 drawable-xhdpi/... 265 <em>finished_asset</em>.png</pre> 266 267 268 269<h3>Use vector shapes where possible</h3> 270 271<p>Many image-editing programs such as Adobe Photoshop allow you to use a 272combination of vector shapes and raster layers and effects. When possible, 273use vector shapes so that if the need arises, assets can be scaled up without 274loss of detail and edge crispness.</p> 275 276<p>Using vectors also makes it easy to align edges and corners to pixel 277boundaries at smaller resolutions.</li> 278 279 280 281<h3>Start with large artboards</h3> 282 283<p>Because you will need to create assets for different screen densities, 284it is best to start your icon 285designs on large artboards with dimensions that are multiples of the target icon 286sizes. For example, <a 287href="{@docRoot}guide/practices/ui_guidelines/icon_design_launcher.html">launcher 288icons</a> are 96, 72, 48, or 36 pixels wide, depending on screen density. If you 289initially draw launcher icons on an 864x864 artboard, it will be easier and 290cleaner to tweak the icons when you scale the artboard down to the target 291sizes for final asset creation.</p> 292 293 294 295<h3>When scaling, redraw bitmap layers as needed</h3> 296 297<p>If you scaled an image up from a bitmap layer, rather than from a vector 298layer, those layers will need to be redrawn manually to appear crisp at higher 299densities. For example if a 60x60 circle was painted as a bitmap for 300<code>mdpi</code> it will need to be repainted as a 90x90 circle for 301<code>hdpi</code>.</p> 302 303 304 305<h3>When saving image assets, remove unnecessary metadata</h3> 306 307<p>Although the Android SDK tools will automatically compress PNGs when packaging 308application resources into the application binary, a good practice is to remove 309unnecessary headers and metadata from your PNG assets. Tools such as <a 310href="http://optipng.sourceforge.net/">OptiPNG</a> or <a 311href="http://pmt.sourceforge.net/pngcrush/">Pngcrush</a> can ensure that this 312metadata is removed and that your image asset file sizes are optimized.</p> 313 314 315 316<h3>Make sure that corresponding assets for different densities use the same 317filenames</h3> 318 319<p>Corresponding icon asset files for each density <strong>must use the same 320filename</strong>, but be stored in density-specific resource directories. This 321allows the system to look up and load the proper resource according to the 322screen characteristics of the device. For this reason, make sure that the set of 323assets in each directory is consistent and that the files do not use 324density-specific suffixes.</p> 325 326<p>For more information about density-specific resources 327and how the system uses them to meet the needs of different devices, see <a 328href="{@docRoot}guide/practices/screens_support.html">Supporting Multiple 329Screens</a>.</p> 330 331