Re: [K3d-development] Icon set design methodology.
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From: Daniel S. M. <dsm...@gm...> - 2009-09-20 22:38:23
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On Mon, Sep 21, 2009 at 6:09 AM, Daniel Scott Matthews <dsm...@gm...> wrote: > As promised I have been looking at completing and refactoring the icon > set using a rational design methodology. > > Currently we have a good but incomplete set that is a bit drab and > inconstant in it's use of color and sub-icon motifs. > > I am devising a more systematic way of designing icons, one that can > be documented and allows for systematic motif reuse. (OOD) > > For example: > > If we take this distinct group of icons, > http://www.k-3d.org/wiki/Painter_Plugins > > We can fit them all into this ontology below. Each tag becomes a motif > that can be assembled with others to create a complete icon that can > be read in a logical way. See attached for a couple of examples. N.B. > these are a WIP and I am interested in feed back on the method, rather > than the style of the examples. Noted the motif labels with the *, why > do these exist for RenderMan, but not for GL? > > > painter plugin types > > Script > > OpenGL > RenderMan > VirtualOpenGL > > Script > MultiPainter > > Edge > Numbering > Half > Face > Normal > Numbering > ColorFace > Point > Numbering > SDSEdge > SDSFace > SDSPoint > > Patch > BezierTriangle > Bilinear > Bicubic > > BlobbyPoint > Blobby > > Cone > CubicCurve > Cylinder > Disk > Hyperboloid > LinearCurve > NURBS > Curve > Numbering > Patch > Numbering > NormalArray > Paraboloid > SL > Sphere > Teapot > Torus > VaryingData > VertexData > Particle * > Polyhedron * > SubdivisionSurface * > > SDSEdge > SDSFace > SDSPoint > Also, using this as a guide, http://www.k-3d.org/wiki/Plugin_Categories we can generate and use our base icons for each plugin category so that the higher level menu items can have an icon. Searching, sorting and filtering document node lists by these categories in the GUI would also be driven by the same data.. |