• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
1page.title=Icon Design Guidelines
2parent.title=UI Guidelines
3parent.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
40Templates Pack, v4.0 &raquo;</a></li>
41<li><a href="{@docRoot}shareables/icon_templates-v2.3.zip">Android Icon
42Templates Pack, v2.3 &raquo;</a></li>
43<li><a href="{@docRoot}shareables/icon_templates-v2.0.zip">Android Icon
44Templates Pack, v2.0 &raquo;</a></li>
45<li><a href="{@docRoot}shareables/icon_templates-v1.0.zip">Android Icon
46Templates Pack, v1.0 &raquo;</a></li>
47</ol>
48
49<h2>See also</h2>
50
51<ol>
52<li><a href="{@docRoot}guide/practices/screens_support.html">Supporting Multiple
53Screens</a></li>
54</ol>
55
56
57</div>
58</div>
59
60<p>Creating a unified look and feel throughout a user interface adds value to
61your product. Streamlining the graphic style will also make the UI seem more
62professional to users.</p>
63
64<p>This document provides information to help you create icons for various parts
65of your application’s user interface that match the general styles used by the
66Android 2.x framework. Following these guidelines will help you to create a
67polished and unified experience for the user.</p>
68
69<p>The following documents discuss detailed guidelines for the common types of
70icons used throughout Android applications:</p>
71
72<dl>
73  <dt><strong><a href="icon_design_launcher.html">Launcher Icons</a></strong></dt>
74  <dd>A Launcher icon is a graphic that represents your application on the
75  device's Home screen and in the Launcher window.</dd>
76  <dt><strong><a href="icon_design_menu.html">Menu Icons</a></strong></dt>
77  <dd>Menu icons are graphical elements placed in the options menu shown to
78  users when they press the Menu button.</dd>
79  <dt><strong><a href="icon_design_action_bar.html">Action Bar Icons</a>
80  <span class="new">new!</span></strong></dt>
81  <dd>Action Bar icons are graphical elements representing action items in the
82  <a href="{@docRoot}guide/topics/ui/actionbar.html">Action Bar</a>.</dd>
83  <dt><strong><a href="icon_design_status_bar.html">Status Bar Icons</a></strong></dt>
84  <dd>Status bar icons are used to represent notifications from your
85  application in the status bar.</dd>
86  <dt><strong><a href="icon_design_tab.html">Tab Icons</a></strong></dt>
87  <dd>Tab icons are graphical elements used to represent individual tabs in a
88  multi-tab interface.</dd>
89  <dt><strong><a href="icon_design_dialog.html">Dialog Icons</a></strong></dt>
90  <dd>Dialog icons are shown in pop-up dialog boxes that prompt the user for
91  interaction.</dd>
92  <dt><strong><a href="icon_design_list.html">List View Icons</a></strong></dt>
93  <dd>List view icons are used with {@link android.widget.ListView} to
94  graphically represent list items. An example is the Settings application.</dd>
95</dl>
96
97<p>To get started creating your icons more quickly, you can download
98the Android Icon Templates Pack.</p>
99
100
101
102
103
104<h2 id="templatespack">Using the Android Icon Templates Pack</h2>
105
106<p>The Android Icon Templates Pack is a collection of template designs,
107textures, and layer styles that make it easier for you to create icons that
108conform to the guidelines given in this document. We recommend downloading the
109template pack archive before you start designing your icons.</p>
110
111<p>The icon templates are provided in the Adobe Photoshop file format (.psd),
112which preserves the layers and design treatments we used when creating the
113standard icons for the Android platform. You can load the template files into
114any compatible image-editing program, although your ability to work directly
115with the layers and treatments may vary based on the program you are using.</p>
116
117<p>You can obtain the latest Icon Templates Pack archive using the link below:
118</p>
119
120<p style="margin-left:2em"><a
121href="{@docRoot}shareables/icon_templates-v4.0.zip">Download the Icon Templates
122Pack for Android 4.0 &raquo;</a>
123
124<p>For previous versions of the Icon Templates Pack, see the <em>Downloads</em>
125section in the box at the top-right corner of this page.</p>
126
127
128
129
130
131<h2 id="icon-sets">Providing Density-Specific Icon Sets</h2>
132
133<p>Android is designed to run on a variety of devices that offer a range of
134screen sizes and resolutions. When you design the icons for your application,
135it's important keep in mind that your application may be installed on any of
136those devices. As described in the <a
137href="{@docRoot}guide/practices/screens_support.html">Supporting Multiple
138Screens</a> document, the Android platform makes it straightforward for you to
139provide icons in such a way that they will be displayed properly on any device,
140regardless of the device's screen size or resolution.</p>
141
142<p>In general, the recommended approach is to create a separate set of icons for
143each generalized screen density. Then,
144store them in density-specific resource directories in your application. When
145your application runs, the Android platform will check the characteristics of
146the device screen and load icons from the appropriate density-specific
147resources. For more information about how to store density-specific resources in
148your application, see <a
149href="{@docRoot}guide/practices/screens_support.html#qualifiers">Resource
150directory qualifiers for screen size and density</a>. </p>
151
152<p>For tips on how to create and manage icon sets for multiple densities, see
153<a href="#design-tips">Tips for Designers</a>.</p>
154
155
156
157
158<h2 id="design-tips">Tips for Designers</h2>
159
160<p>Here are some tips that you might find useful as you develop icons or other
161drawable assets for your application. The tips assume that you are using
162Adobe Photoshop or a similar raster and vector image-editing program.</p>
163
164<h3>Use common naming conventions for icon assets</h3>
165
166<p>Try to name files so that related assets will group together inside a
167directory when they are sorted alphabetically. In particular, it helps to use a
168common prefix for each icon type. For example:</p>
169
170<table>
171<tr>
172<th>Asset Type</th>
173<th>Prefix</th>
174<th>Example</th>
175</tr>
176<tr>
177<td>Icons</td>
178<td><code>ic_</code></td>
179<td><code>ic_star.png</code></td>
180</tr>
181<tr>
182<td>Launcher icons</td>
183<td><code>ic_launcher</code></td>
184<td><code>ic_launcher_calendar.png</code></td>
185</tr>
186<tr>
187<td>Menu icons and Action Bar icons</td>
188<td><code>ic_menu</code></td>
189<td><code>ic_menu_archive.png</code></td>
190</tr>
191<tr>
192<td>Status bar icons</td>
193<td><code>ic_stat_notify</code></td>
194<td><code>ic_stat_notify_msg.png</code></td>
195</tr>
196<tr>
197<td>Tab icons</td>
198<td><code>ic_tab</code></td>
199<td><code>ic_tab_recent.png</code></td>
200</tr>
201<tr>
202<td>Dialog icons</td>
203<td><code>ic_dialog</code></td>
204<td><code>ic_dialog_info.png</code></td>
205</tr>
206</table>
207
208<p>Note that you are not required to use a shared prefix of any type &mdash;
209doing so is for your convenience only.</p>
210
211
212<h3>Set up a working space that organizes files for multiple densities</h3>
213
214<p>Supporting multiple screen densities means you must create multiple versions
215of the same icon. To help keep the multiple copies of files safe and easier to
216find, we recommend creating a directory structure in your working space that
217organizes asset files per resolution. For example:</p>
218
219<pre>art/...
220    ldpi/...
221        _pre_production/...
222            <em>working_file</em>.psd
223        <em>finished_asset</em>.png
224    mdpi/...
225        _pre_production/...
226            <em>working_file</em>.psd
227        <em>finished_asset</em>.png
228    hdpi/...
229        _pre_production/...
230            <em>working_file</em>.psd
231        <em>finished_asset</em>.png
232    xhdpi/...
233        _pre_production/...
234            <em>working_file</em>.psd
235        <em>finished_asset</em>.png</pre>
236
237<p>This structure parallels the density-specific structure in which you will
238ultimately store the finished assets in your application's resources. Because
239the structure in your working space is similar to that of the application, you
240can quickly determine which assets should be copied to each application
241resources directory. Separating assets by density also helps you detect any
242variances in filenames across densities, which is important because
243corresponding assets for different densities must share the same filename.</p>
244
245<p>For comparison, here's the resources directory structure of a typical
246application: </p>
247
248<pre>res/...
249    drawable-ldpi/...
250        <em>finished_asset</em>.png
251    drawable-mdpi/...
252        <em>finished_asset</em>.png
253    drawable-hdpi/...
254        <em>finished_asset</em>.png
255    drawable-xhdpi/...
256        <em>finished_asset</em>.png</pre>
257
258
259
260<h3>Use vector shapes where possible</h3>
261
262<p>Many image-editing programs such as Adobe Photoshop allow you to use a
263combination of vector shapes and raster layers and effects. When possible,
264use vector shapes so that if the need arises, assets can be scaled up without
265loss of detail and edge crispness.</p>
266
267<p>Using vectors also makes it easy to align edges and corners to pixel
268boundaries at smaller resolutions.</li>
269
270
271
272<h3>Start with large artboards</h3>
273
274<p>Because you will need to create assets for different screen densities,
275it is best to start your icon
276designs on large artboards with dimensions that are multiples of the target icon
277sizes. For example, <a
278href="{@docRoot}guide/practices/ui_guidelines/icon_design_launcher.html">launcher
279icons</a> are 96, 72, 48, or 36 pixels wide, depending on screen density. If you
280initially draw launcher icons on an 864x864 artboard, it will be easier and
281cleaner to tweak the icons when you scale the artboard down to the target
282sizes for final asset creation.</p>
283
284
285
286<h3>When scaling, redraw bitmap layers as needed</h3>
287
288<p>If you scaled an image up from a bitmap layer, rather than from a vector
289layer, those layers will need to be redrawn manually to appear crisp at higher
290densities. For example if a 60x60 circle was painted as a bitmap for
291<code>mdpi</code> it will need to be repainted as a 90x90 circle for
292<code>hdpi</code>.</p>
293
294
295
296<h3>When saving image assets, remove unnecessary metadata</h3>
297
298<p>Although the Android SDK tools will automatically compress PNGs when packaging
299application resources into the application binary, a good practice is to remove
300unnecessary headers and metadata from your PNG assets. Tools such as <a
301href="http://optipng.sourceforge.net/">OptiPNG</a> or <a
302href="http://pmt.sourceforge.net/pngcrush/">Pngcrush</a> can ensure that this
303metadata is removed and that your image asset file sizes are optimized.</p>
304
305
306
307<h3>Make sure that corresponding assets for different densities use the same
308filenames</h3>
309
310<p>Corresponding icon asset files for each density <strong>must use the same
311filename</strong>, but be stored in density-specific resource directories. This
312allows the system to look up and load the proper resource according to the
313screen characteristics of the device. For this reason, make sure that the set of
314assets in each directory is consistent and that the files do not use
315density-specific suffixes.</p>
316
317<p>For more information about density-specific resources
318and how the system uses them to meet the needs of different devices, see <a
319href="{@docRoot}guide/practices/screens_support.html">Supporting Multiple
320Screens</a>.</p>
321
322