10 Big Sets of Free Icons for Web and Application Designers

March 8th, 2013
emoticon-happy-128Icon courtesy of
GraphicsFuel

If you’re designing software applications, you need icons. Lots of icons.

You could buy an icon set or commission to have your own icons custom made but, if you’re just getting started on a design project, chances are you don’t actually know what you need yet.

At least, not until you’ve explored the app a little more and developed the requirements.

That’s where a good set of free icons can come in very handy.

Big Sets

Many free icon sets are high enough quality to use in production. But, whether or not you use the free icons in your final application, having a large set of icons at your disposal will prevent you from stalling in your design project and get you to your deliverables faster.

You can mix and match but when you have to find and combine icons from lots of different sets, you lose congruency in your design. That’s not so bad in the initial stages but can get distracting as the design progresses.

Hunting for Icons

To that end, I’ve been on the hunt for some good icon sets to use in our own projects, and to share with you. I thought it would be a simple task…

After many days of searching, I found hundreds of free icon sets. But there’s a reason this post only lists 10.

Rather than hit you with as many sets as I could find, I’ve chosen fewer, high quality icon sets containing a large number of icons, so you can maintain consistency throughout your project.

The images, below, are typically just a small fragment of the overall set to give you an idea of the icon styling in the sets.

Important:
In most cases, these icon sets are free to use for personal or commercial projects. Some may need attribution. None may be re-sold or re-distributed. Please make sure you read the terms and conditions or license file for each set before use.

Using icon sets in GUI Design Studio

GUI Design Studio lets you incorporate icon images of practically any type into your mock-ups and prototypes, and can scale them to any size. You can also choose to display them all in monochrome to minimize distractions.

For details on how to incorporate these icon sets into GUI Design Studio, please take a look at these Forum Articles:

 
Now, on to the icon sets themselves…

Farm-Fresh Web Icons

1. Farm-Fresh Web Icons

Provided by: FatCow Web Hosting
Created: 2010 – 2012
Format: PNG
Sizes: 32 x 32
16 x 16
Quantity: 3000 (of each size)
Ideal for: Web, Apps

An incredible set of beautiful, well-crafted icons to cover a huge variety of applications. In two sizes, perfect for ribbon bar applications with buttons that need to adapt.

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GUI Design Studio 4.5 Released With Enhanced Data Handling And Scrolling Regions

February 18th, 2013

New Version 4.5The new 4.5 versions of GUI Design Studio Professional and Express, along with a new Viewer, are now available for download.

NowShowingClip1For users of versions 4.0 to 4.4, this is a free upgrade and the Viewer is, of course, always free. Users of GUI Design Studio version 3 or below can install v4 in parallel and try it out before upgrading.

The Professional edition of version 4.5 contains enhanced data handling features while all editions benefit from some nice little changes to component scrolling regions.

There’s also a number of other small changes and 13 bug fixes.

Enhanced CSV Data Features [Pro only]

Building on from the CSV data features introduced in version 4.4, you can now make even better use of data within your application prototypes.

New Data Editor

Relying on the use of external CSV data file editors was never going to be optimal and was only intended as a short-term solution.

If you’d like to continue using Microsoft Excel, or other application, as your CSV file editor, there’s a Preference option to allow you to do this. Otherwise, the default will be to open up the new, internal editor:

DataEditor2

 

While this is a simple editor, it has all you need to create and edit data files, including full undo and redo capabilities.

There’s also a nice function to fill a column with unique ID values to allow record (row) identification and relationships between data tables.

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Expanded Tables and Data in GUI Design Studio 4.4

August 23rd, 2012

New Version 4.4The new 4.4 versions of GUI Design Studio Professional and Express, along with a new Viewer, are now available for download.

For users of versions 4.0 to 4.3, this is a free upgrade and the Viewer is, of course, always free. Users of GUI Design Studio version 3 or below can install v4 in parallel and try it out before upgrading.

We had two primary goals for version 4.4:

  1. Introduce new Data functionality based on CSV data table files.
  2. Bring the interactivity of Table elements more into line with other elements.

We’ve also made a few other tweaks and fixed some bugs along the way. While most of these new features are only applicable to the Professional edition (and the Viewer), many of the tweaks and bug fixes also apply to the Express edition.

New CSV Data Features [Pro only]

Data tables are CSV text files containing rows and columns of data. They act like tables within a relational database. The first row contains the name for each field in the table and each subsequent row represents a data record.

The new Data panel provides access to CSV files stored within your project:

The New Data Panel

 

The Help file has a brand new chapter that describes “How to Use Data Tables” so I won’t go into detail here. We have big plans for extending the capabilities of data tables but there’s still a lot you can do with them now to display data and navigate between data records within your prototypes:

Data Record Navigation

 

Enhancing the Table Element

Not to be confused with the new data tables feature, here’s a quick Table element example, showing off some of the changes, without the need for any overlay elements:

Fruit Table

Up until now, the Table element has been rather static. You could scroll the content and, through properties, indicate selected rows but you couldn’t interact with it further. Adding interactive features has been a primary request from users.

  • Row Selection [Pro only]: We’ve now added interactive row selection with keyboard navigation and multiple row selections using mouse clicks combined with the Shift and Ctrl keys, just like Lists and Trees.
  • Row Navigation: As with the other controls, you can now make connections from individual Table rows to add actions and other navigational behaviour. Sometimes you want to perform some action regardless of which row is selected. In that case, hold Ctrl down while making the connection to link from all rows as one. This also works for List elements!
  • Column Type: For presentation purposes, you can now select the data type for each column as Text, Image, Icon or Checkbox. These determine how the column data is rendered:
    • Text is text and renders as before.
    • Checkbox columns should have a value of 0 for unchecked, 1 for checked or 2 for unspecified.
    • For Images, the data must be a project-relative path to the image file, including the file extension.
    • Icons specify the name of the icon within the project’s Icons folder.

     

  • Variable Support [Pro only]: With the new selection capabilities, Tables can now be assigned to a Variable, just like List and Tree elements, with similar sub-variables. Since Tables have multiple columns, a new property lets you select which one contains the significant data to return for selected rows.
  • Data Integration [Pro only]: Tables can be attached to a CSV data table. When the prototype is running, it will take its data from there instead of using design-time data. In future, any changes the prototype makes to the underlying data table will be reflected in the Table element automatically, but that’s for later! Note that List elements also have this new ability.

 

Animation [Pro only]

This almost went under-the-radar as one of those relatively small features that could make a big difference, especially for all those people that asked for it.

We’ve added native support for animated GIF files. Very useful for loading graphics like this:

Colour Loading Spinner

These will also work as spliced, resizable images and when monochrome mode is engaged.

The second animation feature is the ability to transition integer variables between any two values over a specified time frame. And that includes the possibility of animating the active record of a data table or a conditional content selector, opening up many options for slideshows and other presentations.

Animating A Slideshow

What makes this even more useful is the ability to set onward actions and navigations once an animation has completed, including further, chained animations.

Definitely something to have fun with!

 

Other Changes

  • Variable support added for icons and images. This works in the same way as Table image and icon columns.
  • Import images command added.
  • Node text colour and italic option added to Trees.
  • Opening folders in Explorer also select files now.
  • System menu crash fixed.
  • Element interaction on top of components fixed.
  • Replace Window fix for nested components.
  • Frame Window elements fixed for monochrome Vista style.
  • Horizontal Scroll Bars fixed for right-to-left mirroring.
  • Table header hit testing fixed for horizontal scrolling.

 

We hope you enjoy using the new features in GUI Design Studio v4.4. As we get busy on the next release, please let us know how you get on by leaving a comment below, contacting Support through the usual channels, or on the new Forums.

Happy designing!

 

3 Key Lessons Learned Creating The New iOS Design Library

April 19th, 2012

A couple of weeks ago we released an extensive, new iOS Design Library.

This library has been created as an extension of the original iPhone Library and is intended to supersede that library for all new projects. Existing projects that use components in the iPhone Library should continue to link to it but may also link to this new library.

The iOS Library contains a collection of custom element widgets, components and icons for prototyping Apple iPad, iPhone and iPod Touch applications.

Creating libraries like this gives us a lot of ideas on how to improve GUI Design Studio itself, but also throws up some interesting learning experiences for library design.

Here’s three key lessons we learned that may be of use to you in creating your own design libraries for reusing widgets and components in your own projects…

1. Think ahead when planning the library structure

When we produced the original iPhone Library, we had always intended on producing a separate iPad Library.

But when we came to work on the iPad Library, we quickly realized that there’d be a lot of overlap with the same widgets appearing in both libraries. If Apple ever produce another type of iOS device with a similar UI then the overlap problem would worsen.

Not only that, but many iOS Apps need to be designed for both platforms so a single design project might contain screens for both targets. While it would still be easy to link to both iPhone and iPad libraries separately, it makes sense just to need the one library.

 

In the end, we maintained mostly the same folder structure and file names for iPhone components with and added “iPad” labels for the new additions aimed at the iPad. So if a design file or folder contains “iPad” then that’s what it’s for, otherwise it’s for the iPhone or generic.

For widgets, it’s not so bad. The structure is not important because, unlike components, widgets are copied into designs with no reference back to their original location.

Overall, with a bit of forward thinking and planning, we could have had a more consistent structure and naming convention and also avoided the problem of having an obsolete design library floating around!

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Why Pixel Density is Important for Application Designers

March 27th, 2012

Courtesy of Microsoft

After much anticipation, the big splash of the moment is the release of the Apple iPad 3 with its high density “Retina” display.

This will allow for more detail in higher resolution images and sharper text with legibility to rival paper. Soon, Microsoft and other tablet manufacturers will follow suit with high density displays in their devices.

But what does this mean for application designers and software developers?

Since the early days of desktop computing, developers have had to deal with different screen resolutions.

Any modern, desktop GUI application will have been designed to scale so that it can run full screen or in a smaller window. The bigger the window, the more you can fit in. And, if something doesn’t fit, you re-arrange stuff or introduce scrolling.

Nice and easy (sort of).

Laptop troubles

Display adapters can usually kick out a number of different resolutions. In the days of CRT monitors (not so long ago, actually), you could pick a screen resolution that matched the size of your monitor and the quality of your eyesight. Got a big monitor? Whack up the resolution?

Screen density has still been a problem, though. I once made the mistake of choosing the ‘upgraded’ screen option on a new laptop. Instead of the regular 1024 x 768 display, I thought I’d be much more productive if I could fit more on screen and opted for the 1400 x 1050 display.

What I didn’t realize at the time was that the high resolution (high pixel density) on such a small, 15″ screen made everything so small that text was hard to read and buttons became hard to click, requiring greater accuracy in mouse control.

Stuck with the built-in TFT screen, there were two options:

  1. Use the Microsoft Windows “Large Fonts” setting to make everything (well, some things) bigger and totally horrendous, especially for applications that don’t properly support scaled fonts, or
  2. Change the display resolution back to a more reasonable 1024 x 768.

 
And that’s where screen density issues crop up.

Digital, flat-screen displays have a fixed number of pixels, determined by their size and pixel density. This means they are optimized for that resolution. If you change the display to any other resolution, artefacts show up that make everything look nasty. Single pixels need to map onto, say, 1.4 pixels. Some end up using 1 pixel and others 2, or anti-aliasing is engaged to try to smooth everything out.

While bitmap image scaling generally does a good job of this sort of thing, text and general UI elements can end up looking blurred and fuzzy, inducing headaches after prolonged use.

The case for tablets

So, what about the new wave of high-density tablets?

If you compare the specifications, just as with the iPhone 4 previously, Apple have smartly chosen to exactly double the resolution of the iPad 3, from 1024 x 768 on the original iPad and iPad 2, to 2048 x 1536 on the iPad 3.

This means all the graphic assets from an application designed for the older display will look identical on the new Retina display with no jaggies or other artefacts. Each pixel in the original will map to 4 pixels on the new display (a 2 x 2 square). Text will get the full Retina effect and developers can choose to provide higher resolution images for their applications, or not.

Meanwhile, at Microsoft, as you might imagine, the Windows 8 team have been doing extensive research into all things display-related to ensure that Windows 8 works well not just on fixed-sized mobile devices but also variable-resolution desktops.

Instead of using a 200% scaling factor, like the iPad 3, Microsoft have identified a number of resolution sweet spots and settled on two different scaling factors: 140% and 180%. While these seem like odd numbers, they allow for the same user experience on standard (1366 x 768), HD (1920 x 1080) and Quad-XGA (2560 x 1440) displays.

Devices running Google Android seem to be even more varied in screen size and pixel density, including some of the smallest screens around at about 2.5 inches. The recommended practice for supporting multiple screen sizes is to strive for density independence in your applications and focus on physical dimensions instead.

Just like my experience with that old laptop, the key factor for touch-based mobile devices and tablets is not the screen resolution but the screen size. Using a finger as a pointing device is much less accurate than a mouse so the target area needs to be consistently large enough regardless of pixel density.

The bottom line for application designers

The way you design your applications will be highly dependent on your target device. If your application is being designed for desktop use only then screen resolution (pixel density) is important because you can use flexible layouts to fit more or less on screen. You can’t assume anything about the number of pixels available to your application because it could be running full screen or in a smaller window.

When it comes to touch-based mobile devices, the most important factor is the physical size of the screen and not the pixel density. While you can make use of higher density displays by providing larger versions of image assets for crisper rendering, the key consideration will be to design different layouts for a few fixed screen sizes (large, medium, small) and then scale the entire application to fit those layouts.

If you’re thinking of creating an application, especially a web application, that is intended to run on all devices, from desktop to mobile, then consider carefully whether this is the right approach. For full-screen applications like games, it may make a lot of sense. For most other applications, you’ll need to tailor the user experience to the target device based on its physical size and input method.

Recommended resolutions for screen design and prototyping

As a general rule, unless you have a specific requirement to the contrary, design for the lowest common denominator of screen size and pixel density (resolution). Not only will this ensure it will work for all users, it will be much more manageable within your design tool.

The following dimensions assume a landscape layout – simply flip them for portrait:

General Size Resolution Recommended For
Very Small 320 x 240 Small Android or other Phone
Small A 480 x 320 iPhone, iPod Touch, Android Phone, Windows Phone
Small B 640 x 480 BlackBerry Torch
Medium A 1024 x 600 7″ Android Tablet
Medium B 1024 x 768 iPad, Desktop, Laptop, Windows 8 Device
Medium Wide 1280 x 768 10″ Android Tablet, Desktop, Laptop
Large 1920 x 1080 Intense full-screen Desktop Apps

 

Write a comment below if you agree or disagree with any of this!

 

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