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Button graphics appear inside buttons--most often in toolbar buttons. Such graphics identify the action, setting, mode, or other function represented by the button. For instance, clicking the button might carry out an action (creating a new file) or set a state (boldfaced text).
For a collection of button graphics designed in the
Java look and feel, see
Appendix B. The graphics in this
repository can also be found on the
book's companion CD-ROM.
The two standard sizes for button graphics are 16 x 16 pixels and 24 x 24 pixels. You can use either size (but not both at the same time) in toolbars or tool palettes, depending on the amount of space available. For details on toolbars, see Toolbars.
It might be appropriate to use toolbar buttons that display text in addition to or instead of graphics. Consider this approach if your usability studies establish that the action, state, or mode represented by the button graphic is difficult for users to comprehend.
If you include both text and graphics in a button, the size of the button will exceed 16 x 16 or 24 x 24 pixels. Consider using tool tips instead, or let users choose between displaying button text or using tool tips. For details, see Tool Tips for Toolbar Buttons.
Use tool tips to help clarify the meaning of
toolbar buttons.
When designing your button graphics, clearly show
the action, state, or mode
that the button initiates.
Keep the drawing style symbolic; too much detail
can make it more difficult
for users to understand what a button does.
Use a flush 3D border to indicate that a button is
clickable.
Draw a distinct dark border without anti-aliasing
or other exterior detail
(except the flush 3D highlight) around the outside of a button graphic.
Do not include text as part of your button graphics
(GIF files). Use button text
instead. Keep the button text in a resource bundle to facilitate
localization.
Setting tool tips automatically sets the
accessibleDescription of an
object, which in turn, greatly benefits users with physical and
cognitive
limitations.
The following figure shows sample button graphics designed for toolbars and for the contents of an internal utility window.
Figure 45 Button Graphics for a Toolbar and an Internal Utility Window
Use a single style to create a "family" of button
graphics with common visual
elements. You might use a similar color palette, size, and style for all
button
groups across your GUI, such as toolbar buttons, toggle buttons, or
command
buttons. Review the graphics in context before finalizing them.
The flush 3D effect simulates the appearance of beveled buttons or shapes inset at the same level as the background. To achieve this effect, you need to create a shadow and a highlight for both the background and the button graphic. In smaller button graphics, you can achieve this effect by placing highlights at the correct locations along the edges of the icon. (The shadows are already provided by the darker outline of the button graphic.) In a larger 24 x 24 or 32 x 32 pixel graphic, you can use a graduated highlight within the button graphic to simulate a more smoothly rounded edge.
With the flush 3D effect, the button graphic appears to have a light beveling around the edges.
To produce the flush 3D effect on button graphics, add:
The size of a button graphic includes all the pixels within the border. As shown in the following illustration, horizontal and vertical dimensions are both either 16 or 24 pixels. The border abuts the button graphic (that is, there are no pixels between the border and the graphic).
Figure 47 Button Graphics With Borders
Leave an apparent two pixels between the button border and the graphic. Because the white pixels in both the button border and the button graphic are less visually significant than the darker borders, the area used for most of the drawing is offset within the 16 x 16 or 24 x 24 space. Actually, 1 pixel is reserved on the left and top, and 2 pixels are reserved on the right and bottom (but highlights are allowed to extend in this area). The following illustration shows the standard drawing area for both button sizes.
Figure 48 Primary Drawing Area in Buttons
The following illustration shows 16 x 16 and 24 x 24 button graphics that use the maximum recommended drawing area. On all four sides, there are 2 pixels between the dark border of the button graphic and the dark portion of the button border.
Figure 49 Maximum-Size Button Graphics
When drawing a button graphic, first decide on a general
design that represents the action or setting activated by the button. In
the following examples, a clipboard represents the Paste command.
This is a good basic design, but because of the
large area using a single color, the graphic lacks visual interest and
might not reproduce well on some systems. Here is an exploded view of the button graphic
and its color overlay. This figure shows the effect of the pattern on
the color detail of the button graphic. This practice ensures that the background color
shows through; if the theme changes, the area around the button graphic
will match the rest of the background canvas in the interface.
1. Decide which sizes you want to use for
the button or toolbar graphic and identify your primary drawing
area.
2. Draw a basic outline shape, taking care
to remain within the primary drawing area.
3. Add some basic color.
4. Add the flush 3D effect by drawing
highlights on the inside left and top, and on the outside bottom and
right of the outline. Note that the highlights can extend
beyond the primary drawing area.
5. Try a gradient instead of the flat
color.
6. Add a pattern. This technique minimizes
banding and dithering on displays with 256 or fewer colors (see Maximizing Color Quality).
7. Define the empty area around your button
graphic (in which you have not drawn anything) as transparent pixels in
the GIF file.
8. Test your button graphic on target
platforms.
| Java Look and Feel Design Guidelines, second
edition.
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