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> Icons are direct visual analogs of the things represented.

Counter example: The universal icon for "play", as in to play a movie, is a right facing arrow. It is not a visual analog of anything, since playing a movie is an entirely abstract concept.

The same is true of rewind, pause, and most other controls on a VCR.

Having two icons next to each other, one that looks like a "+" and the other that looks like a "-" indicates a set of controls for increasing and decreasing. Again, these are icons that are not visual analogs of anything; they're entirely abstract.

The fact that a lot of icons are visual analogs is merely for convenience sake. Having a button that looks like an open door helps communicate to people, who've never been taught what that icon means, that this is probably a button that opens a door. That's more convenient than having to educate all users that a completely arbitrary symbol means "open a door".

But, as I mentioned with the VCR control examples, if the thing you're trying to represent doesn't have a visual analog at all, then you just have to design something arbitrary and explain it to people until it becomes common language. Much like a heart symbol.



"The universal icon for "play", as in to play a movie, is a right facing arrow. It is not a visual analog of anything"

Of course it is.

The very reason it's called an "arrow" is because it is fundamentally a visual analog of a physical arrow, which moves linearly through space.

Note that the icon to go backward is an arrow pointing the other way.

Now, the stop button is more of an abstraction, to be sure.

"one that looks like a "+" and the other that looks like a "-"

+ and - are text, not icons. Written mathematics is a form of text.




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