what are the 3 different kinds of icons?

Can you please help me before Wednesday?

4 Answers

  • 6 years ago
    Favorite Answer

    1. Icon, or likeness: This is a sign that is a direct imitation of the concept. For example, photograph of a person’s face in a contacts list would be a icon. Similarly a graphic of the iPhone is technically an icon. In user interface the term icon is used instead of a more accurate term signs because when signs were first used in user interfaces they were all mostly icons. Early icons were imitation of a objects in office environment like document, folder, printer.

    2. Index or indications: This is a sign that shows a symptom or evidence of a concept. For example, emoticons :-) are an indication of emotions. While using index, designer has to make sure that the correlation between the index and the concept can be made by the user. Document and image editing programs use index signs (bold, right align) to represent the result of using a tool.

    3. Symbols: This is a sign that becomes associated with the concept by usage over time. Numbers and alphabets are the best examples of symbols. Icons and indices can become symbols over time by repeated usage. The floppy disk image is now commonly used to indicate save operation, although floppy disks are almost extinct.

    It is not possible to represent any concept with a sign. Abstract concepts like Save as, Print preview that have no resemblance in real world are hard to represent visually. It is safer to use a symbol with a label to represent such operations.

    • Login to reply the answers
  • 3 years ago

    Types Of Icons

    • Login to reply the answers
  • 4 years ago

    For the best answers, search on this site https://shorturl.im/aw2jo

    no, i think they will have expansion packs for Sims 3. Here are the differences- * Seamless Nhood: Your Sim can visit neighbors, parks and shops without a loading screen. * All the neighboring Sims will live their life and age simultaniously as your Sim (They'll get married, get jobs,etc). * The game will ship with 1 Neighborhood. * That Nhood will consist of about 90 different lots. It will contain both Maxis made houses and empty lots. * Several weeks after the launch, there will be a tool available to create your own Nhoods. * When the game is out, you can download towns, made by other people. * All buildings in the Nhood can be interacted with, so no prop buildings. * There are 2 kinds of buildings; Buildings that you can build yourself and look into, and buildings where your sim disapears into and re-appears after some time. * These buildings are ploppable; it means that you can just select them from a menu and put it in the Nhood all made and ready. * Confirmed community places are: Pool, Gym, Park, Bistro, Art gallery, Library, Clothing store, City Hall and Bookstore. * You can zoom out to see the whole Nhood at once or zoom in to a single Sim. * You can move a house to a bigger lot. * The Neighborhood stories and inhabitants will be a prequel to the Sims 1 Neighborhood * There will be public events, such as music concerts, movie premieres, pool parties, barbecues, etc. * You can follow your sim in the taxi or car by right clicking their thumbnail. * Cars disappear when you reach your destination, and they reappear when you leave. * You must go to the grocery store to buy food. * You can choose to move to a new lot, and you can either sell your furniture or take it with you. * There's a community spa where you can get a facial, manicure, pedicure, or massage. * You can modify both community and residential lots. Some community lots, like parks and swimming pools, can be totally customized. For work places, you can only add few things outside. * Households can be merged, evicted and splitted. Sims: * There are 6 needs in total: Hunger, Social, Bladder, Hygiene, Energy and Fun. * Sims have Traits. Choose 5 from 65 types like Dreamer, Evil, lucky, etc. These Traits will affect how a Sim behaves towards others and affects their moods, like the mood of an Outdoorsperson will raise when he/she is outside. An evil Sim may slap another Sim. * Toddler: 2 traits, Child: 3 traits, Teens: 4 traits, Young adult and older: 5 traits. * They will look after themselves better. * Fulfilling wishes of a Sim (like the wish to get a big screen tv, getting married,etc), gives you Lifetime Happiness points to buy Lifetime Rewards for your Sims. An example is Steel bladder (never pee again) and Haggler (All your shopping is cheaper). * There are 32 different Rewards. * Moodlets instead of a moodbar. If something happens like a marriage, the Sim gets a moodlet. These moodlets will affect your Sims' mood and give abilities like learning faster. An example: Getting fired will get you a long lasting, big impact moodlet, while going to a small party will get them a short, non-dramatic moodlet. * Hair will not grow but you can 'paint' certain parts of the hair. * Sims have certain skills like cooking or fishing. * You can fulfil needs by simply clicking on an icon. * Instead of fixed interaction (like Talk or Joke), the options are filtered on your current Mood and Traits. * Certain traits have unique interactions. * There will be 7 age groups: Baby, Toddler, Child, Teenager, Young adult, Adult, Elder. * Athletic skill can help Sims stay fitter and even live longer. * Paintings that a Sim makes, will be unique to each Sim. It's based on its personality and mood. * You may control how much time a Sim spends on certain tasks like sleeping, fishing etc. * You can set lifespans to range from 25–1,000 days or turn aging off completely. * Free Will is on a slider bar. You can choose None, Low, or High. * Sims don't need ladders to get in or out of the pool but can still drown if you cancel the action from their queue. * When you are socializing, there is a small pop up that tells you what the other sim is thinking about your 'socializing'. You are irresistable, moving too fast, hilarious, boring, etc. * Sims can not get hit by cars. * Every article of clothing is always available to you in the game, and are always recolorable. So no need to 'buy' clothing. * Every single item you interact with gives your sim a good or bad mood boost depending

    • Login to reply the answers
  • Anonymous
    6 years ago

    could you be more specific?

    i am online now

    • Login to reply the answers
Still have questions? Get your answers by asking now.