Computer iconography in desktop operating systems and applications has evolved in style but, in many cases, not in substance for decades. For example, in many applications, a 3.5" floppy diskette icon still represents the “Save” function. But many of today's young adult computer users grew up without direct physical experience of floppy diskettes and many of the other objects that are represented by enduring legacy icons. In this article, we describe a multi-part study conducted to gain an understanding of young adults’ perceptions of computer iconography, and to possibly update that iconography based on young adults’ current mental models. To carry out this work, we gathered a set of 39 icons found on common desktop operating systems and applications and also recruited 30 young adults aged 18–22. In the first part of our study, an end-user elicitation study, we asked participants to propose sketches of icons they deemed most appropriate to trigger the functions associated with our selected icons. We elicited a total of 3,590 individual icon sketches and grouped these into a set of participant-generated icons. In the second part of our study, an end-user identification study, we showed participants the 39 icons from current operating systems and asked them to name the computing functions triggered when those icons were selected. We also asked them to identify the real-world objects, if any, those icons represented, and to tell us about their personal experiences with those objects. Finally, we conducted a second identification study with 60 new participants from Amazon's Mechanical Turk on the set of participant-generated icons we obtained from the first part of our study to see how recognizable our young adults’ sketched icons were. Our study results highlight 20 anachronistic icons currently found on desktop operating systems in need of redesign. Our results also show that with increased icon production, the chances for anachronism significantly decrease, supporting the “production principle” in elicitation studies. Furthermore, our results include an updated set of icons derived from our young adult participants. This work contributes an approach to using end-user elicitation to understand users, user interface design, and specifically, icon design.
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