A Semiotic Approach for Analysing Icons in Graphical User Interface Abstract: In this work the authors present a semiotic model for analysing and classifying icons. This model is based upon three steps: 1) the icon is analysed in relation to itself; 2) the icon is analysed in relation to the object it represents; 3) the icon is analysed in relation to the human interpreter. The first step is carried out through a perceptual, formal and gestalt analysis. The second step, which refers to the object the icon represents, is carried out through hermeneutic, semantical, functional Keyword: Icon, semiotic approach, GUI The graphical design of a user interface presents a very difficult problem when designers utilise icons.They have to be put in communicative environments and usually icons have precise meanings problem when designers utilise icons.They have to be put in communicative environments and usually icons have precise meanings from a syntactical and semantical point of view on one hand. These meanings deal with the real functions within multimedia page . On the other hand icons have functions in the process of human computer interaction. Like natural languages, graphic interfaces have visual sentences which say things about the world; what a visual sentence says about the world (its information domain) is a sum of the icons it contains and the structures into which these are combined. The Good interaction with an interface requires that users are able to translate the common every day meaning of the icons into the metaphorical and ergonomic meaning [1] which icons have in that translate the common every day meaning of the icons into the metaphorical and ergonomic meaning [1] which icons have in that context . In this way users must learn conventional meanings of that To-day many icon collections exist on the World Wide Web (For example, a metaindex is available at a metaindex is available at http://www.webcom.com/~webcom/power/icons.html) that interface designers use in their work. Too little attention is devoted to icon http://www.webcom.com/~webcom/power/icons.html) that interface designers use in their work. Too little attention is devoted to icon classification which is useful to define standards in the computer The second project "Tecfa" presents a formal analysis of the interaction among icons within the same multimedia page and a semantic analysis of the iconís formal characteristics (the on-line address is interaction among icons within the same multimedia page and a semantic analysis of the iconís formal characteristics (the on-line address is the following http://tecfa.unige.ch/). (http://www.pomona.claremont.edu/visual-lit/intro/intro.html) and the CHI 95 tutorial on Icons by William Horton [6]. The present authors retain that none of these studies explains the complex relationship between user and the icons in a graphical interface. In this work the authors present a semiotic model for analysing and classifying icons [7] [5]. This model is based upon three steps: 1) the icon is analysed in relation to itself; 2) the icon is analysed in relation to the object it represents; 3) the icon is analysed in relation to the human interpreter. line, direction, hue, texture, shape, scale, dimension and motion [3]. These structures let us to divide an icon into its components parts; while gestalt analysis allows one to put these parts together again, while gestalt analysis allows one to put these parts together again, arriving at the re-construction of the whole icon, in a process that is not derived from the sum of the single structures, but is a The second step, which refers to the object the icon represents, is carried out through hermeneutic, semantical, functional and communicative analysis. Hermeneutic analysis considers the interpretation of icons into the socio-cultural contexts in which they can be found or utilised. This analysis "emphasises those areas of understanding play a central role" [9]. Semantical analysis deals with the relation of an icon (and of an object) to all the meanings it carries, defining not only the ares the object refers to (a network of conventional meanings, which can be utilised by a group of users in that particular domain [1]. Like natural languages, icons give the user the possibility to communicate with a large number of alternative these alternatives (through a process of decision-making) and to inter-act with the object/icon that represents the function a user wants to activate. At this stage it is possible to list all the functions the interface makes available and all the communicative behaviours an icon provides the users with. the interface and with a set of functions, meanings, behaviours that an icon allows. Learning does not depend on the retention of an iconís an icon allows. Learning does not depend on the retention of an iconís formal structures, but on the user's ability to create links between that satisfy his own aims. It is therefore necessary to establish: a) the user's experience of the icon in that particular context; b) what his emotional responses in relation to that icon are; c) what his aims the user's experience of the icon in that particular context; b) what his emotional responses in relation to that icon are; c) what his aims are (pragmatics) and d) the user's psychological profile. 1) perceptual-formal-gestalt requirements that an icon must have from a graphical-representative point of view; 2) a non-ambiguous representation and planning of the functions an icon carries in its role within the interface. This helps clarify its meaning and the communication context into which it is inserted; 3) how an icon can be understood from a cognitive and emotional point of view in relation to the aims the users have in mind when they a better human-computer interaction. At the present time we are utilising this model to create a large data base of icons. We plan to realise some interfaces with these icons and make test-beds to utilising this model to create a large data base of icons. We plan to realise some interfaces with these icons and make test-beds to evaluate their usability. 6. Horton W. (1995). Designing Icons and Visual Symbols , in Proceedings of the ACM Conference on Human Factors in Computing