Object
An object is an icon that represents a content type.
When to use
- Marking the type of an item in a mixed list, so a bug and a story can be told apart while scanning.
- Beside an item title, where the type is useful but should not take a word.
When not to use
- For a person or a team. Those are avatars and tiles.
- For status. That is a lozenge, and mixing the two means colour says two things at once.
- In a list where everything is the same type, where the icon repeats on every row and says nothing.
Guidance
Do
Sync fails on retry
Put the type icon beside the title and keep one glyph for one type everywhere.
Don't
Do not show the set as a legend and expect it to be learned. An icon earns its meaning next to the thing it marks.
Intensity
What each of this component's grounds spends, measured against the ladder in both themes.
| Appearance | Ground | Light | Dark |
|---|---|---|---|
| object | brand-bold | 0.460Marked | 0.598Marked |
| object--bug | danger-bold | 0.443Marked | 0.617Marked |
| object--epic | discovery-bold | 0.444Marked | 0.624Marked |
| object--story | lime-bold | 0.450Marked | 0.695Marked |
| object--task | brand-bold | 0.460Marked | 0.598Marked |
Substrate, Ambient and Marked are measured. Directed depends on what else is in the region, and Demanded is declared and rationed, so neither is a property this component carries by itself. See intensity.