Graphic designer and icon designer · 1954–present · American
Susan Kare
Known For
Kare designed the icons, typefaces, and much of the visual vocabulary of the original Apple Macintosh, released in 1984. Trained as a fine artist with a doctorate from New York University, she joined the Macintosh team in the early 1980s and worked within an extremely tight constraint: one-bit black-and-white displays, with icons defined on grids as small as 32 by 32 pixels. Her output from that period includes the smiling Happy Mac startup image, the trash can, the paint bucket, the watch cursor, the Command key symbol, and the bitmap typefaces Chicago, Geneva, Monaco, and New York. She later served as creative director at NeXT, designed icons for Microsoft Windows and the card deck for its Solitaire game, and has continued to work in interface and product design, including roles at Facebook, Pinterest, and Niantic.
Design Philosophy
Kare treats an icon as a sign to be recognized rather than a picture to be admired. At the sizes she worked with, illustration is impossible: a symbol must be legible in a fraction of a second, at a glance, and distinguishable from its neighbors on a crowded screen. Her method began on gridded paper, where each square corresponds to a pixel, which made the design problem explicitly combinatorial — every pixel either present or absent, with no shading, no antialiasing, and no color to fall back on. She drew on the visual conventions of embroidery, mosaic, and needlepoint charts, which solve the same problem of building an image from a coarse fixed grid. The result is work that reads as friendly rather than technical, a quality that was a deliberate design objective for a machine intended to be unintimidating.
Major Works
- →Icons for the original Apple Macintosh, including the Happy Mac, trash can, and paint bucket (1983–1984)
- →The Chicago bitmap typeface, used for the Macintosh system interface (1984)
- →The Geneva, Monaco, and New York bitmap typefaces for the Macintosh
- →The Command key symbol used across Apple keyboards
- →The Cairo dingbat font for the Macintosh
- →Icon design as creative director at NeXT (from 1986)
- →Icons for Microsoft Windows 3.0 and the Windows Solitaire card deck
- →Interface and product design work at Facebook, Pinterest, and Niantic
Design Principles
- →An icon is a sign to be recognized, not an illustration to be examined.
- →Design at the smallest size first; a symbol that works there will scale up.
- →Distinctive silhouettes matter more than internal detail.
- →Metaphor should draw on knowledge the user already has.
- →Warmth is a functional property when the goal is to reduce intimidation.
- →Constraints of grid and palette clarify decisions rather than limiting them.
Influence
Kare's Macintosh work established the visual conventions of the graphical interface for a mass audience and set expectations that persist forty years later. The trash can as a target for deletion, the pointing hand, the paint bucket for fill, and the spinning or ticking wait indicator all became near-universal, appearing across operating systems and applications built by people with no connection to Apple. Her demonstration that a computer could look approachable rather than institutional shaped how consumer software was presented thereafter. She is also one of the clearest counterexamples to the assumption that early computing design was purely an engineering achievement: the Macintosh's warmth was a graphic design decision, made by a trained artist, and it was a substantial part of the product's reception. Her contribution was recognized with the AIGA Medal in 2018.
Why This Matters Today
Kare's constraints have technically disappeared — displays now offer millions of colors and enough resolution to render any detail — but the human constraint has not. Icons are still identified peripherally, at small sizes, under time pressure, which means silhouette and distinctiveness still determine whether a symbol works. Designers who begin with a detailed illustration and reduce it usually end with mush; designers who begin at the smallest size, as she did, end with something legible everywhere. Her work is also an instructive case in metaphor's lifespan: the trash can and the floppy-disk save symbol persist long after most users have handled neither object, which raises a live question about when a convention becomes an obstacle. And her career documents the value of bringing fine-art training into technical product work rather than treating the two as separate tracks.
Connections
Sources
- AIGA Medal, Susan Kare
- Revolution in the Valley: The Insanely Great Story of How the Mac Was Made — Andy Hertzfeld
- Design Collection