## Icons A pin can carry an icon chosen from a library of about 1,750 — a fire extinguisher, a plug socket, a first-aid cross. Pick one that names the thing rather than decorating it: an icon a learner can read at a glance saves them opening the pin to find out whether it is relevant. ## Colours A context's colour is either one of the six house colours, which follow whichever theme the experience is using, or one you add yourself to the experience's own palette. Two things about the palette are worth knowing: - **A new context takes the first colour its scene is not already using.** Contexts are told apart by colour before anyone reads their names, so two identical ones would be worse than none. - **Removing a colour from the palette repaints nothing.** It stops being offered to new contexts; every context already wearing it keeps it, and a version you published with it goes on looking the way it did. That is what makes the remove control safe to press. ## Where icons do not appear Inside an activity — Wayfinding, Pin the Space, and the rest — pins are drawn as plain markers, without your icon. This is deliberate, not a fault to report. In an activity the marker **is** the task: it is a drop target, or an answer to be found. An icon that names what a pin is would answer the question the activity is asking, and a decorative one competes with it. Icons are for free exploration, where a learner is choosing what to look at rather than being asked to find something.