UI design specifications and production specifications for adaptive resolution
Benchmark Device: iphone 4s
Benchmark screen resolution: 960*640 (iOS), 800*480 (Android), 854*480 (Android)
Reference parameter 3.5inc + 330ppi
Standard Height: 768
1.333 (4:3), 1.8 (16:9)
UI Height = 768
Design size= 1024/768
Phone Resource Size = 1024/768
HD Resource Size = 2048/1536
In this case, the most important is the pixel value of the Aspect Ratio and Resource size of the Design size.
about design criteria:
The most important thing designers need to focus on is the minimum/maximum aspect ratio, and the design work on the minimum aspect ratio.
Cause: From a narrow screen you can adjust the anchor relative to the parent object by the controls individually , stretch from the adaptive widescreen. The reverse is not necessarily true.
In practice, designers sometimes take screenshots from the device and use this as a real-time illustration to fine-tune the UI layout in Photoshop.
Take Ipad3 as an example, the design size is 4:3.
The ratio of screenshots to the screenshot is correct at this time, but the pixels of the truncated graph are 2048*1536.
You can create a layer with the same ratio and height as the standard height in PS to scale the screenshot to the standard height size. The measured pixel value is the pixel value that needs to be adjusted in the Ngui.about production standards:1, Ngui Uiroot set to Fixedonmobiles. 2, the value of Manual height is set to the standard height. 3.One-by-one controls finely and subtlyAdjusts the anchor relative to the parent object, stretch from adaptive widescreen.4. In principle, you can not scale the control without scaling the control, using the original size of the resource. The degree of implementation of this principle is one of the key factors that determine the quality of the entire UI final device.
about resource criteria: the accuracy of the original resource is the second of the key factors that determine the quality of the entire UI final device . the higher the accuracy, the greater the UI resources。 Resource transduction before there is a original diagram, the production specification is 1, the image size is the minimum aspect ratio * standard height. 2, the image dpi = 72. Using the PS default value of 72, this value is a device-dependent value. The DPI of the display is typically around 96, and the PPI reference for mobile devices is appendix three and appendix Four.
about Standard Heights:The common standard height is: 480,640,720,768, 1536
480 is an early Android device, typically used for screens below 3.5inc. Common resolutions are 800*480 and 854*480, with a share of 16% and 11%
640 is 4, 4s, 5, 5s, 5C parameters, as of 2014-7 of all iphone 15%, 29%, 25%, 29%, 3%, saying that domestic Android is the mainstream platform.
720 is a large screen Android device, generally used for more than 4inc screen. Common resolutions are 1280*720 and 1920*1080, with a share of 38% and 18%
768 is the resolution of IPAD1 and ipad Mini, and I guess the HD resources from the early apps are standard. 1536 is iPad2 after the resolution of the tablet device
The standard height of the selection is768, because 1, 1024x768. 1024 is the size of the map used by the UI atlas, and when you make Atlas, the split-three-segment or nine-Gongge also have natural alignment advantages. 2, 768 accuracy is currently 65% of Android phones and all but plus all iphone phones. 3, 720->768 resource size increase 13%, not very big. However, compared with the current situation, the 960*480 will increase by 28%. 4, high-precision equipment to look at more than the 640 stronger.
in the design, production, resources three aspects of the importance of uniform standard height: uniform standard size allows for consistent pixel values, the importance of collaboration is self-evident.
about the selection of the ratio range:The current ratio of mobile devices is 1.1-1.9, as far as I know. Mainstream equipment in the 1.3333-1.79x in order to avoid the 16:9 large screen to do accurate adaptation, directly covered to 1.8, to deal with the various generation of factory screen rate fluctuations. So choose 1.33333-1.8the screen is out of standard handling:
Usually less than 1.33 cut up and down both sides.
Usually more than 1.8 cut left and right sides.
Apple devices are all within this range, so don't cut them.
PS: Why does a classmate reflect that our UI is not looking good on the ipad?
1, we are using high-precision equipment to match low-precision resources. (720/1536 matches 640 of resources).
2. There is a gap between the UI layout and the original resource size. (caused by a non-uniform standard) Appendix 1:ppi Relationship to screen model
Data Source: http://blog.csdn.net/guozh/article/details/8954994
"HVGA mdpi"
"WVGA hdpi"
"FWVGA hdpi"
"QHD hdpi"
"720P xhdpi"
"1080P xxhdpi" Appendix 2: Common screen resolutions and aspect ratios
Data Source: http://www.cnblogs.com/ganzhijie/archive/2011/08/18/2144216.html (2011)
486 |
440 |
1.104545 |
576 |
520 |
1.107692 |
1280 |
1024 |
1.25 |
2560 |
2048 |
1.25 |
5120 |
4096 |
1.25 |
320 |
240 |
1.333333 |
640 |
480 |
1.333333 |
800 |
600 |
1.333333 |
1024 |
768 |
1.333333 |
1152 |
864 |
1.333333 |
1280 |
960 |
1.333333 |
1400 |
1050 |
1.333333 |
1600 |
1200 |
1.333333 |
2048 |
1536 |
1.333333 |
2800 |
2100 |
1.333333 |
3200 |
2400 |
1.333333 |
4096 |
3072 |
1.333333 |
6400 |
4800 |
1.333333 |
1920 |
1400 |
1.371429 |
1280 |
854 |
1.498829 |
320 |
480 |
1.5 |
480 |
320 |
1.5 |
960 |
640 |
1.5 |
1600 |
1024 |
1.5625 |
3200 |
2048 |
1.5625 |
6400 |
4096 |
1.5625 |
768 |
480 |
1.6 |
1280 |
800 |
1.6 |
1440 |
900 |
1.6 |
1680 |
1050 |
1.6 |
1920 |
1200 |
1.6 |
2560 |
1600 |
1.6 |
3840 |
2400 |
1.6 |
5120 |
3200 |
1.6 |
7680 |
4800 |
1.6 |
400 |
240 |
1.666667 |
800 |
480 |
1.666667 |
1280 |
768 |
1.666667 |
1024 |
576 |
1.777778 |
1280 |
720 |
1.777778 |
1600 |
900 |
1.777778 |
1920 |
1080 |
1.777778 |
2048 |
1152 |
1.777778 |
2560 |
1440 |
1.777778 |
3840 |
2160 |
1.777778 |
4096 |
2304 |
1.777778 |
7680 |
4320 |
1.777778 |
1366 |
768 |
1.778646 |
854 |
480 |
1.779167 |
432 |
240 |
1.8 |
Appendix 3: Mainstream screen occupancy of Android phones
Data Source: Http://developer.android.com/about/dashboards/index.html#Screens
Appendix 4:apple Mobile Device Information:
Data Source: http://www.apple.com
Appendix 5: Various device share data sources Internet, time 2014-7