On Sun, Oct 30, 2011 at 12:56 PM, Chris Stewart <[email protected]> wrote:
> Going from a world where he worried about 3.5"
> only, to a world where every size is potentially available, is a concern of
> mine.

http://www.amazon.com/Red-Bull-Energy-Drink-8-4-Ounce/dp/B000MTST70/httpcommonsco-20

:-)

> So I'm wondering, which screen size, resolution, density, do we aim for to
> start with?

That's like saying "do I focus on 800x600, 804x567, or 923x725
resolution browser windows first?". The answer is "all of them,
because you focus on creating a design that incorporates rules for
handling resizeable browser windows".

> Certainly we'll need to work on each of the layout/resource
> variations (small, medium, large, xlarge, ldpi, mdpi, hpdi, etc, etc) but
> I'm looking for a reference point to get started.  Should we be focusing on
> the largest for phones, and largest for tablets, with the expectation that
> we can mostly scale down from each of those to the smaller phone and tablet
> sizes/resolutions/densities?

I wouldn't. On a tactical level, it's almost always easier to scale up
than down.

Strategically, your first job is to determine what you care about.
-small screens, for example, are not terribly popular, so you might
elect to skip those in the interests of reducing development effort.
See:

http://developer.android.com/resources/dashboard/screens.html

Your second job is to come up with the big-ticket designs for your UX
on the remaining screen sizes. For example, where will you use one
fragment per activity in -normal devices and use multiple fragments
per activity in -large and/or -xlarge? See:

http://developer.android.com/guide/practices/tablets-and-handsets.html

Your third job is, within a fragment, to design layouts that can
handle the variations in screen size the fragment will be expected to
cope with. For some fragments, they will have minor variations in size
(e.g., a phone-sized screen on a phone or a phone-sized portion of a
tablet screen). For some fragments, they will have much more dramatic
variations in size (e.g., a case where you will only ever have the
fragment by itself in an activity, or you have an activity sans
fragments). Here, your need to teach your GUI designer the basic rules
for The Big Three Android layouts:

-- use android:layout_weight with LinearLayout
-- use android:stretchColumns and android:shrinkColumns with TableLayout
-- use all the android:layout_* rules with RelativeLayout, to
stipulate what is attached to what (with whitespace therefore implied)

Your GUI designer should be able to give you GUI designs that depict
these rules.

Densities tend to fall out after the basic design is complete. Either
stick with a single density for each image (and let Android resample
it, with varying degrees of quality and performance) or package in one
copy of the image per density (at the cost of a somewhat larger APK).
If you have the same image that should appear in different sizes in
different screen sizes or layouts, again you will need to decide if
you want Android resizing the image (saves development effort at cost
of speed/quality) or if you want to package in multiple renditions of
the image at different sizes (e.g., icon-standard vs. icon-embiggened)
for each relevant density.

This would be an approach for a regular app. Games probably come at
this from a totally different approach vector, for example.

-- 
Mark Murphy (a Commons Guy)
http://commonsware.com | http://github.com/commonsguy
http://commonsware.com/blog | http://twitter.com/commonsguy

Android Training in NYC: http://marakana.com/training/android/

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