i agree with this. i used to do artwork for mobile games - where the LCD for
many phones is still 128x128! some still have fixed palettes and even a few
are grayscale or B&W! you have to know this info before you start as it's
extremely difficult to compensate once a project is underway.

On 1/17/08, Gretchen Anderson <[EMAIL PROTECTED]> wrote:
>
> For Mobile design (or really any embedded UI) knowing screen size and
> resolution is critical. It's the biggest mistake that newbie designers
> make when working off of the PC. You have to adjust your notions of when
> fits on screen, how readable text is, and how your design scales if it
> is cross-platform.
>
> You can "prototype" a certain level of this in Photoshop by setting your
> specs to the right size and resolution specified by the LCD
> manufacturer. Or, if you don't have a specific LCD, make some
> assumptions and find some sample specs online.
>
> For behavioral prototypes, it's also critical to integrate physical
> controls and behaviors, and if possible LCDs. See  my previous post
> about some tools in this area. My advice here is get a good engineer
> with some amount of electrical engineering skills to help here. Not for
> the uninitiated.
>
> Gretchen
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Lukeisha Carr
> Sent: Wednesday, January 16, 2008 9:16 PM
> To: IxDA
> Subject: [IxDA Discuss] Prototyping for Computer vs. Mobile Screens
>
> Hi All,
>
> There have been several posts on prototyping tools.
>
> For those who design for both computer & mobile screens, what is the
> best way/tools to prototype based on screen size/resolution?  Does the
> tool you use matter?  Or, is it just the design patterns that matter?
>
> For example, many times the wireframe/prototype for a web site usually
> reflects the actual size of the real site.  So, is that the same in
> mobile design?  And, if so, what is the best tool or technique to
> accomplish that?
>
> Thanks!
> ~ Lukeisha
>
>
>
>
>
>
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