Re: [android-developers] Where do you aim for design specs?

2011-10-31 Thread Chris Stewart
Thanks a lot for the responses.  I didn't realize such a large number of
devices are categorized into just two buckets.  I suspect normal/xhdpi will
gain share sooner rather than later, as I believe the Galaxy Nexus fits in
that group.  I would imagine the influx of high res/high density displays
will begin soon as well.

--
Chris Stewart
http://chriswstewart.com



On Sun, Oct 30, 2011 at 4:21 PM, B Lyon bradfl...@gmail.com wrote:

 ugh.  Dealing with this exact same issue myself at the moment (iPhone --
 android).  The screens link Mark pointed out is great to see what things
 are out there as of Oct 3 - 90% are apparently Normal/hdpi or Normal/mdpi,
 so you can set up the avd's to take a look at how things look (or buy all
 the devices).Not depicted on the list, of course, is the potential
 increase of Kindle Fires that are to be shipped Nov 15.  Amazon has some
 info on how to configure the emulator for this (
 https://developer.amazon.com/help/faq.html#KindleFire  which I found
 via one of Mark's answers on stackoverflow).


 On Sun, Oct 30, 2011 at 1:20 PM, Mark Murphy mmur...@commonsware.comwrote:

 On Sun, Oct 30, 2011 at 12:56 PM, Chris Stewart cstewart...@gmail.com
 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/

 --
 You received this message because you are subscribed to the Google
 Groups Android Developers group.
 To post to this group, send email to android-developers@googlegroups.com
 To 

[android-developers] Where do you aim for design specs?

2011-10-30 Thread Chris Stewart
I'm starting the design for an app that spans phones and tablets (2.1 -
4.0, custom action bar pre-3.0, native action bar 3.0+) and working with a
designer used to the iPhone.  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.

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

Any thoughts on this topic are welcome.

--
Chris Stewart

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Re: [android-developers] Where do you aim for design specs?

2011-10-30 Thread Mark Murphy
On Sun, Oct 30, 2011 at 12:56 PM, Chris Stewart cstewart...@gmail.com 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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Re: [android-developers] Where do you aim for design specs?

2011-10-30 Thread B Lyon
ugh.  Dealing with this exact same issue myself at the moment (iPhone --
android).  The screens link Mark pointed out is great to see what things
are out there as of Oct 3 - 90% are apparently Normal/hdpi or Normal/mdpi,
so you can set up the avd's to take a look at how things look (or buy all
the devices).Not depicted on the list, of course, is the potential
increase of Kindle Fires that are to be shipped Nov 15.  Amazon has some
info on how to configure the emulator for this (
https://developer.amazon.com/help/faq.html#KindleFire  which I found
via one of Mark's answers on stackoverflow).

On Sun, Oct 30, 2011 at 1:20 PM, Mark Murphy mmur...@commonsware.comwrote:

 On Sun, Oct 30, 2011 at 12:56 PM, Chris Stewart cstewart...@gmail.com
 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/

 --
 You received this message because you are subscribed to the Google
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