![]() ![]() I tried to simplify this as best as I could. But same concept, while IOS' assets are in 1x,2x and 3x, Android has assets in things like LDPI,MDPI,TVDPI,HDPI,XHDPI,XXHDPI,XXXHDPI (yes, I know, there's a crazy amount of different screen resolution for Android phones out there).ĭetermine what Android devices you support, then find a common density bucket and do the math for assets and positon at %width of the screen. Redlines ( for x and y co-ordinates for where things are placed and sizes) = PointsĪs far as Android go, that thing's so complicated that it took me twice as long to get my head wrapped around it, and I am still quite hazy about this. In summary, PNG assets = Pixel dimensions, Reading things online didn't seem to communicate the answers to what I was looking for and it was overly complicated so I will try to be as simple as possible.īased on my understanding, for IOS, I start off with designing in pixels (retina) and for providing of assets, I provide the 1x,2x,3x assets and the redlines in points. I remember the first time I struggled to understand how to provide the deliverables to the devs I work with. I've had a lot of success with handing this off to developers and only needing minimal tweaking afterwards. Then, larger rectangles for image assets/text fields/whatever to help show where whitespace is included in the asset, marked up with any size constants, font sizes, file names, etc.Īll dimensions in pt/dp or %. I try to keep these consistent between screens, too). You have to make separate image for each one. What I end up doing is manually marking up dimensions (usually margin/padding are depicted with semi-transparent coloured bars, with the colours working as a legend to quickly see which dimensions are shared, which helps with defining constants. Dont Create 9-patch images for launcher icons. I do not always work pixel-perfectly, because that wastes time, plus some assets or text areas or whatever sometimes have larger bounding boxes than how I've laid them out (for whitespace/dimension scaling purposes) so I find tools like Zeplin don't work well for me. When designing, I keep in mind the divisions or multiplications to asset size when scaling up or down to additional resolutions (mdpi, hdpi, xxhdpi). I design in Photoshop at whatever resolution is the most common of our users, and I also preview my designs on that most common device (typically iPhone 6, Nexus 5). ![]() We consider such approach as a happy medium that significantly reduces the routine for both designers and developers and at the same time keeps the code under full developer's control and don't introduce any "magic". For example, in XCode developers can apply styling parameters and effects from mockup(like fills, shadows, borders and many more) to selected views in Interface Builder in one click. From a great StackOverflow post about android densities. Sympli plugins extend standard IDE tools to make implementation of design in the app easier for developers. XXXHDPI support 9-patch support Generation Wizard Build-step integration Android Image Resizing Asset Resizer Density Scale LDPI MDPI HDPI TVDPI XHDPI XXHDPI XXXHDPI DPI Resource Res. Instead of UI generation, Sympli provides all design handoff features(assets, specs, fonts) and also integrates with IDEs like Android Studio and XCode(WebStorm and PHPStorm integration is coming soon). Especially for Android, where UI is usually split into multiple fragments/subviews and spread across multiple files. Still, it's kind of possible to build a storyboard that would look approximately like the original mockup, but re-arrangement of views will take bigger effort for developers than to create the UI manually. We don't really go with approach of generation of the storyboards or android layout files, because there is no enough of semantics in vector graphic file to build a proper UI.
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