Windows 8 phone app design in photoshop - windows-phone-8

I'm working on the design for a windows 8 app, with a team of developers.We have finalized most of the screens for the app, the developer informed me to do the mockup of the entire app in photoshop to be presented to him and the screen size should be 480 x 800. ( right now sitting at 480 x 1800 due to scroll in page)
I have been informed to optimize the mockup for the other 2 remaining screen sizes 768 x 1280 and 720 x 1280 is this required? wouldnt this be covered in development stage.
From my present html5 and css knowledge building small static websites, width 100% in a container with width wouldnt fix this?
As the design is following the guidelines with grids i made from the guidlines pdf i had set it up for 480 x 800 now with two new screen size how can i go about this?
Can i change the canvas size in photoshop and resize all the elements?.
Please let me know if there is anyway possible to get hands on - SplashScreenImage.Screen-WXGA.jpg , SplashScreenImage.Screen-720p.jpg so i can overlay the jpg in photoshop and create grid i have windows 7 not able to install SDK to get these 2 images.

Mockups for other resolutions would be (almost) the same. There is automatic scaling. The only difference is that 720p resolution screens represent scaled 480x853 resolution, which is almost never any problem (if you have scrollable pages, like you described, the developer has to only make sure that the scrollable component is the one to be expandable in height).
See more here.
The only problems are images. The advice (of the above source) is to use the highest scale, that is for images of size 100x100 on 480x800 screen, use files of 160x160 size.

Related

Screen Record Full Resolution Chrome Mobile Responsive Screen

I'm trying to record our software in Chrome's mobile device emulator. The resolution for the hypothetical device is 1080 x 1920 (vertical orientation). I would like to be able to just record the emulation screen at full resolution. I know I could record my entire screen and just crop for the window showing the software, but then it does not record at the proper 1080 x 1920 resolution and looks blurry. Does anyone have any methods for recording just the emulation screen at full size?
Essentially, I want to record the red boxed area in full resolution (which should be 1080 x 1920)
Chrome Screen Emulation Window
Thank you in advance!!
well, you can't "record" it in 1920/1080 because it literally isn't in that resolution. those pixels don't exist.
A few ideas come to mind -
Record on a 4k (or higher) monitor, the same area will have more
pixels.
if you don't have one handy (and have an nvidia graphics card):
try using Dynamic super resolution
Literally rotate you display and record it in the correct orientation ("portrait"). it will be able to occupy MUCH more screen area, and the cropped-out area will be significantly smaller. therefore, the video dimensions will still be large.
Move away the console (un-dock or just close), make sure the emulator is taking up as much space as possible.
Verify you're recording (and editing and exporting) in the highest resolution possible. that's how it looks like in obs studio:
Maybe use a Virtual Machine if you don't wanna mess up your desktop environment?

iPhone Safari scaling resolution

I'm new to the world of web design and I've started with HTML and CSS. I've begun by building my own website from scratch and I'm currently stumped with how the design scales across different platforms.
When viewing my website on an iPhone 7, which is listed online as having a resolution of 750 x 1334, my inline-block images are able to sit next to one another in rows of 2. I don't understand how this is possible when they are set to have a height and width of 400px. I've attached a developer screenshot from chrome dev tools to show further. Developer tools showing the issue
Do I have a misunderstanding of how iPhones display content? If the maximum width resolution is 750px (and only 375px according to chrome dev tool...) how is it able to display 2 400px images side by side?
iPhones have "Retina display" which have a higher screen resolution than the "logical" resolution that you see in dev tools.
The image (content of the whole screen) is first rasterized, after that downsampled to the screen resolution and then displayed on the physical screen.
For the iPhone 7 model (and 6 and 8) scale factor is 2.
These models have screen resolution of 750x1334 and logical resolution of 375x667.
You can find resolutions for other models here and more details here.
As for the 2 images with width of 400px displaying on the 375px with screen side by side seems like a viewport zoom "issue".
The of the html is not visible on the screenshot, but the "jumbotron" class on the suggests that you used bootstrap. Perhaps you have unintentionally set the viewport when you where setting up bootstrap.

Ideal image size for Fullpage.JS background image

I am using fullpage.js to create parallax website, however I am thinking of the ideal image size that I can use for background image in every section.
If the image is too big it will cost more loading time, but when the image is so small it might sacrifice the quality of the images, so I am looking for the ideal image size.
You can make use of CSS 3 media queries to load one or another background image depending on the resolution of the viewport.
This will help a lot when loading the site in mobile devices and won't load huge images for small laptops.
Additionally you can load the backgrounds dynamically using this lazy load technique. This way you won't load images in sections which are not visible.
You can use images based on ratio 16:9 which is usuall 1.777 Units to 1 unit. a very good reasonable size can be 1920 x 1080 Saved for web from photoshop or any other software also 1440 x 900 is a good size but you will find it a bit blurry on 21" plus screens

Which screen sizes consider when designing for Windows Phone 8.1?

I'm writing Windows Phone 8.1 application (I don't care about tablets and desktops in this case) and I'm not sure which screen size psds should I ask from a graphic designer?
I have read design guidlines for Windows Phone 8.1, I get the system of scaling images and their name convention, but I haven't found the advice which screen sizes should I consider in real?
I got a psd from graphic designer in size 720x1280 and there is a background image. Is it enough?
If I get it right, Nokia Lumia 1520 has a screen resolution 1920 x 1080 so I need also that size, right?
How scaled psds do you usually get from a graphic designer for Windows Phone?
Thank you
Windows (Phone) uses a scale factor depending on the pixel density (DPI) of the device. Therefore, there is no default resolution any longer.
Screens with high DPI get a high Scale Factore applied, so all resources are scaled up together with the (all vector based) UI.
Image assets get automatically scaled up, but you can add the scaled items by hand for better results.
So the answer to your question probably is: Yes, it is enough, but you can add additional higher resolution assets for better results.
Also, Phone Store apps allow you to create bundles, containing only the assets for the device you install the app on (if it is installed from the store), so you don't need to care about package/download size.
See:
Quickstart: Using file or image resources
Guidelines for scaling to pixel density
It depends on whether you are building for Silverlight or Windows XAML.
For Silverlight, all phones are considered to be 480 x 800 pixels (for 15:9 devices) or 480 x 854 pixels (for 16:9 devices). The platform will map each of those effective pixels to either 1, 1.5, 1.6, or 2.25 physical pixels depending on the actual resolution of the panel (WVGA, 720p, WXGA, or 1080p). So all UI designs should be built for 480px wide, but you can build higher-resolution assets if needed.
For Windows XAML apps, the story is more complicated. The effective resolution of phones ranges from 384 x 640 up to around 450 x 800 (and possibly higher), based mostly on the physical size of the device. Scale factors range from 1.0 to upwards of 2.4, and each effective pixel is "bigger" in terms of actual physical size compared to Silverlight pixels.
There is more information in my //build talk

How to use single SplashScreenImage.jpg file for multiple Windows Phone resolutions

In documentation stated that it is enough to keep the only WXGA splashscreen file and it will be scaled by windows Phone OS automatically.
To display a splash screen for all resolutions, use a single image
file named SplashScreenImage.jpg that is 768 × 1280. The phone
automatically scales the image to the correct size.
http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj206974(v=vs.105).aspx#BKMK_Splashscreens
But when I'm using the only file no scaling occurs. I still could see black line on the top of the phone during app start.
Sample here:
https://dl.dropboxusercontent.com/u/19503836/SplashSample.zip
Thanks for any suggestions
You'll notice that it says "scale" and not stretch - which is exactly what's happening. Windows Phone 8 supports 3 resolutions (so far)...
480x800 (15:9)
720x1280 (16:9)
768x1280 (15:9)
You'll notice that the aspect ratio of #1 and #3 are the same, but #2 is different - and that's the problem.
For an image to fit all resolutions it would have to be stretched, which would look very bad so Windows Phone 8 doesn't do that. Instead, it scales the image to fit the screen but a black/white bar appears at the top of screen for #2.
The only way to avoid the black/white bar at the top of the screen is to create 3 separate splash screen and specify them in the WP8 manifest file.
Note: Making your app work and look correct at multiple resolutions is what every app developer should do. All the major platforms (iOS, Android, Windows 8, etc) support multiple screen sizes and/or resolutions so creating multiple icons sizes, splash screen sizes, background images, and other assets is part of the jobs.
I don't think a "splashscreen.jpg" is a good choice in wp8 any longer, even the templates of sdk doesn't have one.
The reason is if the firts page of your app is massive and your have a splashScreen, you may find your screen blink when starting.
So I would add a blank page and set it as the first page. Also you can add your "Splashscreen" Image here.