Mobile Design Principles – Topic 3 Notes
Concept of Mobility
- “Do not miniaturize, but instead mobilize!”
- Mobile UIs are not desktop UIs shrunken down; they must be re-imagined for touch, glanceability, intermittent connectivity and contextual usage.
- Approaches to turning an idea into something people can use on the move:
- Native applications
- Compiled for a specific OS (Android, iOS, HarmonyOS…)
- Direct access to device hardware (camera, GPS, biometrics, haptics)
- Superior performance & full-screen immersive UI
- Distributed through official app stores → discoverability, revenue models, but also store-review gatekeeping
- Web-based (“Progressive Web App”, PWA)
- Runs in browser, cross-platform with a single code-base
- Instant updates, shareable via URL
- Limited hardware access (improving via modern Web APIs)
- Dependent on connection quality unless offline caching is implemented
- Hybrid (e.g. Cordova, Capacitor, React-Native, Flutter)
- Bundle of Web UI + native shell OR cross-compiled UI widgets
- Middle ground: faster than mobile-web, wider reach than pure native
- Mobile User-Interface patterns (building blocks):
- Screen layouts
- List-based (vertical feed, chat, e-mail, article lists)
- Grid-based (gallery, catalog, launchers)
- Navigation components
- Bottom Tab Bar (≤5 primary destinations, always visible)
- ViewPager / horizontal swipe (step-through content, onboarding slides)
- Navigation Drawer (large menu kept off-canvas)
- Drop-down Spinner (compact list selector)
Screen Sizes & Device Taxonomy
- Mobile devices come in all shapes & sizes → great for users, challenging for designers.
- Canonical diagonal sizes (inches):
- Phone: ≈
- Phablet: (example: Galaxy Note 3, bundled stylus)
- Tablet:
- Even with equal diagonal length, devices can have wildly different screen densities (dots-per-inch).
- Example (both ): HTC One Max vs Google Nexus 6
- Aspect-ratios usually ; some OEMs use (=$8:5$) or .
Size, Density & Resolution – Three Independent Notions
- Screen size: physical diagonal (in inches).
- Screen resolution: number of addressable pixels, e.g. .
- Screen density: , abbreviated ppi (display) or dpi (printing context).
- (derived via Pythagoras after mapping pixels to inches).
- Same size ≠ same density, & vice-versa.
Density Independence & Why It Matters
- Goal: same physical size of buttons/text across densities.
- Without scaling, low-density screens render giant UI; high-density screens render tiny, unusable widgets.
- Android addresses this via density-independent pixels (dp) & scale-independent pixels (sp) for fonts.
- Apple achieves similar consistency through “points” & @2x / @3x assets (Retina).
- Illustration slide: “BAD” vs “GOOD” side-by-side screens.
Android Density Qualifiers (official table)
- ldpi ≈
- mdpi ≈ (baseline )
- hdpi ≈
- xhdpi ≈
- xxhdpi ≈
- xxxhdpi ≈
- tvdpi ≈ (TVs) | nodpi (unscaled resources)
Hands-On: Calculating DPI
- Compute aspect ratio using greatest common divisor.
- Example: → .
- Determine pixel-diagonal :
(ratio-normalised) - Get inch-per-unit:
- Compute physical length & width:
, - DPI either way:
- Result rounds to (≈ xxhdpi).
Exercise results (provided):
- Device A (4.7", ) → (xxhdpi)
- Device B (5", ) → (xxhdpi)
- Device C (3.2", ) → (xhdpi)
Real-World Density Ranges (Comparative Tables)
- iPhones: from iPhone 3GS to iPhone 15 Pro (ProMotion 120 Hz, Always-On, Dynamic Island).
- iPads: (Retina) except mini ; Pro models add XDR, mini-LED.
- Xiaomi spectrum: Redmi 10 → 13 Pro (LTPO 3.0, 1900 nits).
- Samsung line-up: Galaxy S23 Ultra , Z Fold 5 on 7.6" foldable.
Design Strategies for Multiple Screens
Strategy continuum (easiest → hardest, limited reach → widest reach):
- Target the most common DPI/size only
- + Fast prototyping; no extra assets.
- – Poor on minority devices; quickly outdated; perceived as amateurish.
- Restrict execution to specific DPI/size
- Enforce via manifest (e.g. Android
<supports-screens>, iOS device family flags). - + Still fast; positions app as “premium”.
- – Alienates a segment; smaller install base.
- Enforce via manifest (e.g. Android
- Ship multiple graphic asset buckets
- Android-approved: place PNG/SVG into
drawable-mdpi,-hdpi,-xhdpi, etc. - iOS: @1x, @2x, @3x.
- + Widest native support, crisp images everywhere.
- – Asset explosion; more designer effort.
- Android-approved: place PNG/SVG into
- Programmatic / responsive layout (percentages, SVG, CSS flex/grid)
- Core in Mobile Web; can combine with native drawables.
- + Single code; future-proof; fluid orientation support.
- – Harder to QA; edge cases on exotic ratios.
HTML5 & Responsive Web Viewports
<meta name="viewport" content="width=device-width, initial-scale=1"/>tells browser to map CSS pixels to device width.- Without it, browsers render a virtual desktop canvas and zoom out → tiny, unreadable content.
- Responsive design avoids hidden widgets when switching orientation (portrait ↔ landscape).
Consequences of Ignoring Density/Portability
- Oversized/undersized icons & touch targets → mis-taps, frustration.
- Content truncated in landscape; invisible widgets → functional loss.
- Brand dilution: product looks “blurry” or “low-res”.
- Ethical / accessibility impact: excludes users with older/cheaper phones.
Toolbox for Practitioners
- dpi.lv – instant density look-up; validates your manual math (±1 rounding).
- Pixel Density Calculator (pixeldensitycalculator.com) – computes given size & resolution.
- Roman Nurik Android Asset Studio – generates launcher icons, nine-patches, notification art for every bucket.
- Teehan + Lax Density Converter, Sebastien-Gabriel DPI guide, BayLake PPI calculator – visual designer aids.
Sample Exam-Style Review Points
- Differentiate screen size vs density.
- State two major challenges in supporting multiple devices (e.g.
asset management overhead, layout testing matrix). - List two consequences of ignoring density (inconsistent sizing, blurry graphics).
- Compute DPI for Tablet X using the formula above.
- Name three design strategies (common DPI, restriction, multi-asset, programmatic).
Ethical & Practical Implications
- Inclusivity: Well-scaled interfaces respect all users, regardless of device budget.
- Sustainability: Re-usable SVGs & responsive layouts reduce asset bloat (carbon footprint of downloads).
- Market longevity: Devices evolve ⇒ density-independent design protects investment.
Key Takeaways
- Size, resolution, density are independent; mastering their relationship is crucial for professional mobile design.
- Aim for density independence; leverage platform conventions (dp, point, sp).
- Select an appropriate multi-screen strategy balancing effort vs reach.
- Always test across representative small, large, low-dpi, high-dpi devices or virtual simulators.
- Remember: Good design means every essential element is visible, usable, and sharp in any orientation, on any screen.