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): 2.5, 2.75, 3.2, 4.2, 4.5, 4.75, 5, 5.25, 6, 6.5, 7, 9, 102.5,\ 2.75,\ 3.2,\ 4.2,\ 4.5,\ 4.75,\ 5,\ 5.25,\ 6,\ 6.5,\ 7,\ 9,\ 10
    • Phone: ≈ 46in4−6\,in
    • Phablet: 5.57in5.5−7\,in (example: Galaxy Note 3, bundled stylus)
    • Tablet: 713in7−13\,in
  • Even with equal diagonal length, devices can have wildly different screen densities (dots-per-inch).
    • Example (both 5.95.9''): HTC One Max 373dpi373\,dpi vs Google Nexus 6 493dpi493\,dpi
  • Aspect-ratios usually 16:9, 3:216:9,\ 3:2; some OEMs use 16:1016:10 (=$8:5$) or 13.5:913.5:9.

Size, Density & Resolution – Three Independent Notions

  • Screen size: physical diagonal (in inches).
  • Screen resolution: number of addressable pixels, e.g. 1920×10801920\times1080.
  • Screen density: pixels per inch\text{pixels\ per\ inch}, abbreviated ppi (display) or dpi (printing context).
    • PPI=r<em>w2+r</em>h2D\text{PPI}=\frac{\sqrt{r<em>w^2+r</em>h^2}}{D} (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)

  • ldpi120dpi120\,dpi
  • mdpi160dpi160\,dpi (baseline 1dp=1px1\,dp=1\,px)
  • hdpi240dpi240\,dpi
  • xhdpi320dpi320\,dpi
  • xxhdpi480dpi480\,dpi
  • xxxhdpi640dpi640\,dpi
  • tvdpi213dpi213\,dpi (TVs) | nodpi (unscaled resources)

Hands-On: Calculating DPI

  1. Compute aspect ratio using greatest common divisor.
    • Example: 2560×1440gcd(2560,1440)=1602560\times1440 \Rightarrow \gcd(2560,1440)=16016:916:9.
  2. Determine pixel-diagonal dd:
    d=162+92=337=18.35d=\sqrt{16^2+9^2}=\sqrt{337}=18.35 (ratio-normalised)
  3. Get inch-per-unit: D=dD=18.356=3.06D'=\frac{d}{D}=\frac{18.35}{6}=3.06
  4. Compute physical length & width:
    L=163.06=5.23inL'=\frac{16}{3.06}=5.23\,in, W=93.06=2.94inW'=\frac{9}{3.06}=2.94\,in
  5. DPI either way:
    DPI=r<em>lL=25605.23=489\text{DPI}=\frac{r<em>l}{L'}=\frac{2560}{5.23}=489DPI=r</em>wW=14402.94=489\text{DPI}=\frac{r</em>w}{W'}=\frac{1440}{2.94}=489
  6. Result rounds to 489dpi489\,dpi (≈ xxhdpi).

Exercise results (provided):

  • Device A (4.7", 1080×19201080\times1920) → 468dpi468\,dpi (xxhdpi)
  • Device B (5", 1920×10801920\times1080) → 440dpi440\,dpi (xxhdpi)
  • Device C (3.2", 480×800480\times800) → 291dpi291\,dpi (xhdpi)

Real-World Density Ranges (Comparative Tables)

  • iPhones: from iPhone 3GS 165ppi165\,ppi to iPhone 15 Pro 460ppi460\,ppi (ProMotion 120 Hz, Always-On, Dynamic Island).
  • iPads: 264ppi264\,ppi (Retina) except mini 326ppi326\,ppi; Pro models add XDR, mini-LED.
  • Xiaomi spectrum: Redmi 10 405ppi405\,ppi → 13 Pro 521ppi521\,ppi (LTPO 3.0, 1900 nits).
  • Samsung line-up: Galaxy S23 Ultra 500ppi500\,ppi, Z Fold 5 374ppi374\,ppi on 7.6" foldable.

Design Strategies for Multiple Screens

Strategy continuum (easiest → hardest, limited reach → widest reach):

  1. Target the most common DPI/size only
    • + Fast prototyping; no extra assets.
    • – Poor on minority devices; quickly outdated; perceived as amateurish.
  2. 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.
  3. 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.
  4. 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 PPIPPI 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 (7.2,1920×1080)\,(7.2'',1920\times1080) 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.