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13

Android icons (and other UI elements, like drag lengths) are measured in dp. A dp is a device/density-independent pixel. 1 dp is equivalent to 1 px on a 160 dpi screen. But to convert to other screen densities, you need to multiply it by a density factor. So it's generally recommended that multiple images are supplied for most icons. For example, the ...


6

If you can't think of any "etc..." then its possible you don't need any "etc..." in there. We seem to have an in built reaction to fill our graphics so they don't look empty. It takes guts to push out a design that looks simple (even if its not). Something i learnt at design school was to embrace negative-space/white-space/void and to resist the urge to ...


6

Not all displays are equal. This is a problem in the desktop world, too. I got shiny new monitors last year, and looking at some of my old work now emphasizes just how poorly calibrated my monitors were at the time. My advice is to just accept it as something you can't control and ensure that there is sufficient contrast between your colors so that it ...


5

Hey Check this links might they help you for your icons... android App Developer Gui icons Fonts ETC Free android Icon pack Free Icons For Android Developers 350+ free and fresh icons for android I don't know you need this or not but i am posting it for every android user . The easiest way to create android icons (inkscape) All Tutorials for ...


4

IcoFX is a free package for creating and editing icons. It works very well in Windows and can also save to 'Macintosh' format; so I'm not sure how well it would work for OS X (I'm not a Mac user). I've been using it with all my Windows stuff for a couple of years now, and have not found it lacking any important features. EDIT: As pointed out in the ...


4

If you want your photoshop to match the pixels on the Kindle, then your PSD file should be 1024x600 pixels. DPI is a measurement of the pixel density on the device itself and has no real bearing on your PSD file.


4

You'll have to decide if you want that person to really be a UI designer or if you want them to develop the code as well. In my experience, it's best to have someone focused on the customer side of UI/UX who works closely with a true UI developer to make the magic happen. Two people are definitely stronger than one in this role. If it's a ...


4

It looks like some noise with lines to me. While I didn't match it perfectly, this seems pretty close. Left = original, right = my version. Step 1: Fill and noise. Fill with a dark grey, chosen from the original, then add some noise (Filter > Noise > Add Noise). You only need a few percent of noise, and monochrome noise is probably best for something like ...


4

Simplest answer: I don't think the logo looks terrible sitting above everything as it is. Simple answer: You could try floating the logo to the left at large and above and moving the menu up to fill the space. Complicated answer: You could think more about an identity system. A logo is not a brand; it's just a part of it. Think of how Coca-Cola has their ...


4

I think your example for why you used the darker colour in the foreground is showing much more distance than your game needs to. That's why it works so well for the mountains but not so much for the buildings. I would also mention that your background is darker at the top and lighter at the bottom. This depth would be complimented if your higher buildings ...


3

There are a lot of considerations when working with the mockup so it's really best if you ask the designer his/her intentions. If you have reasonably decent Photoshop/GIMP/MSPAINT skills you can hack up a flat image and make elements for your app. BUT... there's always a but... you need more knowledge than just the static mockup. Should certain elements ...


3

If he uses the native resolution for the smartphone (960x640 for iPhone retina) and if he uses layers to separate the individual items, it should work. So he should use PS or Pixelmator or any other application which can handle layers and he must send it to you in a usable file format like .psd or .tiff


3

You can find a template pack here: http://developer.android.com/guide/practices/ui_guidelines/icon_design.html as well as some pretty thorough guidelines for developing icons for the Droid. I would assume that anyone who could do web / graphic work could make icons for the Droid (it looks like they range from 19 x 19 px to 72 x 72 px). I don't know if ...


3

If you are looking for something that helps you with the guidelines, this is a useful tool based on a Google Project: http://android-ui-utils.googlecode.com/hg/asset-studio/dist/index.html It does everything in automatic so I would not recommend it ;)


3

It's a web app. You don't pretend it's not. The general standards apply to most all touch devices (touch areas, relative screen sizes, etc.) but don't try and use actual native UI elements from either device as that's somewhat deceiving (it's not a native app) or just confusing (the UI isn't that of the device you are on). As for a system message popup, ...


3

I would do it like this: Make a new layer. Make a Black line with Line Tool in that layer. Put Fill Pixels setting on so you can deselect anti-aliasing. Go to that layers Blending Options. Add Drop Shadow Blend Mode: Overlay. Color: White. Angle: 180 or 0. Distance: 1px. Spread: 0%. Size: 0px. Noise: 0px. Make sure that "Layer knocks out drop ...


3

Create a green background Draw the 2 lines with line tool Double-click on the line layer Apply bevel emboss > pillow emboss (select from dropdown) Rasterize both line layers Select marquee tool > fade from top > and then delete the bottom part of the line layer, apply this on both layers You can follow these screenshots, I tried to explain this as ...


3

Apple's HIG make clear that they would prefer you simply show the default interface devoid of any content. But that really doesn't work well with applications with completely custom interfaces like games. Just about every application I have ever seen ignores this rule. Things to keep in mind is that splashscreens are that they... Cannot be modified ...


3

Pen and paper. Can't beat it. Cheap, easy, effective. Incredibly fast. Just like they teach you in design school, you should be doing dozens, potentially hundreds of sketches to fully hash out an idea. It's an easy way to explore countless variations of an idea, even ones that you might have second guessed when used software. No need for producing "sketchy ...


3

On http://jquerymobile.com/resources/ there is a listing including a link to the icon author's website and the actual files can be found as a zip download on github. Even though there is a .eps file in the assets folder, the icons in the .psd file seem rasterized. Maybe contacting the author directly would be a possiblity, if you really need the vector ...


3

I've found the iOS specifications in one single page, it's hard to find all resolutions in one single place, because the list is growing up everyday, and some of them becomes obsoletes soon, but fortunately that information is not hard to accomplish, as soon as you need to now one, is just a Google search far from you, and you could create your own list with ...


3

There is a huge myriad of resolutions for different devices (this is a good cheatsheet for iOS), but you are in the right track. The 'real' resolution is, as you pointed out, 1024 x 768 pixels. But when you are preparing the materials to send to the developers, you need to design with retina in mind. This means, all your graphics need to be either scalable ...


2

iPhone 4+ is called 'retina' display. It, indeed, has twice the pixels, but it's not usually a concern for the designer other than, if they so choose, they can provide those with retina displays higher resolution images to give it a crisper look. Apple was smart and pretty much treats the retina display like the standard display in terms of rendering web ...


2

Nothing should happen. The iphone 4 has a higher pitch screen but doesn't usually effect the number of pixels in an image/UI however I would think using high res UI design would slow down the iPhone 3. the best way to check is design a background image or UI element and see how they look on each iphone.


2

GENERALLY for electronic use, what matters is the pixel dimensions of the item, and inches don't really exist. So while the iPad's rendering libraries might work off of inches instead of pixels (which I doubt), my recommendation is to select the setting which results in a PNG that meets the pixel dimension specification for your application. If you export a ...


2

The best way? Use Photoshop (preferred) or Fireworks. Draw everything using vector shapes. Use Layer Styles for additional effects. Lay all the elements you need out flat, and use Slices to save the PNGs required. There's quite a few questions on graphicdesign.stackexchange.com on the topic. A search might help you out.


2

here is a Tutorial for creating an icon for an Android button too~ Enjoy it~~


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I believe you can only use the official badge. See the App Store Marketing Guidelines: Use only the App Store badge artwork provided by Apple. Do not modify, angle, animate, rotate, or tilt the App Store badge. Do not use the Apple logo alone. Do not use icons, logos, or graphics from www.apple.com to promote your app. Do not refer to iOS in ...


2

It sounds like you wish to export the PNGs yourself? If that's the case, I'd highly recommend getting a Photoshop document (.psd) that is built only using vector shapes and layer styles, because these can scale non-destructively up and down with the document. You'll want to do your best to avoid bitmap layers, because bitmap scaling introduces artefacts ...


2

Textures are typically some kind of noise or bitmap. There's a variety of ways to achieve the effect in Photoshop, Illustrator and using CSS. If you want to keep things to CSS as much as possible, then you'll probably still have to use a bitmap images and use the background-image (or background) property as part of your element style. The texture image may ...



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