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I would say that you should upload your images as they are, let's say 64x64px, and rescale them using CSS. <img src="face.png" class="scaleMe"> .scaleMe {width: 640px, height: 640px;} Of course, this needs to be refined to be responsive. But that is the idea. There are some CSS properties you can add, for example, use the image-...


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The images on the site you mentioned have been rescaled and resampled. You can use a raster image editor to do this. In Photoshop do Image > Image Size, set resampling on, set to "Nearest neighbour", and enter a new larger size. Or using GIMP (which is free), do Image > Scale Image, and set interpolation to "None", and enter a new ...


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What you have now is generally called skeuomorphic: it mimics a real-world interface element. This often is a mistake: as it simply depicts something that would normally be tactile or have other reasons for design and behavior that simply don't exist or are cumbersome in a digital interface. In addition, they rarely age well. In this particular example: LED ...


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A great deal of this has to do with the staff available, breadth of change, and planning. Basically, not every brand can be updated the same way. It depends on what you are updating beyond merely a web site. If you can set a date... and from that date forward all materials are to use the new brand, that works best. Until that date, continue to use current ...


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It depends on many factors. In most cases it is best to consider all brand assets in a redesign. 'Updating a logo' is often a query by clients, but what they actually want/need is a complete brand redesign. If you give the web designers a design that is set to be updated, that would lead to the website needing an update soon after the re-branding. Leading to ...


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I am aware of responsive design, but that seems to me to be saying that there are X different screen sizes, then proceeding to use px on each of them, having the same scaling problems on X different screen sizes. There is some truth in there. Some people, when doing responsive versions of a site (be it mobile-first or desktop-first), will have common ...


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I have a laptop with a 13" screen, with 1900 pixel horizontal resolution. I also have a 21" monitor with 1900 pixel horizontal resolution. I want to be able to read text and see pictures clearly on both of them, so that it's not stupidly small on one or stupidly large on the other. Using a fixed fraction of the screen, or a fixed number of pixels, ...


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Percentages are sometimes too flexible. If you define everything in percentages then the site will scale uniformly. But its very unlikely for a user of a 27-42 inch monitor wants you to scale text by their screen width. Same way a small screen user may want the font to stay relatively fixed when they turn the phone. So you want to have some items at fixed ...


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I, like you and many other people starting to learn CSS, used to think the same thing. However, as I continued to build websites I realized that using percents only leads to uglier websites. There are a few reasons that contribute to this: Raster type, images, etc. don't scale perfectly. The browser has to approximate the rendering of these elements when ...


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Pixel art and other items designed as pixel perfect become blurry as soon as they are not shown in the right pixel size or its multiple. The problem would vanish if every visible item was designed as freely scalable vectors. The display resolutions should be so high that the necessary antialiasing, when vectors are rendered would not be seen as blurriness. ...


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Yea, so I am having this issue as well, I believe that the issue resides in the image resolution that you are importing into illustrator, when the svg exports, it does not use the image resolution in illustrator, but the resolution in the image files themselves.


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"American Typewriter" is not strictly monospace, but on MS Powerpoint it gives an impression of a monospace, and useful for distinguishing code/commands from the rest of text. Consolas takes more width, otherwise it would have been perfect.


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