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Let’s Try to Think This iPad Mini Thing All the Way Through

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Re: Let’s Try to Think This iPad Mini Thing All the Way Through

#2
So now, with full screen interfaces only, we need to create artwork and a UI scaled and designed separately for:

1. iPhone/iPod 640×960 at 326ppi

2. iPad dimensions 1024x768 at 132PPI

3. Retina iPad 2048×1536 at 264PPI

4. iPad mini at 1024x768, but smaller pixels and yet expected same physical size controls, so interface has to be redone again specific for this one.

5. Whatever is after that.

That's a lot of design variations and things to support for one program that for most developers is going to sell for between 99 cents and $2.99.

Re: Let’s Try to Think This iPad Mini Thing All the Way Through

#3

So now, with full screen interfaces only, we need to create artwork and a UI scaled and designed separately for: 1. iPhone/iPod 640×960 at 326ppi 2. iPad dimensions 1024x768 at 132PPI 3. Retina iPad 2048×1536 at 264PPI 4. iPad mini at 1024x768, but smaller pixels and yet expected same physical size controls, so interface has to be redone again specific for this one. 5. Whatever is after that. That's a lot of design v…

Nope. iOS 6 adds auto layout to Interface Builder and Core Layout to the runtime. You'll either start at the largest resolution and setup constraints as the screen size shrinks or at the smallest resolution and do the opposite.

Re: Let’s Try to Think This iPad Mini Thing All the Way Through

#4

So now, with full screen interfaces only, we need to create artwork and a UI scaled and designed separately for: 1. iPhone/iPod 640×960 at 326ppi 2. iPad dimensions 1024x768 at 132PPI 3. Retina iPad 2048×1536 at 264PPI 4. iPad mini at 1024x768, but smaller pixels and yet expected same physical size controls, so interface has to be redone again specific for this one. 5. Whatever is after that. That's a lot of design v…

Not when your outlining a iPad mini using the same resolution as the original iPad. In that case there is no more work than is already involved.

Nothing stopping you doing your graphics at a higher resolution and working in that then scalling down.

Also the harder it gets then the less competition, which for you a developer has to be good if people are put of by having to design/do work.

Re: Let’s Try to Think This iPad Mini Thing All the Way Through

#5
post #4

So now, with full screen interfaces only, we need to create artwork and a UI scaled and designed separately for: 1. iPhone/iPod 640×960 at 326ppi 2. iPad dimensions 1024x768 at 132PPI 3. Retina iPad 2048×1536 at 264PPI 4. iPad mini at 1024x768, but smaller pixels and yet expected same physical size controls, so interface has to be redone again specific for this one. 5. Whatever is after that. That's a lot of design v…

Not when your outlining a iPad mini using the same resolution as the original iPad. In that case there is no more work than is already involved. Nothing stopping you doing your graphics at a higher resolution and working in that then scalling down. Also the harder it gets then the less competition, which for you a developer has to be good if people are put of by having to design/do work.

I don't get the last point. It's a level playing field. If it's more work for other developers, it's more work for you too.

Re: Let’s Try to Think This iPad Mini Thing All the Way Through

#6

So now, with full screen interfaces only, we need to create artwork and a UI scaled and designed separately for: 1. iPhone/iPod 640×960 at 326ppi 2. iPad dimensions 1024x768 at 132PPI 3. Retina iPad 2048×1536 at 264PPI 4. iPad mini at 1024x768, but smaller pixels and yet expected same physical size controls, so interface has to be redone again specific for this one. 5. Whatever is after that. That's a lot of design v…

Unless you are making a ruler app, I don't see much reason to make iPad mini apps any different than iPad apps. I can't think of anything I would change in my apps.

Re: Let’s Try to Think This iPad Mini Thing All the Way Through

#7

So now, with full screen interfaces only, we need to create artwork and a UI scaled and designed separately for: 1. iPhone/iPod 640×960 at 326ppi 2. iPad dimensions 1024x768 at 132PPI 3. Retina iPad 2048×1536 at 264PPI 4. iPad mini at 1024x768, but smaller pixels and yet expected same physical size controls, so interface has to be redone again specific for this one. 5. Whatever is after that. That's a lot of design v…

Gruber is arguing that there won't need to be a redesign for a smaller iPad because, if developers followed Apple's recommendations, touch target sizes on the smaller iPad will match the iPhone. Unless your app depends on the physical size of a point, no redesign is needed.

So, you still have two layouts: iPhone/iPod and iPad. You have four graphics resolutions: two for each.

Of course, as he said, we'll have to see how this plays out in reality. Maybe a smaller iPad will turn out to suck, and developers who want their apps to be usable on the thing will have to redesign them. It's hard to say without actually testing apps at that size.

Re: Let’s Try to Think This iPad Mini Thing All the Way Through

#8
I think that in time, there will be an array of iOS devices at all price points from the ca. $100 to the laptop like $1k. (with some adjustments for carrier subsidies).

They did it before with the iPod, from $99, add $50 for more storage, add $50 for a different form factor, and so on, for every price point between $100 and $400.

Right now, the iPod touch is at $200, the iPad at 400, and 500-800. Phones are 400-700 w/o subsidies. Pushing the iPad down into the $200 range fills out that array of devices so that there's something for everyone who has a little bit of money to spend.

Re: Let’s Try to Think This iPad Mini Thing All the Way Through

#9

So now, with full screen interfaces only, we need to create artwork and a UI scaled and designed separately for: 1. iPhone/iPod 640×960 at 326ppi 2. iPad dimensions 1024x768 at 132PPI 3. Retina iPad 2048×1536 at 264PPI 4. iPad mini at 1024x768, but smaller pixels and yet expected same physical size controls, so interface has to be redone again specific for this one. 5. Whatever is after that. That's a lot of design v…

That's really just two sizes, 1024x768 and 320x480, which you create at 2x resolution. And these are separate apps most of the time.

There is no expectation that controls will be the same physical size on the rumored iPad mini; what happens is that scaled down they already have the same hit area as an iPhone, so you don't need separate graphics for it.

It all fits beautifully, and one has to wonder if this was all planned from the start or just luck + sensible decisions.

Re: Let’s Try to Think This iPad Mini Thing All the Way Through

#10
post #3

So now, with full screen interfaces only, we need to create artwork and a UI scaled and designed separately for: 1. iPhone/iPod 640×960 at 326ppi 2. iPad dimensions 1024x768 at 132PPI 3. Retina iPad 2048×1536 at 264PPI 4. iPad mini at 1024x768, but smaller pixels and yet expected same physical size controls, so interface has to be redone again specific for this one. 5. Whatever is after that. That's a lot of design v…

Nope. iOS 6 adds auto layout to Interface Builder and Core Layout to the runtime. You'll either start at the largest resolution and setup constraints as the screen size shrinks or at the smallest resolution and do the opposite.

Isn't this how it's done in the Android world (and chastised by iOS developers)? Really, I'd like to know.
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