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Challenge: Pixel perfect design

developer.apple.com

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Re: Challenge: Pixel perfect design

#111
post #20

This is a really good video about how Apple cares about being pixel perfect compared to Windows with something simple and obvious like the mouse cursor icon: https://www.youtube.com/watch?v=YThelfB2fvg The improvements he made are also quite nice, Microsoft should take note...

Really wish people who cared that much worked on the actual OS.

Still can't get over on Windows how 1 in 3 times when you move it to the edge of a window (might just be the lower left edge) the resize cursor appears gigantic and glitched out for a single frame.

Really don't understand how they either don't notice that stuff or just say "Yeah it's fine, just ship it". I know you can say "well it still works, it doesn't alter the functionality" but what if like every 3rd time you picked up a pencil I flashed a floodlight in your peripheral vision. Would probably push you out of your flow right?

Re: Challenge: Pixel perfect design

#112
post #92

Earlier quoted context omitted.

Correct me if I'm wrong, but Steve Jobs didn't believe in responsive webdesign and the browser on iPhone originally didn't support RWD. He believed people should access the full website and use gestures to zoom in and out on the website. Part of the reason apple.com was so late adapting to mobile breakpoints. So saying that the iPhone was responsible for RWD is too much credit I think.

Apple invented the non-standard "viewport" meta tag and gave guidelines on how to use it [1]. The article that has popularized the term RWD mentions iPhone four times [2]. For me it is obvious that RWD started from the iPhone, but maybe our viewpoints (or viewports) differ. [1] https://developer.apple.com/library/archive/documentation/Ap... [2] https://alistapart.com/article/responsive-web-design/

A great piece of history, that ALA article.

I believe you are right, but on a different level. Iphone started the mobile revolution which inspired other phone builders. When earlier we used build m.website.tld websites, the bigger screens from Iphone-inspired smartphones allowed us to use the same website, with mediaqueries.

Maybe it's because I'm Europe based, but we didn't really develop for iphones initally.

Re: Challenge: Pixel perfect design

#113
post #2

I noticed the images looked a little blurred to me for pixel art. Digging further into it, they're oversized high resolution JPEG images scaled down by the browser rather then correctly sized PNGs. Putting quality aside and thinking about the poor internet pipes; each image is around 100kb in size and had it been a two bit black and white PNG would have been around 12kb. I know, I know, it's a probably an off the she…

> Digging further into it, they're oversized high resolution JPEG images scaled down by the browser rather then correctly sized PNGs

Pixel perfect meets JPG. What can go wrong ? /s

There is a unhealty love between JPG and the world of photography. I have an 8 Mpx phone but it chooses to use JPG with medium compression. Good bye quality. My camera also uses JPG but fortunately the compression ratio is not so big.

Re: Challenge: Pixel perfect design

#114

Earlier quoted context omitted.

Sorry, dumb question, but does it let me listen to downloaded music on my earphones even when I don't have a phone with me? (Never had a proper smartwatch). Like can I download music directly to the Watch (what about DRM?) and can it connect to Airpods or other bluetooth without a phone?

Recently, my iPhone went dead because it had no charge left and the music started to play from the watch via AirPods

No post body was provided.

Re: Challenge: Pixel perfect design

#115
post #65

Earlier quoted context omitted.

So it seems you missed the word “perhaps” which essentially makes this correction meaningless.

You can’t just slap “perhaps” on arbitrary statements and expect to not be corrected if they’re inaccurate.

We can never know what each and every pixel art designer means or intends, simply because there is no single answer.

Because of this obvious fact, I offered a common explanation among those designers I know that produced pixel art: that they simply do not consider the particulars of how pixel art was rendered on cathode ray tubes. Hence /perhaps/, a possibility is presented.

I find your counter-argument superficial and perhaps intentionally missing the point.

Re: Challenge: Pixel perfect design

#116
post #6

Pixel art is a fun retro hobby, but as the article acknowledges, "we create work for high-resolution HDR screens." Icons, logos, and illustrations in general should be vector-first, so they will show up cleanly on HiDPI and in the future, 4X or 8X DPI interfaces. Too many icons and logos (even the Y on the top left here in HN) look blurry on a simple 4K monitor with 200% scaling (which is not uncommon now).

True, and pixel art was originally designed for cathode ray tubes. This leads to a funny effect where modern pixel art designers perhaps misunderstand the intended look of actual oldskool pixel art and emulate it anyway. The same is true of old fonts.

This is true for retro video game consoles and early computers that had ~240p displays or output to TVs. But later PC CRTs were pretty crisp and not really that much different from an LCD at native res.
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