![]() The status bar appears at the top of every page – except for some full-screen images, videos, or media. If you’re interested in a specific section of the page, you can skip ahead to that section: It allows you to start filling in this framework of the page very quickly. ![]() Note: in the downloads section below, I have an iPhone Figma template that has rulers dividing these page areas, plus the status bar and home indicator. ![]() While different iOS apps have different layouts, many standard pages will have a layout something like the following: Yay, points! That being said, occasionally designers use the terms interchangeably, and you’ll just have to know from context which they mean. Points is the unit that allows us to have higher resolution screens without all the elements on the page just shrinking. Once technology was good enough such that pixels were roughly half as tall/wide as they started, we could just use a 2x2 square of pixels for every point (this is called And once pixels were roughly a third as tall/wide as they started, we could use a 3x3 square of pixels for every point. But if you merely make your pixels smaller, everything on the screen would get smaller too! To balance this, designers measure the size of elements on the screen in points. Smaller pixels mean a clearer image, which is great. A “pixel” is a tiny square of light that your iPhone screen is made up of. PixelsĪ “point” is a measure for designers to compare the sizes of fonts and UI elements across iOS devices. Since height is less of a constraint, it matters less whether your art boards are, say, 667 or 812 pixels tall. So it’s always better to design for narrower screens first, then double-check and adjust for larger screens. *Google Analytics records this at Audience > Mobile > Devices, and then set Primary Dimension to “Screen Resolution”Ī design that works well on a narrower screen (375pt) will almost certainly work well on a slightly wider screen (414pt) – but the reverse is not true. If you’re designing an app for a tech- or design-savvy audience, the most popular iPhone screen size is likely the newer 390x844 pt.If you’re designing an app for a general audience, use the overall most popular iPhone screen size: 375x812pt or 375圆67 pt (but as they’re the same width, it doesn’t make much difference).If you’re recording analytics on your current app or website, check those* for your audience’s most common screen sizes.Use the most common iPhone screen size for your audience, but if you have any dense, data-heavy screens, make sure to test those on smaller screen sizes. What size frame should I use for iPhone design? This is how much bigger to make a raster image (PNG, JPG) when exporting to take maximum advantage of the higher resolution of some devices. I strongly recommend designing on frames of this size for a given device. This is the “point size” or size of a given device. Here’s the full list for your reference (drag this link □ iPhone Sizes□ to your bookmark bar to save it get the downloadable PDF below) Device Every year seems to come with at least another screen size □… ![]() If your design worked on a 320x480 screen, you were golden. Heaven knows Apple’s Human Interface Guidelines are awful to try and read.įor the first 5 or 6 years of iPhone releases, screen sizes were pretty manageable. Maybe you’ve designed a dozen, but still want one place to reference best practices. Maybe you’ve never designed an iPhone app, and have no idea where to begin. In this article, we’re going to cover basically everything you need to know to design an iPhone app following standard iOS 16 conventions and style.
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