What is a good maximum content area width for web pages? - user-interface

Is there a standard max for the width of the main content area of a web page? I want to maximize screen real estate without affecting usability. I've seen a lot of sites stick to 980px or less. Anyone have any suggestions?

Target either the 800x600 or 1024x768 resolution.
For 800x600 it is around 750px.
For 1024x768 it would be 970px.

I'm assuming you're referring to the wrapper width since you mentioned 980.
The most ideal solution is to not think of pixels at all and instead rely on ems/%s and scaling, be as fluid as possible so your design fits on small mobile devices and your elements heights are not fixed but auto. Example being: http://www.456bereastreet.com/
But if you're stuck with web designers who still think pixel and you know for sure you'll be unable to get them to try making images that are liquid/fluid, I would say shoot for 960 pixels in width so you have enough viewing area in a 1024x768 with scrollbars in IE6/XP, but this really depends on your audience and the majority of your audience's screen resolutions.

Research, such as that referenced here suggests that people have a more difficult time reading long lines of text. That's why I restrict my content width to 800px or so.

You have to first ask the question. Who is my audience?

There's no "standard", especially in this age of PDAs/smartphones/netbooks/smartbooks/kiosks/etc... - while it may sound cliche, the best thing is to design a fluid layout not depending on exact screen size.
The answer may change depending on your intended/anticipated user base, of course (e.g. assume 1024 px screen width leaving you with 980 working px - and consciously decide that you are not interested in supporting anyone with smaller screen resolution).
Another solution is to allow size layout customization by making it into portal-like with user having control of layout of the portlets (ala My Yahoo).

960 is a pretty common standard, and the rationale behind that figure is the fact that fitting on a 1024 pixel wide screen will allow a big majority of your users to see the content without scrolling. See here for one of 100's of sites that give access to browser & user system capabilities statistics for some initial inspiration.
But in the end, it'll up to you to understand the structure of your customer base - if your site targets iPhones, targetting 1024 pixel wide screens may not be your smartest decision.

Not sure about absolute pixel values, but one thing I'd make sure of is that the text columns don't get too wide. There is a number of characters beyond which reading comprehension is impaired.

1000 pixels in width, is what I use which fits into the minimum 1024x768 resolution used these days without a horizontal scroller at the bottom of your browser ....

Related

It´s necessary to create different screens sizes and density xmls for an app? Best approach for this

Just a straight forward question. I´m trying to make the best possible choice here and there is too much information for a "semi-beginner" like me.
Well, at this point, I´m trying with screen size values for my layout (activity_main.xml (normal, large, small)) and with different densities (xhdpi, xxhdpi, mhdpi) and, if a can say so myself, it is a mess. Do I have to create every possible option to support all screen sizes and densities? Or am I doing something really wrong here? what is the best approach for this?
My layouts are now activity_main(normal_land_xxhdpi) and I have serious doubts about it.
I´m using last version of android studio of course. My app is a single activity with buttons, textview and others. Does not have any fragments or intents whatsoever, and for that reason I think this has to be an easy task, but not for me.
Hope you guys can help. I don't think i need to put any code here, but if needed, i can add it.
If you want to make a responsive UI for every device you need to learn about some things first:
-Difference between PX, DP:
https://developer.android.com/training/multiscreen/screendensities
Here you can understand that dp is a standard measure which android uses to calculate how much pixels, lets say a line, should have to keep the proportions between different screensizes with different densities.
-Resolution, Density and Ratio:
The resolution is how much pixels a screen has over height and width. This pixels can be smaller or bigger, so for instance, if you have a screen A with 10x10 px whose pixels are two times smaller than other screen B with 10 x 10 pixels too, A is two times smaller than B even when both have 10 x 10 px.
For that reason exists the meaning Density, which is how much pixels your screen has for every inch, so you can measure the quality of a screen where most pixels per inch (ppi) is better.
Ratio tells you how much pixels are for height as well as width, for example the ratio of a screen of 1000 x 2000 px is 1:2, a full hd screen of 1920 x 1080 is 16:9 (16 pixels height for every 9 pixels width). A 1:1 ratio is a square screen.
-Standard device's resolutions
You can find the most common measurements on...
https://material.io/resources/devices/
When making a UI, you use the DP measurements. You will realize that even when resolution between screens are different, the DP is the same cause they have different densities.
Now, the right way is going with constraint layout using dp measures to put your views on screen, with correct constraints the content will adapt to other screen sizes
Anyway, you will need to make additional XML for some cases:
-Different orientation
-Different ratio
-Different DP resolution (not px)
For every activity, you need to provide a portrait and landscape design. If other device has different ratio, maybe you will need to adjust the height or width due to the proportions of the screens aren't the same. Finally, even if the ratio is the same, the DP resolution could be different, maybe you designed an activity for a 640x360dp and other device has 853x480dp, which means you will have more vertical space.
You can read more here:
https://developer.android.com/training/multiscreen/screensizes
And learn how to use constraintLayout correctly:
https://developer.android.com/training/constraint-layout?hl=es-419
Note:
Maybe it seems to be so much work for every activity, but you make the first design and then you just need to copy the design to other xml with some qualifiers and change the dp values to adjust the views as you wants (without making from scratch) which is really faster.

How do GUI developers deal with variable pixel densities?

Todays displays have a quite huge range in size and resolution. For example, my 34.5cm × 19.5cm display (resulting in a diagonal of 39.6cm or 15.6") has 1366 × 768 pixels, whereas the MacBook Pro (3rd generation) with a 15" diagonal has 2880×1800 pixels.
Multiple people complained that everything is too small with such high resolution displays (see example). That is simple to explain when developers use pixels to define their GUI. For "traditional displays", this is not a big problem as the pixels might have about the same size on most monitors. But on the new monitors with much higher pixel density the pixels are simply smaller.
So how can / should user interface developers deal with that problem? Is it possible to get the physical size of the screen? Is it possible to set physical sizes instead of pixel-based ones? Is that still a problem (it's been a while since I last read about it) or was that fixed meanwhile?
(While css seems to support cm, when I try here it, it is not the set size).
how can / should user interface developers deal with that problem?
Use a toolkit or framework that support resolution independence. WPF is built from the ground up to be resolution-independent, but even old framework like Windows Forms can learn new tricks. OSX/iOS and Windows (or browser if we're talking about web) itself may try to take care the problem by automatic scaling, but if there's bitmap graphic involved, developers might need to provide different bitmaps such in Android (which face most varying resolution and densities compared to other OS)
Is it possible to get the physical size of the screen?
No, and developers shouldn't care about it. Developers should only care about the class of the device (say, different UI for tablet and smartphone), and perhaps the DPI to decide which bitmap resource to use. Vector resource and font should be scaled by the framework.
Is that still a problem (it's been a while since I last read about it) or was that fixed meanwhile?
Depend on when you last read about it. Windows support is still spotty, even for the internal apps itself, and while anyone developing in WPF or UWP have it easy, don't expect major third party apps to join soon. OSX display scaling seems to work a bit better, while modern mobile OS are either running on limited range of resolution (iOS and Windows Phone) or handle every resolution imaginable quite nicely (Android)
There are a few ways to deal with different screen sizes, for example when I make mobile apps in java, I either use DIP(Density Independent Pixels; They stay at a fixed size) or make objects occupy a percentage of the screen with simple math. As for web development, you can use VW and VH (Viewport Width and Viewport Height), by adding these to the end of a value instead of px, the objects take up a percentage of the viewport. For example 100vh takes 100% of the viewport height. Then what I think is the best way to do it, but time consuming, is to use a library like Bootstrap that automatically resizes elements, even when the window is resized. W3Schools has a good tutorial on bootstrap and more detailed explainations on any of these options can be looked up with an easy google search.
The design of the GUI in today display diversity era is real challenge. I would suggest several hints, mainly about the GUI applications design:
Never set or expect constant pixel size of the text - the user can change it from the system settings of the OS. Use some real-world measures for the text and check its pixel size when drawing. Provide some way to put the random size text in the boundaries of the window.
Never set or expect constant pixel size of the GUI widgets. Try to position them on the window in some adaptive way - according to the size of the window. Most GUI widget toolkits today have such instruments.
Never set or expect constant pixel size dialog windows. Let the OS to choose the size for you and then use what you get (X). Or, if you need to set some size and position (Windows), define it as a percent of the screen size.
If possible use scalable image formats for the icons. SVG is great for icons actually. Using sets of bitmap icons with different sizes is acceptable, but highly non-optimal as memory use and still will not provide perfect scaling in most cases.

Photo as website home page background dimensions?

hope this question is ok on stackoverflow. I want to use a photo as the background for the homepage of a website. The photo will be take up the entire page. However i don't know what resolution i should make the photo. I was thinking 1920 x 1200px so that people with 24 inch screen don't see the 'ends' of the photo. However is that big enough? I'm worried about the site looking ok on screens larger than 24 inches.
Also anyone know how i should optimize the photo so it loads as fast as possible? Thanks.
Overall, this seems to be a question of trade-offs. The better the resolution, the slower the page load for a do-nothing page. Is it worth the slow-down to have the better resolution and avoid pixellation?
Also, I think you're asking the wrong question, since a 24-inch screen can be in multiple resolutions.
I would approach this in the following manner:
what is the largest resolution you MUST have your photo look "good" on? Then make your photo that resolution. If 24" is your target, look at what resolutions this size monitor "typically" supports and target that.
What number of colors you want? (or perhaps b&w / grayscale). If you reduce the number of colors (preferably to "web-safe" colors), you can load faster with the same resolution.
A program like Photoshop (or Gimp) will probably give you the most power in tuning these parameters.
Do you care if only a portion of the photo displays when your viewer has a smaller window?
I know this isn't a cut and dried answer, but these things seldom are (IMHO).
For a solution that will work on most modern browsers, you will need to place the image in a div with a z-index less than the rest of your page (see: Stretch and scale CSS background)
As far as creating a 1920x1200 photo that will compress to a small size, I would recommend trying a smaller size (e.g. 960x600) and see if it looks okay on your 24-inch screen. There are many programs that will let you specify file size for your compression (e.g. FastStone Resizer) so you can experiment and see what is acceptable. In general, photos with less detail and/or color-depth will compress better.
Another problem you are going to run into is aspect ratio. Even assuming that your web-site is always opened in a full screen browser and not a window, sometimes that screen is going to be 16:9 ratio and sometimes 4:3. You could try to create an photo that has a nice 4:3 ratio "sweet-spot" in the center and adjust your div using some Javascript based on the current window aspect-ratio.

Optimal target pixel dimensions for website you have designed?

Okay, so let me start by saying: PLEASE do not tell me how to create a fluid website or that I should read some statistic from Google on just how much pixel width by height is visible by website visitors as tracked by Google analytics...
As a web designer, certain assumptions about your audience must be made in order to design an effective website. So, what pixel dimensions do you assume are the minimum pixels width and/or height that these users should view your website at?
I understand that with a properly formatted "fluid" design, you should be able to view it at any dimensions - HOWEVER, there is always a target that the designer is hoping for as their minimum and maximum viewing sizes.
So, how about it? I want to hear people's personal experiences. Please do not point me to some obscsure net-article. All of that is great, BUT, I want to hear from those others, like me, who are in the trenches, actually designing websites: what pixel dimensions do you think are the minimum that your site should be seen at?
So, once again, for those in the cheap seats....
WHAT I WANT TO KNOW IS THIS:
What size is the optimal size to view your latest, greatest website design at?
Please, no flaming-weenies telling me what is wrong with my post... if you have nothing constructive to add, please do not respond.
I usually design for 800x600, taking out some vertical space for the browser, so around 800x450 - 800x500. If all of the important information falls in that resolution when viewed with OS-default font size settings, I consider that a good thing.
We had to build a webapplication for users from several systems. We decided that the users will need at least a resolution of 1024x768. the bad part with this page is that graphic designers had too much influence in creating the site. Well, also on bigger screens, everything is in a maximum 1024 pixels wide. We wanted to use the whole screen, but no: "doesn't look cool enough".
At the company I work, we design for a target resolution of 1024*768. This just stems from the fact that the place we are writing an application (GWT) for at the moment have a few old 15" computers lying around, and the application needs to run on their browsers too.
For on-screen viewing, you should trim about 40 pixels off of the width of the screen resolution. The narrower width accommodates for borders and scrollbars.
Think of your target audience:
Are they more likely to have high-resolution monitors (and a 1024x768 or larger display)? If that is the case, keep your width to about 980 pixels.
If your target audience is elderly, or has poor eyesite, they tend to prefer the larger fonts that an 800x600 resolution provides. For this audience, keep your width to about 760 pixels.
Will your audience print out your web pages (or a portion of them, e.g., for order confirmations or instructions/directions)? If so, the page to be printed must fit a 540 pixel width for 8.5x11" paper with .5" margins or 511 pixels for A4 paper.
(HTML5 standards may stray from these traditional guidelines, as pages can grow horizontally and vertically when the user expands viewing areas of the page.)

what is the best screen resolution to develop web pages?

I m, on a daily basis creating web pages. My preferred development screen resolution is: 1600x1200 but what is yours?
And do you use any other plug-ins?
I use window re sizer 1.0 for Firefox. But are there better options?
In my opinion, if you're using a window resizer, you're already on top of the game. I try to aim for pages that work well on a 1024x768 screen, accounting for scrollbars and toolbars and whatnot. It may be worth resizing your screen to 1024x768 (or whatever the minimum is that you support) every once in a while just to fully understand that user experience, but in general the window resizer keeps you aware enough.
I disagree - fixed size layouts are just fine. In fact, Stackoverflow.com uses a fixed size layout, as do a great many professional sites out there. The reason? Predictability.
A few things:
Never have horizontal scroll bars
Try to avoid vertical scroll bars when it's reasonable to do so
Remember, AJAX and other newer technologies can help you save space on your page with popups and other niceties.
My 2 cents,
-Doug
It shouldn't matter - design your web pages to be flexible and fluid such that they degrade gracefully on any reasonable screen resolution. Cater for mobile devices with very minimal screen space and massive displays.
I develop with a 2x1440x900 setup, but I leave Firefox as a window at 1024x768 using Web Developer Toolbar.
The dual monitor setup is really useful when you have the code on one screen and Firefox on the other.
I wouldn't go over 800x600. However, ideally your layout is not fixed to a screen size, and can resize and still look right.
I stick with 1024x768. It's usually big enough for what you need to display, and not everyone is quite to 1600x1200 yet. Maybe in a few years. I'd stick with a smaller display...that way it may force you to be more design conscience.
Two screens are invaluable regardless of screen size. One screen to run your editor, and one screen to run your browser. It's amazing how much smoother development becomes.
With my stats showing 1024x768 as my users' dominant resolution, I certainly wouldn't go below that. Beyond that, I agree with, apparently, everyone else here that fixed size layouts are just a bad idea, and your design should adapt to render context.
For the love of Pete don't use pixel sized fonts. Use em or pt sizing instead.
It all really depends on what kind of page you are designing. I would try to design with the ability for the page to scale in mind. There is nothing I hate more than having to zoom in a page that was designed for 800x600 on a 1920x1200 display.
I think the best advice given here is just to try it at different resolutions instead of your native one, and try to make it look good at a variety of sizes.

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