what is the best screen resolution to develop web pages? - firefox

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.

Related

How to adapt text and/or elements size while designing to smaller screens?

I have a personal project designed for the desktop that I previously created in Adobe XD, and now I would like to put it on Behance. To do so, I need to adapt the layout, designed for the desktop, to mobile.
I don't usually design for smaller screens, so I am wondering how much I need to decrease text and element sizes? For example, if I have a text with a font size of 40px, what calculations should I use to decrease the size for mobile? Is there a default percentage to reduce desktop values? Alternatively, are there visual rules that other designers follow?
I always design for Bootstrap, but I'm not sure if I am thinking about mobile the right way.
I've also posted this on the User Experience Stack Exchange forum, but I'm not sure which one is the best for my question.
Thank you for sharing your thoughts and advice.
I have designed mostly for desktops as a traditional web designer, and now I'm trying to migrate to UI/UX.
Modern devices do most of the scale conversion work for you by adequately scaling the viewport to compensate for the smaller screens and often higher resolutions. Depending on the type of application you are designing, the technology is different, but the result is very similar.
For example, if you were implementing the design for the Web, you would likely need to use browser features like media queries to manage your content.
However, because you are focusing on the design of the site, you should not need to worry about the 'how', so you can focus on what to do.
Here are some tips:
Elements and text appear roughly the same size on desktop and mobile if you hold the device at a casual but comfortable distance and compare it to the size it appears on your desktop's screen at an average viewing distance. You can try this by going to a website built for mobile like Apple's.
Because of the similar size but reduced screen dimensions, you need to simplify your design, avoid multiple columns (especially for phones).
Because you see a smaller portion of your design at once on mobile, there is less need for significant visual hierarchy. For example, if you have multiple heading levels with a significant visual size difference on the desktop, you can probably get away with making them closer in size on mobile.
If you want to see what your design looks like on mobile, try emailing the design to your phone, save it to your pictures, and load the image full screen. You may need to zoom the image in a bit so that the left and right of the design are touching the sides of your phone's screen. If your text looks too small or your elements are too large, adjust the design and load it on your phone again. Keep doing this until you get it right.
With a little practice and effort, you will get the hang of Mobile design. And, if you want to take it to the next level, try researching mobile first design. Here is just one of many articles on the subject.

UI scaling - XNA

(Sorry if I missed the answer)
So I just started out making an XNA game for windows.
And while designing the UI, I was wondering how to scale the UI at different resolutions.
So, imagine that I make a UI for a 1920*1080 screen, how do I make sure this is displayed correctly on a smaller 4*3 screen?
Thanks in advance!
Simon.
Usually one designs the GUI in a way that will be usable in the lowest resolution your game offers (traditionally 800x600), then you are sure everything fits correctly at all resolutions.
This is usually why games at higher resolutions seem to have a lot more space for the "playfield" and less for UI than at smaller resolutions.
You could scale the UI once the resolution is higher as well, as easy as using the scale parameter on SpriteBatch.Draw, or you could do it a bit more smartly, by having your assets 9-sliced and aligned to WIDTH/HEIGHT constant percentages.

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.

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

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 ....

What browser screenwidth should I design for to support Mac OS?

Most statistics out there for browser stats show you the resolution of the screen.
Thats fine for Windows where browsers typically open full screen and most people leave it as that. So if the browser stats say 1024x768 you just need to subtract a little width for the browser chrome.
On a Mac however browsers typically dont open full screen.
What kind of width is a mac browser likely to be when it opens as such.
I'm thinking of a width of 960 as recommended by what-is-the-best-absolute-width-for-a-webpage. However I'm wondering if this is equally as good width for a mac?
I'm not sure when Apple last made 1280x768 laptops or screens anyway so its probably a non issue. It just frustrates me a little that most places I find statistics on screen resolution dont show you the actual available width.
Design away, my friend. The Apple display packs many pixels.
A window will open to fullscreen on the Mac, no problem. It simply conserves space when it can, unlike the PC behavior, which will fill the screen regardless of how much space the site actually needs.
In other words, the case where the Mac doesn't open the window fullscreen is the case where the user has room to spare. So those are cases you don't need to worry about. If a Mac OS browser has to go fullscreen to fit the site, it will. But when the site is only 960px and the user has a gorgeous 2560x1600 cinema display, it will stop at 960, enough to eliminate the horizontal scrollbars.
The reason people notice this behavior is because apple displays are often too big, so the fullscreen is often not needed. The smallest display Apple ships on any notebook is a roomy 1280x800. The smallest iMac is already 1680x1050. They only get bigger from there.
As far as choosing your dimensions, the normal considerations apply. Play to your lowest common denominator. Simply know that the screen resolution of even a modest apple display will be on par with the industry standard. If you're willing to go 990 or 960 for the PC, it will also be acceptable for the Mac.
(source: akamai.net)
Most of the designers I work with are more concerned with making designs too narrow for Apple users. They design in the 960 pixel realm so that it works for the larger audience, and then they try to find creative ways of showing a little extra love to the owners of that giant cinema display.
Sidenote: #Taylor Marshall asks a good question: "What if the widths are all set to 100%? How big does [the browser window] get..?"
Without any constraints, Firefox will simply go fullscreen, like the MS Windows behavior. Safari will expand up to a width of 800px, unless the width is already greater than 800, in which case it maintains that width and only modifies the window height. Of course, if there aren't any hard width values, then the design is a liquid layout, so the concern about designing for a particular width is somewhat altered. Usually good liquid layouts, despite being displayed correctly at any dimension, are nonetheless designed to be viewed at reasonable window widths.
Instead of fretting about absolute widths, why not do percentages, and give it a min-width so that it doesn't start to look too terribly bad at lower resolutions?
The min-width could be where your 960 or 990 comes into play.
The stats you've read are based on actual screen sizes of visitors. If you're looking for stats on what size the average user's browser is at, you'll need to look elsewhere. Also I never browse full screen on windows or mac OS, and I consider a design that's wider than 960px or so to be very annoying. (it's 2^16+2^17+2^18+2^19)
I'm feeling lucky for browser size. See the second chart.

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