Designing for different iPhone mobile devices with different resolutions in Sketch. How to comply with GUI when designing in points? [on hold]
Good day to everyone,
Need help from very experienced UX designers, who can provide detailed answer here.
I have a few questions regarding the design process of an iPhone mobile app (daily task manager app to be exact). It should be an iPhone app supporting iOS version 9.
General question: If we should provide mobile app design (in Sketch) for iPhone devices (Iphone 5S (320x568) render at 2x,6 (375x667) render at 2x,6+ (414x736) render at 3x), which have different dimensions and resolutions, what is the size (from the beginning) we have to start to work with when following good practice? Should I provide high fidelity mockup for any specific devices first, and only scale it down or up to other 1x sizes after? P.S.: When we want to handover files to the developer we will have to export in all @1x, @2x and @3x sizes. I know that Sketch will export my 1x design to 2x and 3x. But again the question is the same - should I design for 1x sizes for all devices separately - 1x size for 5S, 1x size for 6 and 1x size for 6+ first?
I am working in Sketch 3. And I've been started with 375*667 points for @1x for iPhone 6 first. When I have to design for iPhones, I usually start with art-board of iPhone 6 at 1x (375x667 px). I found this more convenient than any other art-boards. When I am working in points, should I still abide by IOS Guidelines/Standards? I know that the general rule is 44pt for buttons and 12pt for small text, 17pt for body text and 20pt+ for titles. Why when I am working in points does the 44pt size seems to be a similar size for buttons as for segmented controls? It takes more space apparently. How can I comply with UI element sizes in such case? How are you following GUI standards when designing in points?