How to follow ios guidelines when designing in points? How to be sure about sizes of UI elements?
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?