0

I am currently helping out my company with the UI/UX design of apps, and having no experience and prior knowledge, I find myself stuck between whether to follow the guidelines or not.

We're beginning to adopt the card design from Material designs guidelines, but I find that there is too little space for too many items. Our app specialises in travel, and these are a few problems I've met:
1. Name of place too long. Material design states that the title has to be 24pt. I think the guidelines say I shouldn't shrink the words, and I feel that I should keep it to a single-line.
2. The padding between the image and words (16px top and bottom) would lead to the phone only showing 1 card at a time, which I think is too long.

My question is when can I ignore these guidelines, or do I follow the guidelines only when I use the native elements (like bars)? The most common example is game apps where it contains no iOS/Android elements.(Is it called custom?). Especially for images, I do not now how much padding I should leave, but sometimes I use 8px and sometimes I use 15px (for iOS) and 16px (for Android)

Another question I would like to ask is, currently, I am being tasked to replicate the design of iPhone to both an iPad and iPad Pro. I could not find any guidelines for iPad, so what I did was I kept the same padding and enlarged the text and images. My problem is Sketch does not enlarge the text (as they are in pts), so how does a designer decide on the text size on the iPad? Is there a definite size for both iPhone and iPad, or is there only a minimum and the size can be decided based on preference?

I do feel that it's inefficient in creating a design for iPhone and iPad, plus doing it for Android too, and with so many phone models, it seems unrealistic. I would like to know what would a designer do when creating designs for both OS with different phone sizes.

Thank you.
-Kei

  • 2
    All the questions regarding whether one should follow Material Design/Apple HIG guidelines in this or that can be answered with the definition of the guideline "By definition, following a guideline is never mandatory. Guidelines are not binding and are not enforced." – locationunknown Aug 30 '17 at 11:30
  • Also you shouldn't ask two different questions at the same time. "Not sure what you are asking" is a reason to close questions. – locationunknown Aug 30 '17 at 11:32
  • Sorry, I'll take note about that. Can I confirm with you that by 'definition of the guideline', it's a general info across every guideline even though it's not stated on the Material Design/Apple HIG sites? – Kei Aug 30 '17 at 14:32
1

I've faced this challenged before and I find myself asking why the guidelines aren't working with my intended layout or experience. If your planned experience is fighting with the material design philosophy that much then I would rethink your approach in UI layout.

Regarding your questions

  1. If your titles are not fitting within the paper cards, I would suggest not putting them into card and reserving that for body copy/content.
  2. For the scaling typopgraphy, you should be using a Dynamic font that will scale with the resoltions. here is a resource for Material (https://material.io/guidelines/style/typography.html#typography-other-typographic-guidelines) and for IOS (https://developer.apple.com/ios/human-interface-guidelines/visual-design/typography/)

Hope this helps

  • 1. If for example I choose to not follow the guidelines, is it possible to use 16pt instead of 24pt? I am concerned to whether it will cause the app to be rejected. 2. My text is being combined with the image together as a .png file, which was why I was asking about the text size. Am I right to say that dynamic font means it will be coded by the developers? – Kei Aug 30 '17 at 14:24

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.