Android notification - which image assets for developers - android

By material design guidelines, this is what a notification looks like on Android M and Android N:
Now, what are the image assets needed for the developer to implement it this way? I haven't found any specific size requirements either, but based on screenshots, the large icon/avatar is 40px in 1.0x mdpi resolution.
Let's say this is the layout of the notification for Android M:
What I thought was needed was the icon as seen in (1) which then gets masked to a circle by code and then the small icon is added using a different image. But I have been told that it's not possible and an image similar to (3) is needed. But that doesn't sound right since it wouldn't be aligned properly with the notifications that don't include the small app icon and since it looks different in Android N, it wouldn't work either.
So the question is, which images (and what size are these) does a developer need to make it look like the image from the design guidelines? I assume that a different image (the small icon) for M and N is needed as well?
Thank you.
/e just to clarify, I am asking as a designer, not a developer, otherwise I would try it myself

Related

Using drawables xml files and images

How is someone supposed to use the drawables located in ...\AppData\Local\Android\android-sdk\platforms\android-22\data\res in Android Studio projects?
For example, if someone would like to change the Floating Action Button icon to a pencil icon, what is the standard practice?
Is there some kind of documentation available that demonstrates what each drawable XML file actually looks like when drawn? Or are you expected to copy and paste these into your project in order to see what they actually draw?
Surely there is some kind of gallery somewhere...
Unlike any other O.S, Android powers billion devices with different screen sizes, ranging from small phones to large TV sets. And it becomes a primary necessity to run apps with perfect User Experience on all sorts of devices! And for that purpose Android uses DIP or DP (Display Independent Pixels).
And coming to the solution to your question, consider reading from here
And, the general procedure is to generate images of different resolutions for different screen sizes, see this
Also, this video explains it simple!
And in order to generate multiple images with different resolutions for the respective screen sizes, I personally use a resizer tool. Final Android resizer, available here.
hope it helps!

Stumped on the dimensions of the logo to be placed on the various DPI screen versions while designing Android App

I am trying to design an android app and feel stumped on the dimensions of the logo to be placed on the various DPI screen versions and other scenarios possible. Please suggest what should be the size of logo per DPI screen. I am using attached image as reference for other design specifications such as icons and bar size.
I am trying to create a launcher icon
Developer has requested different logo size versions as per the
screen DPI.
What should be the size of the correct size of the logo max and min
to be placed on any screen of the app? Is it completely up to the designer?
Thanks in advance.
There are commonly two ways to target all screen DPIs.
Easiest way - Make all images to Extra High or Extra Extra High DPI.
Safe way - Make all images for every single DPI.
Now my question is what size should my logo be in order to be able to make Make all images for every single DPI.
Hope this help to understand.
If you are trying to create a launcher icon then the sizes in pixels are clearly defined in the image you have posted.
To get started you should try loading the logo into the Android Asset Studio at:
http://romannurik.github.io/AndroidAssetStudio/icons-launcher.html
This may give you good enough results to use. Otherwise, you can at least see what icon sizes are required and what folder layout is required by Android.
Did a bit more research and asked around and finally found the solutions.
While every tutorial out the there specifies the ratio to resize the images to as per DPI, But how to actually do it was proving to be quite difficult for a novice me.
Then used PNG Express and rest was all easy. They provided every image as per the developer specified ratio. While this tool is not free and requires first hand payment, please update if there's any better tool.
I am sorry if I wasn't very clear in my question.

Unity Android NGUI Components shows smaller on the build version than the Emulator version

So i was building this UI for an app in Unity to be deployed on Android Platform.
Here is the preview from the Game Window :
But when i build and run the app on my device, it shows this :
The header log is anchored on Top, the title is anchored on Center and the buttons are anchored on Bottom.
Here is the hierarchy of the components :
Im new to Unity and NGUI so i really dont know what's wrong with this. Thank you guys.
Different behavior is probably caused by different resolution/ration on your device in compare to your editor window. To emulate such behavior in the unity editor, you can force resolution/ration in your game window, or you can add your specific device resolution (what I actually recommend for you to do as a good start):
When you experiment with few of them, you will see that your interface is behaving in different ways.
To change that behavior on different screens, you can check your UIRoot options, especially Scaling, see UIRoot documentation.
Another good places to start is NGUI forum's topic concerned in handling different resolutions or official video about NGUI anchors.
Hope that this will guide you to perfect cross-device interface design.
I think your problem is configuring how is going to work NGUI with your sprites. There are 2 things you could do:
Use a pixel perfect resolution: This will maintain the perfect size of the sprite, and will look the same on every platform (this causes some things to look smaller if the resolution is higher)
Use a fixed Size of the UI and recalculate the sized based on the device.
The problem you are having here.. is because of that. The background for example, should be larger if the screen is larger.
To achieve that.. NGUI provides you with a UIRoot where you can configure the Scaling style to PixelPerfect, FixedSize and FixedSizeOnMobiles.
Try setting that up and the images will adapt to the different sizes.
Hope this works for you, I'll attach an image so you can check out what I'm talking about

How to use One Image for support all screen and density devices in Android

Here i develop one android application and i have one image with size 197*253, taht size is used for tablet. but i want to use in small screen device and mobile screen devices.
In this case can i use nine-patch image concept.
Please help me,
Thanks in Advance,
Depends on the purpose of your image in your app.
If it is meant to be stretched (Like buttons and layouts' backgrounds), then NinePatchDrawable is the solution. To convert your .png to a 9-patch, follow these steps.
If your image is an icon image (like Launcher, Action Bar, Menu and Notification icons), then you should use different .png's for different sizes. You can generate those different sizes manually (by using Photoshop or whatever tool you use to adjust the proper size) or you can use these tools to generate them automatically.

What is the "Feature Graphic" for Android apps?

I simply cannot find any documentation on what I'm supposed to include in my Feature Graphic. The only info listed is:
1024w x 500h
24 bit PNG or JPEG (no alpha)
Will be downsized to mini or micro
But what content should it include? Thanks for any help.
EDIT: Google announced the web version of the Android Market earlier today. It appears that the "feature graphic" is used (in a smaller size) for the top features (see large images near the top: http://market.android.com/) and at the top of individual app pages.
The little I found was this:
Use a safe frame of 924x400 (50 pixel
of safe padding on each side). All
the important content of the graphic
should be within this safe frame.
Pixels outside of this safe frame may
be cropped for stylistic purposes.
If incorporating text, use large font
sizes, and keep the graphic simple,
as this graphic may be scaled down
from its original size.
This graphic may be displayed alone
without the app icon.
Based on the size and name alone, I guess that it's most likely to be used for your app if it is featured and the large size is so that it looks good on the tablets that are coming out.
You can add app icon, app title, tagline, photo that represents the idea behind app, etc...
Look at attached images for better idea.
The feature graphic is no longer optional.
See this Google image search for many examples.
android-market-featured-image discusses content do's and don'ts.
It's that flashy image on the top of the (new) market, for when your app is featured there. I didn't bother with it for my app :)

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