iPhone and iPad Design Templates and How to Use Them

iPhone and iPad Design Templates and How to Use Them

This entry is part 2 of 10 in the iPhone Design 101 Session
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There is a lot of “process” that goes into designing for mobile devices, but sometimes you just wanna jump in and get your hands dirty! This post is designed to give you the tools you’ll need and the basic design and technical requirements to get you up and running quickly.

screen resolution comparisons

Standard Screen Sizes and Icon Sizes

If you haven’t read the Apple Interface Guidelines for iPhone and iPad yet, you should. It’s a lot of information, but well worth the time spent to understand how Apple thinks about application design. These guides also spell out detailed specifications for screen size, icon size, and resolution. Next, I’ll address a few commonly asked questions and summarize these specifications in an easy to digest format!

What’s the Resolution of the New Retina Display?

The iPhone retina screen is a spectacular thing to see. When viewing the new and old screen side by side, it’s obvious there are changes in this display that affect the design of your app. See this side-by-side screen comparison video.

You can see in comparing the two devices that the screen dimensions for iPhone 4 are unchanged from the previous model. However, both the iPhone 4 screen size and the pixel density of the screen is DOUBLED, giving it a 640 x 960px screen size (compared to the previous 320 x 480px size) and a whopping 326 pixels per inch (compared to previous 163ppi). This new screen squeezes 4 pixels where there used to be one – that’s why the images look so crisp and delicious!

When reading about screen resolution it’s easy to quickly become confused. The fact is the final exported file type on the iPhone is usually .png and Xcode doesn’t consider the ppi value saved when rendering images. If you follow the dimensions specified below, you’ll be in good shape!

resolution specs

Photoshop Setup Specs:

iPhone 3.0
Screen resolution: 72 ppi
Screen size: 320 x 480 px
Icon size: 57 x 57 px
File format: PNG-24
iPhone 4.0
Screen resolution: 72 ppi
Canvas size: 640 x 960 px
Icon size: 114 x 114 px
File format: PNG-24
iPad
Screen resolution: 72 ppi
Canvas size: 768 x 1024 px
Icon size: 72 x 72 px
File format: PNG-24

Graphics for the iTunes Store
Icon: 512 x 512 px (.tif, .jpg or .png, 72dpi, RGB)
iPhone Screenshots: 320 x 480 px or 640 x 860 px (.tif, .jpg or .png, 72dpi, RGB)
iPad Screenshots: 1024 x 768 px (.tif, .jpg or .png, 72dpi, RGB)

The Future of Screen Sizes

While we’re discussing screen sizes, it’s important to talk about the future of digital devices in general. I’m no fortune teller, but in the past year alone it’s no secret touch screen devices of all kinds are multiplying like rabbits and they’re producing offspring with varying screen sizes. Aye! As designers, that means we need to be prepared for how to translate designs to multiple devices and operating systems.

An app life cycle can run one of many courses. Some apps live on one platform exclusively, others branch out into other mobile devices or even a web-based presence. Creating scalable graphics saves you the headache of re-creating graphics for each specific platform. Using shape layers or vector smart objects is the best way to deal with the proliferation of screen sizes and operating systems.

Design for 3.0 or Retina First?

Designing icons for iPhone was my first introduction to the decision of “start small and scale up” or “start large and scale down.” For me, it became obvious after a few executions that designing for the 320 x 480px screen size and then sizing up to 640 x 960px is the better option. Designing for the smallest screen size eliminates the disappointment of losing details when a design must be sized down later.

How to Create App Graphics for Retina Display

Let’s say you’ve designed an app for a 3.0 iPhone and you want to prep this app for the iPhone 4 retina display. What do you do? Just size it up from 320 x 480 to 640 x 960? Yes. The problem is, if you haven’t created all of your graphics using shape layers or vector smart objects you’re images are going to look pixelated and grainy.

screen resolution comparisons

How Big to Make Your Buttons

For both iPhone and iPad the minimum size tap target area Apple recommends is 44 x 44 pixels. Leave it to Apple to quantify the average fingertip size of human beings. :) If you want to go smaller be sure to adequately space tap-able areas to prevent mis-taps.

Testing Your Design

“Testing” a design may sound odd, but designing for a mobile device on a laptop or desktop monitor can be tricky. Even if you follow standard guidelines like the 44 x 44px tap target rule, proportions and sizes may look significantly different when displayed on the device vs. your computer screen.

The easiest way to test your design is to “Save for Web” each screen design in .png format and sync to your phone using iPhoto. Once the images are synced, you can flip through and simulate what the actual app will look like. This is also a great way to share mockups with clients to give them a true preview of the app.

Design Templates for iPhone and iPad

Now that you have some basics under your belt, it’s time to start designing! Luckily there are plenty of resources available to help you get acquainted with the various iPhone and iPad interface elements. Even if your goal is to create completely customized interfaces, these templates are helpful in getting a baseline grid or dimensions of on-screen elements properly proportioned.

iPhone Templates

iPhone GUI PSD from Teehan + Lax
iPhone GUI PSD Retina from Teehan + Lax
iPhone Stencil for OmniGraffle from Patrick Crowley
iPhone UI Vector Elements from Mercury Intermedia

iPad Templates

iPad Stencil for OmniGraffle from Information Architects
iPad GUI PSD from Teehan + Lax
iPad Vector GUI from Icon Library

What File Format Do I Use for iPhone Graphics?

All graphical assets that will be used to build an app are exported in Portable Network Graphics (.png) format. Technically, the iPhone can display other file formats as well, but PNG files are automatically optimized by the iOS SDK, and consequently should be the preferred format.

This applies to all elements (nav buttons, bars, etc.) and any other imagery showcased in the app. For example, let’s say your app is a portfolio for a photographer. The photos showcased would also be exported in .png format.

The setting to export .png format in Photoshop (File > Save for Web and Devices) looks like this:

PNG settings

Preparing Files for Your Developer

Before handing your files over to a developer, it’s important to understand their capabilities with regard to slicing and dicing your file. If your developer is experienced in slicing and exporting, it can be a huge time saver to offload that task. Personally, I prefer to cut up all of my files to ensure all images are sliced out properly.

When saving out your final images, try using intuitive file naming conventions that will make locating and referencing the correct image files easier for your developer. Here are some example prefixes and suffixes I use:

  • “btn-” for all button images
  • “tab-” for all tab bar images
  • “bkg-” for all background images
  • “-up” for in-active state buttons
  • “-down” for active state buttons
  • “-hover” for hover state buttons
  • “@2x” this is a standard suffix required for all retina display graphics

Another tool I use to communicate with developers is a .pdf file that includes all screens plus notes regarding the design. I define the typefaces, sizes, line spacing and all other styling so there is an easy reference that the developer can use without having to open Photoshop. Yet another resource I provide, especially when I’m working with off-site developers, is a screencast (ScreenFlow and iShowU are my favorites) of the app, walking them through every aspect of the design. This is especially helpful if the app contains animations and/or transitions that are better illustrated in a video.

Conclusion

Technical specifications aren’t sexy but they’re important. Commit these details to memory and you will save yourself a lot of headaches down the road!

Note: Want to add some source code? Type <pre><code> before it and </code></pre> after it. Find out more
  • http://pierrevanderpol.com Aragorn78

    Great ! Thanx for the GUI and the summaries / specs for each device…

  • Nikola

    Nice tut although we already knew this one but just keep ‘em coming.
    One question puzzles me. Do we gain some benefits if we design in the resolution of the device instead in 72ppi. 163ppi for 3.0 and 326 for retina display?
    I have tryed to work in specified resolutions but I did not see any gains in quality. Am I missing something?
    Cause i found on the net that some people work in native resolution, not in 72ppi. But they did not explain why. File size is the only difference that I can tell.

    tnx

    • Nikola

      My bad. Not even the file size changes whan working in higher ppi’s… Dont know why I wrote that… Maybe its time to go shut down and home :)

  • http://www.humso.com humso

    The easiest way to test your design is to download LiveView app for free and check what you are doing in real time.

  • http://www.stuckwithchuck.com Charles Riccardi

    Hey,

    I had a quick question. As far as knowing what images to save for the developer, how would you know? If there is a list that gets larger as more items are added, then how would you save that for the developer? Or should they know how to duplicate an item. Just trying wrap my head around the developers needs, and their capabilities.

    Thanks!

  • http://www.medani.at Florian

    Thx a lot for these essential information, Jen!
    I start my first mobile design and it was good to read your tut first.

    Best, Flo

  • http://donschnitzius.com Don

    Great article! If you’ll forgive a bit of a ramble regarding “Design for 3.0 or Retina First?”, I tend to design/build my PSDs large (Retina-rez: 640×960@326ppi) and then downsample for the low-rez version.

    I find bitmap textures and other non-vector elements scale up terribly, so I prefer to build them at full-size (using even-numbered widths and heights on all elements — a 2px line will scale to 1px fine, but 3px will have aliasing issues).

    When I want to review the screen at actual final size, I use Photoshop’s “Print Size” button (available when the Zoom tool is selected) to see the scaled-down version. As long as the rez is set correctly, this works great.

    I export all my graphics, duplicate the folder, and then batch append “@2x” to the file names.
    I can then batch-scale the original PNGs down 50% for standard display.

    If there is and live type in the layouts, I’ll dupe and resize the PSDs to allow Photoshop to apply the correct kerning and spacing for smaller type, and then copy/paste the new elements into the relevant PNGs and re-save them.

    Cheers!

  • http://www.incirclemedia.com Incircle Media

    Best guideline. thanks to share.

  • http://twitter.com/jakerocheleau Jake Rocheleau

    Whoa these are some great tips! I have been looking everywhere for a “getting started” guide for designing on iOS. And with the recent upgrade to the iPhone 4 retina display looks amazing. Can’t wait to get started designing :)

  • http://www.nanoware-media.eu nanoware

    Hi Jen,

    thx for this great tutorial.
    More and more customers are asking for mobile sites and we were “forced” to get more information about the basics like “size” and so on.

    Bis this basics I can start creating the first steps and getting experience.

    Yours

    Marcus

  • rafael

    Thanks a lot! Now I have a better way of understanding or workflow on creating my iPhone designs, the previous one’s I’ve made were just made @ 640×960 321 ppi and then I changed the resolution to half and all were resized in half. And I thought that was it. Oh crap. This really changed my view on making iPhone designs.

  • jack

    Awesome article!

    But _please_ do not “offload” slicing and exporting to your developer. They have enough problems in code to worry about. Just do your job and let him do his.

  • http://theflamingpixel.com Rafael John

    Hi thanks for the article, can I ask of its a big problem if my normal image was lets say 60×60 then when I upsize it it became 122 x 122 is that ok? I am currently in the phase of cutting my images for an iPhone app I have designed and most images are like that ? any suggestions anyone? thanks!!!

  • http://www.fdcstudio.co.uk Alex

    Many thanks for these excellent guidelines.

    I definitely am switching to vectors even though Illustrator is a pain with gradients!
    I would much rather spend a little more time doing it right than having to re-Photoshop all graphics when the client eventually wants to create an iPad version.

    One thing I wouldn’t mind knowing is if I need to make my design smaller than the 640×960 format to fit the status bar height and if yes then what are the dimensions of that status bar.

    thanks

  • sajesh

    thanks for the info.
    its been helpful.

    Cheers!

  • http://www.brisbanetimberdecks.com.au renovations brisbane

    Thanks for the article. it has given me a few ideas as our target market are all into iphones etc. My web developer will be getting a phone call tomorrow.

    Ta

  • http://www.ostheimer.at Ostheimer Webdesign

    Responsive webdesign is THE thing now and how it is now the graphics and layouts are prepared for at least 4 different sizes…

  • http://mckenziegraphics.wordpress.com McKenzieGraphics

    This was so helpful. I’m just now getting into the App design arena. Thanks so much for the templates! This helps so much.

  • Leon

    If i understood this correctly than for web design we need just two set of images? One for desktop (72ppi), iPhone3 (163ppi) and Ipad (132ppi) and second for iPhone4 retina display (326ppi)? Please correct me if I’m wrong … Sets which are different in pixel dimension and the same in resolution which is 72ppi?

  • http://www.designknots.com mark

    Thanks for the share.

    it helped me in designing a retina look iphone app.

  • http://www.ventzke-media.de Frederik

    wonderfull tutorial, thx a lot :-)

  • Jessica

    Thanks a LOT! As a newbie designer, I found this extremely helpful and easy to understand!

  • http://www.venturafibre.com/ frp storage tanks

    good templates thanks

  • omer

    thanks

  • http://webakit.com Duc Hong

    wow thanks for the great tips, really useful for people who start working on handheld devices,

  • sinsdesign

    I have goggled it so much till I found this link. Thank you, now I am ready to work :) No need to Google some more :)

  • Deanna

    Thanks for the practical design tips! I’m new to mobile, so am figuring this all out. I would love to see a sample PDF that you provide for developers. Are you open to sharing one?

  • http://thietkehd.com download template

    Thanks for share !

  • http://www.rocketdesign.com.au Barney

    Gosh! You’ve just got to keep on learning dont you!? cant rest on your laurels with great design coz when the client goes out the door youre onto the next job – and the next jobs are on mobile devices.
    Great info, well presented and I’m signing up to the RSS. Nice one Tut.

  • http://relaxiapps.com relaxiapps

    Thanks for the template suggestions… its so tempting just to stick with the standard generic options in xcode, rather than implement your own. But feel a little customization is important to make the app stand out in the store…. that said, are you more likely to have an app rejected by Apple, for design reasons, if you decide not to play it safe, branching out with something a little more creative? Or from experience, is it more about functionality than UI design when it comes to getting store approval? Just curious if anyone knows.

  • http://www.appdesignify.com/ App designify

    Thanks for sharing such great tips on iphone app design. I am going to create a iphone racing app. I hope these tips will really help me in that.

  • http://www.ashconnell.com Ash Connell

    I beg to differ that designing for retina first is a LOT easier. I design on a retina size photoshop canvas at 50% zoom so its not so big, then when I export slices they will be in retina size so i add @2x to those, and there is an option in the “Save for Web and Devices” that lets you scale it to 50% and i save those for the non-retina display without the @2x prefix.

    Easy as pie… and trust me, pie is pretty easy ;-)

  • Jenny

    hover state for mobile?

    • nick

      yeah i noticed that too! haha