Understanding Resolution & Images in UI Design | Christine Vallaure | Skillshare
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Understanding Resolution & Images in UI Design

teacher avatar Christine Vallaure, UI designer, speaker & teacher

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Intro

      1:00

    • 2.

      Resolution: Points, Pixel and Screen Resolution

      1:17

    • 3.

      Resolution: Why We Design at 1x

      1:53

    • 4.

      Resolution: Getting Best Results on All Resolutions

      3:09

    • 5.

      Resolution Summary

      0:27

    • 6.

      Images online: SVG JPG and PNG When and Why

      1:13

    • 7.

      Images online: Where to Find Images

      2:45

    • 8.

      Images online: Placing Images and Aspect Ratio

      2:00

    • 9.

      Images online: Text on Background Images

      1:47

    • 10.

      Images online: Dealing With Small Images

      1:35

    • 11.

      Images Summary

      0:35

    • 12.

      Thank You

      0:36

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About This Class

In this class, we will demystify resolution and the use of images online. I will cover all the basics on how what size you set up your design, where to find images, and how to handle them.

If you are switching over from graphic design or already designing online but never quite understood how to handle images online, then this the course for you. 

We will cover Part 1: Screen Resolution

  • What's the difference between points and pixels
  • Why we design at 1x and what that means
  • Why we only export images

Part 2: Images

  • Difference between SVG, JPG, and PNG
  • How to place images
  • Aspect ratios
  • Hero Images with Text
  • Tricky images with text

© moonlearning.io with moon learning

Meet Your Teacher

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Christine Vallaure

UI designer, speaker & teacher

Top Teacher

Hi, I'm Christine Vallaure, founder of moonlearning a UX/UI design Figma learning hub. . moonlearning is my pet project that has turned into a full-time job, and I couldn't be happier about it. I love talking, teaching, and writing about UX/UI design and Figma, always encouraging UI designers and developers to be curious about each other's work.

Besides video tutorials, I also offer live and online workshops and speak at conferences and meetups. Connect with me on Twitter, LinkedIn, YouTube and via my newsletter, so I can keep you updated on future moonlearning adventures.

You will find a small selection of some of my original moonlearning courses here on skillshare. Content is shortened and adjusted to the skillshare format. Enjoy!

www.moonlearning.io

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Level: Beginner

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Transcripts

1. Intro: Hi. I'm Christine, a UX UI designer. And today, we will have a look at how images work in UI design. In order to really get best results online is crucial to understand screen resolution first. So this class is set up in two parts. First, we will demystify screen resolution, really understand what it means, why we use points and not pixels, and what screen sizes we actually use to base our design on. Understanding screen resolutions will be a great advantage to all aspects of your your eye design, especially when it comes to handing off your design to development. Once we got the basics down, we will then have a look at images, what kind of images there are, where to find them, and how to handle them to make your design shine. This is a course by learning. 2. Resolution: Points, Pixel and Screen Resolution: Let's talk about pixel points and screen resolution to understand what size your designs need to be set up. Let's first understand what pixels are. Well pixels are basically the little dots a picture is made of. They're the smallest element in an image. Note that pixel sign pictures only. Typography and backgrounds or buttons are vectors. That means they're made of mathematical equations. This is why they can scale up and down to any size, and screen resolution really doesn't bother them at all. However, pixels are not really a reliable measurement because they depend on the screen resolution, the so called DPI or also known as PPI, pixels per inch. This measures how many pixels are in 1 ". The higher a screen DPI is, the more pixels are crammed within that inch, and thus the sharper the image is. So as you can see, a measurement, for example, or four pixels would be very different in physical size on different screen resolutions. The DPI is determined by a user's device, so you won't know that in advance and you also cannot influence it. So what we need is some sort of measurement of space regardless of screen resolution, but still in relation to pixels, and this is where points come in. But let's start at the very beginning. 3. Resolution: Why We Design at 1x: In the old times one point equal bm pixel and life was pretty simple. On many screens, this is actually still the case today. However, screen resolution was improved first by Apple with the retina display. Suddenly, within the same physical space, you would fit four pixels instead of one. I doubled the DPI while keeping the same physical screen size. This went even further with displays such as the super retina in the iPhone 11 Pro, for example, that tripled the DPI. This means pixel was no longer a reliable way of measurement, as it would mean very different things on different screens. This is why point we're introduced to have a measure as a physical size of your design regardless of the screen resolution. By the way, I'm just using iPhones here as an example, but this would be exactly the same for desktop design. Now, the most common question and it's probably in your mind too is, so what is the size I do use to set up my design. The largest possible? No. We always and I can't stress this enough, always always design at the so called one x. This might sound a little confusing, but I'll show you why we do that. So let's take the iPhone four retina as an example. So for this grain, just as for any other, we can get the pixel measurements, and we can get the point measurements. Remember that at two x, one point will look like this in pixels. So to set up our designs, we always use the point measurements and not the pixel measurements. In this way, we set up our design automatically to one point equals one pixel, and we're designing at the so called one X. In all UI software such as Figma or Sketch, you have preset artboards that you can use, and you'll notice they're all set up at one X ready for you to use. 4. Resolution: Getting Best Results on All Resolutions: So how does designing at one X still guarantee good quality on all screen resolutions. So this is our design set up at one X where one point equals one pixel. So elements like typography buttons, vector based icons, and illustration will adapt themselves. They're so called vector elements, and that means they're made of mathematical equations. So in the background, they just scale up to any size necessary. The screen basically doubles the pixel by itself behind the scenes, and you do not need to do anything? That's the same for spacing, by the way. So let's say you have a 40 pixel spacing on your one x, that will automatically scale up to the same physical size on your retina display. So absolutely nothing to worry about. You'll probably hear a lot of people talking about 40 pixel spacing or 16 pixels font like I just did. They actually mean points because at one X, it's the same. So don't get confused about this. However, remember that images are purely made out of pixels, so they do not scale automatically. Most of the time, they're stored in a file on the server and then literally pulled in by the code when we need it. So the code can only pull in what you provide. So if you provide only a one x image for a two x resolution, it will look very blurry on a retina display. So what you do is that you provide those images in a one, two x, and three x resolution. The code is set up in such a way that it can pick up on the screen resolution and then simply pull in the right image. This is also why you have this little suffix of two x and so on on your image name to identify the right size for the right screen resolution. That's also why it's so important to use a proper UI software such as Figma or sketch that allows you to do that and not something like photoshop. Don't get me wrong. I really like photoshop, but it's made for photo editing and not for setting up I design because you won't be able to export your images at a larger size afterwards. So with the right design software, this is super easy. Here, I'm in Figma, all I do is I pick my image, and then on the right hand side here, I add port. And you will see it will start at one x. I'm going to choose a JPEG as this has no transparency, so JPC will be just fine. And then as you add plus, you can add further exports. All I do, I'm going to change them to KPC as well, and you can see that it automatically added a a two x for the two times for the retina resolution, and three x four and even higher resolution. The one X usually doesn't have any suffix, so you can leave it just like that. You can then just click here on Export and it would export those images in the file that you choose. The great thing in Figma is you don't even need to export them all yourself because if you give access to your development team in Figma, then they can just pick those images and they can export them at any size they wish. 5. Resolution Summary: Let's sum up. We use point. Point is a measurement of space regardless of screen resolution. And we always design at one x. This is where one point equals one pixel. Typography spacing and all vector based elements adapt to higher pixel density per default, so you do not need to worry about this. Images need to be exported or made available for export for higher resolutions to your development team. 6. Images online: SVG JPG and PNG When and Why: In this video, we're going to talk about images in UI design and how to place and handle them. When dealing with images online, you can be given three different file formats. The first format would be SVG. SVGs are for vector files, so it would be something like logos or icons. Images cannot be stored as SVGs as they're not vector based, but pixel based. For images, the first choice would always be a JPEG. Unless your image has transparency, then you would save it as a PNG. You would also use a PNG if you want to save something like a circle or something that is basically not a rectangular image because then the background would have to be transparent. Regarding file size, it would also work in the order presented here. SVG is always the smallest. If you can save your images as SVG, but that only works if the vector based, like for example, icons. Sometimes you see an SVG and the same image as a PNG. This is because the PNG hereby will be a fallback image. If you're dealing with standard pictures and photographs, then JPG will be your first choice. This will always be smaller than a PNG. Therefore, you only pick a PNG if you need the transparency. 7. Images online: Where to Find Images: Let me show you some places where you can find images that you can use in your UI design. It is important to know that you need to own the rights to any image that you're using in your design, or you need to find so called royalty free images. You cannot just pick any image on the Internet and just put it on your site. It's very important that you respect this because there might be legal consequences. My absolutely favorite page for images is Splash. Splash not only has a great selection of photography, but it also is royalty free. That means you can use all of those images for free. In splash, you can either just search an exact image you're looking for, or you have these nice categories up here. So for example, let's jump into health and wellness, and then you'll find really, really great stuff. Also, if you're looking for large background images, this is great if you go to their nature section, for example, you can see that you're having really, really great pictures to pick from. Unsplash also provides plug in for sketch and for Figma. So this is really great to work in, then you can just search all the unsplash database directly and put the images there. Otherwise, just click on here, you download your image, and then you can just insert it into your design. Pixabay and pixels are two more pages that work just like Unsplash. Even though they're royalty free, there's still some rules, always make sure that you check the license that will tell you exactly what is allowed and some things that you need to consider if you want to use those images. Sometimes you might be looking for something a little more specific or more exclusive. Then I recommend having a look at Shutterstock or iStock photo. They have a really great selection for a really fair price. By the way, most of those pages that I just showed you also have illustration and video files. If you have a looking for illustration in particular, then I want to recommend you a page called Blush that I absolutely love. This is by Pablo Stanley and it's absolutely amazing. It comes with a Figma and a sketch plug in, so you can use that really easily directly in your design files. And what Blush does, is it has a selection of different illustrators, and then you can mix and match the illustrations. That's for example, jump in here. Then you can see there's different elements, and then later in your design file, you can just put them together, you can change the colors, and you can make really, really great illustrations. 8. Images online: Placing Images and Aspect Ratio: Let's have a look at how images should be placed in your design. You can either place your images within the grit or as a full width image outside of the grid. You can join as many rows of the grid as you wish. So here, for example, I join two, but then make sure that you don't place it on the gutter if you're placing the next image or some text or any other element. Whenever it makes sense, I recommend to use an aspect ratio for your images. Aspect ratio is the relationship between the image width and height. You don't have to, but I quite like using an aspect ratio of 16 to nine. And this is quite common. For example, this presentation slide is 16 to nine. You can also use other aspect ratios such as one to one four square or five to four or four to three are quite common ones. Aspect ratios are really handy because in this way, you know that all your images will always work well together. For example, you might have started with placing your image at a two grid, and then later you want to enarge it at a four grid with some other images. That is no problem with an aspect ratio because all images will always proportionally have the same height when you resize them. As usual, remember, this is something that should help you. So sometimes an aspect ratio might not be the right choice. For example, here on the right hand side, my background image. If I would make that the 16 to nine, it will most likely fill the whole screen, and I do not want that. So I just make those ones a little smaller. You can either just calculate the aspect ratio yourself or you can use an aspect ratio calculator. So here, for example, if I would change this one to 1,500, it would automatically calculate the height for me. I can, of course, then round up to full pixels. Then you can also choose here between different aspect ratios and you get directly to the new pixel size. 9. Images online: Text on Background Images: Now let's talk a bit about combining background images with text. This is something often used in the so called hero or stage, which is the first big thing you see when opening a page. So you're setting this up in your design, and it looks perfect. You find this free nice spot for your text to be placed and your client absolutely loves it, and then real life sets in. UI design is not static. It lives in the browser. So on this size, you might even still get away with it, but you can see that the smaller the image gets, the more the button will disappear in the orange. And if you would change this for a busier image, then you can just imagine that it's not going to work on all devices. So what can we do? One solution would be if you're having a relatively empty image, just like this, to fix your image to one side. Here, for example, I fix it to the left. So my copy stays where I put it, but my chair gets cut off a little bit, which is okay in this case. For mobile design, you would just provide a whole separate image altogether. In my case, I just cut off the chair and use it like this, but you can also use a completely different image for the background. Now, you might also have the case that you have very busy images and you still want to use them, like in this case. What you can do in this place is to add an overlay, and you can play with the transparency here. As you can see, the overlay not only makes the text more readable, but also adds more of your brand color to the design. And it just gives it this much more sophisticated look. By the way, you can add this overlay over the whole picture as well and just go a little down with the opacity. That also gives a really nice result. 10. Images online: Dealing With Small Images: Sometimes you might be given images that you want to use as a hero image on your page, but they're simply not large enough and would look pixelated. You can check the size by either simply dropping that image into your UI design software, and it will then show you the dimensions in pixels. Or you can write collect on any image on your computer, and it will give you the information. Here, for example, I know I'm having a JPEG. That's the size of the image, and this is the dimensions in pixels that I'm looking for. So my image here is 1,200 pixels wide. That means on my canvas as I'm designing on one x, I'm going to use it around 600 pixels wide. This guarantees me that later on I can export it at double size of 1,200 for retina and still have good results. This is, however, definitely not large enough for a background image. So let's see what we can do to play with it if we still want to use it in our hero. Images don't always need to be full size to shine in a hero section. As you can see here, I simply added some color to spice it up a little. You'll notice that if you play around with it, you can still get really nice results. Also, while most of your content should really sit and behave with the grid, with a hero image, you can make an exception, so you could, for example, take it out of the grid or give it some really nice animation. The great thing about working with smaller images in the hero section is also that they scale down really nicely onto mobile. 11. Images Summary: Let's summarize what we've learned about images. Use JPEG for images whenever possible online. For transparency, for example, a transparent background, save images as P and G. Try to save your images with an aspect ratio whenever possible. Consider size and resizing behavior when choosing large background images. Use an overlay on busy images. You should also always provide an all text for images. This is really important for accessibility. 12. Thank You: Well done for finishing this course. Feel free to reach out to us at moon learning dot io, we're always interested in hearing your feedback. You would also do as a great favor if you could just take a minute and leave a review right here. If you enjoyed this course and also make sure that you have a look at our additional courses. At Moody Learning dot. We cover all subjects from the very foundations of UX UI design through to Figma and even some code basics. Make sure you visit our website at Moody Learning dot IO, where you can also sign up to our newsletter.