Responsive Web design is a good solution to solve the problem of multiple types of screens, but from a printing perspective, it has many difficulties. There are no fixed page sizes, no millimeters or inches, no physical limitations that can feel overwhelming. With the increasing number of gadgets available for building websites, the limitation of pixel design to desktop and mobile devices has become a thing of the past. So, now let’s explain how to apply the basic principles of responsive web design to achieve, rather than resist, a smooth web experience. For the sake of simplicity, we will focus on layout (of course, responsive design is much more than that, if you want to learn more, you can go here: bradfrost.com).
Looks like the same but is not. These two design methods complement each other, so there is no right or wrong. The specific situation depends on the content.
As screen sizes get smaller, content takes up more and more vertical space, i.e. , the content will extend downward, which is called content flow. If you're used to designing with pixels and points, you may find this a bit difficult to master. But it doesn’t matter, it’s easy to understand once you get used to it.
Your design object may be a desktop desktop, a mobile screen or anything in between Screen type. Pixel densities will also differ from each other, so we need to use units that are flexible and adaptable to various situations. Well in this case, relative units like percentages come in handy. When using percentages, when we say a width of 50%, it means that the width occupies half of the screen size (or viewport, which refers to the size of the open browser window).
Breakpoint allows the page layout to be deformed at a preset point, that is, display 3 on the desktop columns, only 1 column is displayed on mobile devices. Most CSS properties can be transformed between breakpoints. Where breakpoints are placed usually depends on the content. For example, if a sentence needs to break into a new line, you may need to add a breakpoint. But you need to be careful when using breakpoints. If you can't figure out the logical relationship between the contents, it's easy to make a mess.
Sometimes content taking up the entire screen width (like on mobile devices) is a good thing, but if the same The content is also full on the TV screen, which seems unreasonable. That's why there are max/min values. For example, if the width is 100% and the maximum width is 1000px, then the content will fill the screen with no more than 1000px width.
Remember the relative position? If a large number of factors are closely related to each other, it will be difficult to control. Therefore, placing elements into containers makes them more understandable and concise. In this case, static units such as pixels need to be used. Static units are useful for things like logos and buttons that don't need to be extended.
Strictly speaking, whether the project starts from small screen to large screen (mobile first), or starts from large screen There is not much difference between starting with a small screen and transitioning to a small screen (desktop first). However, starting on mobile can give you some additional constraints that can help with your decision-making. Usually people will start from both aspects at the same time, so you still have to see which method is best for you.
Want your website to have a cool Futura or Didot effect? Then use web fonts. Although web fonts look cool, you have to remember that these fonts require users to download them, and the more fonts there are, the longer it will take for users to load the page. On the other hand, system fonts load much faster (provided the user has them locally), but are too common.
Does your icon have a lot of detail and a lot of flashy effects applied? If so, then use bitmaps. If not, consider using vector graphics. If it's a bitmap, use jpg, png or gif. For vector graphics, it’s best to use SVG or icon fonts. Each has its pros and cons. But you should always keep the icon size in mind - images that have not been optimized cannot be uploaded to the Internet. Vector images, on the other hand, are usually smaller, but some older browsers may not support vector images. Also, if the icon has a lot of curves, it may be larger than the bitmap, so choose wisely.
If there is anything missing, please leave a comment!