In UX design, aspect ratios are used in older methods because they are inflexible, and good digital design is generally responsive. Screens, images and frames have recognizable shapes and the aspect ratio is the term used in order to discover each of the fixed proportions in such a way.
Aspect ratio in a nutshell is the ratio of its width to its height. This means that aspect ratios are presented only as two numbers separated by colons such as X: Y or 4: 3. As workers work more collaboratively and design assets within websites or applications, it is likely that come across the term from time to time or use it to communicate the proportions of the components to be blocked.
The image aspect ratio is written as a formula for width and height. However, it is important to know that while two images can have the same aspect ratio, they can have different image sizes.
Mobile Devices and Tablets
With technology constantly advancing and the screen sizes and aspects of mobile devices and tablets change towards evolution, creating a game user interface that looks great on everything is a challenge in constant climbing of the rungs.
While responsive layout can take into account how components are displayed on different screen sizes, there may be instances where responsive layout can shorten static images, especially those with text. Therefore, it is critical to consider how images with certain aspect ratios will be cropped and appear on various screen sizes, and how your intended use may be affected by responsive design.
While designers crop and convert content to fit a variety of media, an easy-to-use aspect ratio calculator is a must have around. These calculators can help you calculate aspect ratios and pixel dimensions when delivered to developers.
Let’s look at a simple approach to creating a skin-independent user interface for games. The user interface was designed and we created the games in a 16: 9 aspect and the screen space is set to expand horizontally to accommodate any aspect wider than the base ratio.
This will expand vertically for the highest aspects. The resolution of the different devices does not matter, since the user interface will have the same aspect ratio regardless of the different pixel densities.
The 16: 9 safe area is never reduced, so layouts only need to be adapted to accommodate the additional horizontal or vertical space. There are different ways to handle the UI elements accordingly, such as distributing the elements over the extra space, stretching, expanding on an axis, or fixing the positions and showing the extra space around the edges.
An important extra is to know that when it comes to a single screen like the iPhone X with its notch and start indicator, we define a safe area for all the elements of the user interface in order to avoid any interference with these functions.
Finally, if we do not know the aspect ratio of the image capture device, or where it will be projected, its composition and quality may be adversely affected.