<?xml version="1.0" encoding="UTF-8"?>
<?xml-stylesheet type="text/xsl" media="screen" href="/~d/styles/rss2full.xsl"?><?xml-stylesheet type="text/css" media="screen" href="http://feeds.feedburner.com/~d/styles/itemcontent.css"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:feedburner="http://rssnamespace.org/feedburner/ext/1.0" version="2.0"><channel><description>I’m a lead designer at Inmite and a designer and developer of Intype text editor. I’m interested in many areas of creative universe from visual through aural to logical. This blog is a reflection of everything I do and like. Welcome.</description><title>Martin Cohen</title><generator>Tumblr (3.0; @martincohen)</generator><link>http://blog.coh.io/</link><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="self" type="application/rss+xml" href="http://feeds.feedburner.com/MartinCohen" /><feedburner:info uri="martincohen" /><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="hub" href="http://pubsubhubbub.appspot.com/" /><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="hub" href="http://tumblr.superfeedr.com/" /><item><title>Android DPI Calculator</title><description>&lt;a href="http://coh.io/adpi/"&gt;Android DPI Calculator&lt;/a&gt;: &lt;p&gt;A simple, yet useful calculator for Android app designers that converts sizes between DPIs.&lt;/p&gt;</description><link>http://feedproxy.google.com/~r/MartinCohen/~3/Odm91nSBrtQ/14558143578</link><guid isPermaLink="false">http://blog.coh.io/post/14558143578</guid><pubDate>Wed, 21 Dec 2011 05:40:44 -0500</pubDate><feedburner:origLink>http://blog.coh.io/post/14558143578</feedburner:origLink></item><item><title>Android: 9-patch resources</title><description>&lt;p&gt;The most powerful tool when preparing graphics for Android is &lt;em&gt;9patch&lt;/em&gt;. But many people have problems understanding it, so let me try to clarify it.&lt;/p&gt;

&lt;p&gt;&lt;em&gt;9patch&lt;/em&gt; is essentially an image that can be stretched without distorting it. A typical example is a rounded rectangle (a typical contemporary button), where you don&amp;#8217;t want the corners to be distorted by scaling and only want the middle parts to be stretched.&lt;/p&gt;

&lt;p&gt;&lt;img src="http://media.tumblr.com/tumblr_lo6j82r2pK1qkb8nt.png"/&gt;&lt;/p&gt;

&lt;p&gt;It&amp;#8217;s not only that &lt;em&gt;9patch&lt;/em&gt; will get rid of the blurriness, it also locks the padding and dimensions when stretching. Notice how the non-9patch stretched image is indented and blurry.&lt;/p&gt;

&lt;p&gt;With &lt;em&gt;9patch&lt;/em&gt; you define a 3×3 grid over the image. Android uses the grid to slice the image into nine parts. The four corner parts are kept, while the middle ones are scaled:&lt;/p&gt;

&lt;p&gt;&lt;img src="http://media.tumblr.com/tumblr_lohzefbgRL1qkb8nt.png"/&gt;&lt;/p&gt;

&lt;p&gt;&lt;em&gt;9patch&lt;/em&gt; is a standard PNG file that includes 1-pixel-wide transparent border. In the border, we mark the stretchable area by black pixels in the left and top lines of the border:&lt;/p&gt;

&lt;p&gt;&lt;img src="http://media.tumblr.com/tumblr_lo6j8fFRht1qkb8nt.png"/&gt;&lt;/p&gt;

&lt;p&gt;The image has to be saved with a &lt;code&gt;.9.png&lt;/code&gt; extension so Android can tell it&amp;#8217;s a 9patch image.&lt;/p&gt;

&lt;p&gt;Apart from marking the slices, you can also specify the padding that will be used for content (i.e., an icon or button label). The padding is adjusted when &lt;em&gt;9patch&lt;/em&gt; is stretched so the distances from the edges are kept the same.&lt;/p&gt;

&lt;p&gt;&lt;img src="http://media.tumblr.com/tumblr_lo6o4payf61qkb8nt.png"/&gt;&lt;/p&gt;

&lt;p&gt;Similarly to the slices, the padding is marked in the right and bottom lines of the 1-pixel-wide border by black pixels. If you omit it, Android will use the left and top markers.&lt;/p&gt;

&lt;p&gt;&lt;img src="http://media.tumblr.com/tumblr_lohz4lAvrU1qkb8nt.png"/&gt;&lt;/p&gt;

&lt;p&gt;With the way &lt;em&gt;9patch&lt;/em&gt; works, you can tell that it won&amp;#8217;t be useful for everything. Textures or patterns are the source of most of the problems. Take a look at these examples:&lt;/p&gt;

&lt;p&gt;&lt;img src="http://media.tumblr.com/tumblr_lohz49pf5C1qkb8nt.png"/&gt;&lt;/p&gt;

&lt;p&gt;The only way to handle these situations is to either not take the textures into account, or to just create a static image for every size required by the application.&lt;/p&gt;

&lt;p&gt;Don’t forget that the &lt;em&gt;9patch&lt;/em&gt; resource is still just an image and that it should be also &lt;a href="http://blog.coh.io/post/7812384122/designing-for-android-densities"&gt;prepared for the densities&lt;/a&gt;.&lt;/p&gt;</description><link>http://feedproxy.google.com/~r/MartinCohen/~3/_YGWeb21Gb0/11060125232</link><guid isPermaLink="false">http://blog.coh.io/post/11060125232</guid><pubDate>Wed, 05 Oct 2011 09:57:08 -0400</pubDate><feedburner:origLink>http://blog.coh.io/post/11060125232</feedburner:origLink></item><item><title>Designing under pressure.</title><description>&lt;img src="http://25.media.tumblr.com/tumblr_lprufnkQX61qmzoeno1_r1_500.png"/&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;Designing under pressure.&lt;/p&gt;</description><link>http://feedproxy.google.com/~r/MartinCohen/~3/6iBk7Ew-WJk/8781201144</link><guid isPermaLink="false">http://blog.coh.io/post/8781201144</guid><pubDate>Thu, 11 Aug 2011 12:14:00 -0400</pubDate><feedburner:origLink>http://blog.coh.io/post/8781201144</feedburner:origLink></item><item><title>Smoking on a boring day.</title><description>&lt;img src="http://24.media.tumblr.com/tumblr_lpdbniMLXC1qmzoeno1_500.png"/&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;Smoking on a boring day.&lt;/p&gt;</description><link>http://feedproxy.google.com/~r/MartinCohen/~3/0RNxRGpeRW0/8438807437</link><guid isPermaLink="false">http://blog.coh.io/post/8438807437</guid><pubDate>Wed, 03 Aug 2011 16:02:00 -0400</pubDate><category>illustration</category><feedburner:origLink>http://blog.coh.io/post/8438807437</feedburner:origLink></item><item><title>Android: New tools for managing screen sizes</title><description>&lt;a href="http://android-developers.blogspot.com/2011/07/new-tools-for-managing-screen-sizes.html"&gt;Android: New tools for managing screen sizes&lt;/a&gt;: &lt;p&gt;The &lt;em&gt;dp&lt;/em&gt; unit described in detail; screen size selectors and more useful stuff on Android graphics directly from developers.&lt;/p&gt;</description><link>http://feedproxy.google.com/~r/MartinCohen/~3/wFTnyrMt81Q/8210048465</link><guid isPermaLink="false">http://blog.coh.io/post/8210048465</guid><pubDate>Fri, 29 Jul 2011 05:38:00 -0400</pubDate><category>android</category><category>tip</category><category>external</category><feedburner:origLink>http://blog.coh.io/post/8210048465</feedburner:origLink></item><item><title>Understanding Mobile Cache Sizes</title><description>&lt;a href="http://www.blaze.io/mobile/understanding-mobile-cache-sizes/"&gt;Understanding Mobile Cache Sizes&lt;/a&gt;</description><link>http://feedproxy.google.com/~r/MartinCohen/~3/wZegmKpnxfc/7922920224</link><guid isPermaLink="false">http://blog.coh.io/post/7922920224</guid><pubDate>Fri, 22 Jul 2011 06:15:54 -0400</pubDate><category>mobile</category><category>web</category><category>cache</category><category>external</category><feedburner:origLink>http://blog.coh.io/post/7922920224</feedburner:origLink></item><item><title>
Dyslexie is a typeface for dyslectics. The University of Twente...</title><description>&lt;iframe width="400" height="225" src="http://www.youtube.com/embed/VLtYFcHx7ec?wmode=transparent&amp;autohide=1&amp;egm=0&amp;hd=1&amp;iv_load_policy=3&amp;modestbranding=1&amp;rel=0&amp;showinfo=0&amp;showsearch=0" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;&lt;blockquote&gt;
Dyslexie is a typeface for dyslectics. The University of Twente did research on the typeface.
&lt;/blockquote&gt;

Finally someone took a step forward. Thank you!&lt;/p&gt;</description><link>http://feedproxy.google.com/~r/MartinCohen/~3/HhT7Q8SvEmc/7819007782</link><guid isPermaLink="false">http://blog.coh.io/post/7819007782</guid><pubDate>Tue, 19 Jul 2011 18:31:00 -0400</pubDate><feedburner:origLink>http://blog.coh.io/post/7819007782</feedburner:origLink></item><item><title>Designing for Android: Densities</title><description>&lt;p&gt;Once you have &lt;a href="http://martincohen.tumblr.com/post/7722546791/designing-for-android-screens"&gt;the layout ready&lt;/a&gt;, you proceed to drawing. In the drawing phase, the densities come into play.&lt;/p&gt;

&lt;p&gt;The screen density by definition is the quantity of pixels within a physical area of a screen. It&amp;#8217;s usually referred to as dpi (dots per inch). Android splits them into four ranges:&lt;/p&gt;

&lt;p&gt;&lt;img src="http://media.tumblr.com/tumblr_lo0l3odeU01qkb8nt.png"/&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;The painful thing about densities is that we have to prepare each element for every density.&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;img src="http://media.tumblr.com/tumblr_lo0nefX6Ti1qkb8nt.png"/&gt;&lt;/p&gt;

&lt;p&gt;One might think that it is enough to cut images for one density and let the system take care of the scaling magic for the device. &lt;strong&gt;Android OS is able to resize automatically, but:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;&lt;li&gt;it slows down the application, takes a lot of the system resources, drains the battery and shortly thereafter: upsets the user&lt;/li&gt;
	&lt;li&gt;it introduces a lot of imperfections and blur, brings a lot of unwanted noise (even if it is only scaling down)&lt;/li&gt;
&lt;/ul&gt;&lt;p&gt;Packing all resources for all densities into one APK obviously increases the size, though fortunately Google recently announced a &lt;em&gt;Multiple APK&lt;/em&gt; feature to its Android Market that will enable developers to create separate packages per screen size, density or resolution.&lt;/p&gt;

&lt;p&gt;The best way to not lose your mind is to:&lt;/p&gt;

&lt;ul&gt;&lt;li&gt;draw the whole design in &lt;em&gt;xhdpi&lt;/em&gt;, then&lt;/li&gt;
	&lt;li&gt;cut out the parts and resize down each one separately for &lt;em&gt;hdpi&lt;/em&gt;, &lt;em&gt;mdpi&lt;/em&gt; and &lt;em&gt;ldpi&lt;/em&gt;.&lt;/li&gt;
&lt;/ul&gt;&lt;p&gt;The densities relate to each other by a 3:4:6:8 scale ratio. So when your base is &lt;em&gt;xhdpi&lt;/em&gt;, this is how you convert to other densities:&lt;/p&gt;

&lt;ul&gt;&lt;li&gt;&lt;em&gt;ldpi &lt;/em&gt;= &lt;em&gt;xhdpi &lt;/em&gt;* 0.375&lt;/li&gt;
	&lt;li&gt;&lt;em&gt;mdpi &lt;/em&gt;= &lt;em&gt;xhdpi &lt;/em&gt;* 0.5&lt;/li&gt;
	&lt;li&gt;&lt;em&gt;hdpi &lt;/em&gt;= &lt;em&gt;xhdpi &lt;/em&gt;* 0.75&lt;/li&gt;
&lt;/ul&gt;&lt;p&gt;As an example, let&amp;#8217;s take an icon with a size of 64×64px in &lt;em&gt;xhdpi&lt;/em&gt;:&lt;/p&gt;

&lt;p&gt;&lt;img src="http://media.tumblr.com/tumblr_lo0mcmBcsP1qkb8nt.png"/&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;You should be careful about what dimensions and distances you use&lt;/strong&gt;: an example would be a 58×58px icon in &lt;em&gt;xhdpi&lt;/em&gt;:&lt;/p&gt;

&lt;ul&gt;&lt;li&gt;&lt;strong&gt;21.75px on &lt;em&gt;ldpi&lt;/em&gt; (!)&lt;/strong&gt;&lt;/li&gt;
	&lt;li&gt;29px on &lt;em&gt;mdpi&lt;/em&gt;&lt;/li&gt;
	&lt;li&gt;&lt;strong&gt;43.5px on &lt;em&gt;hdpi&lt;/em&gt; (!)&lt;/strong&gt;&lt;/li&gt;
&lt;/ul&gt;&lt;p&gt;What is alarming are the decimals for &lt;em&gt;ldpi&lt;/em&gt; and &lt;em&gt;hdpi&lt;/em&gt;. With a PNG image, you cannot have a width of 43.5px. You cannot even round it: if you have 5 icons of size 43.5×43.5px side by side, it should add up to 217.5px, but if you round to 44 you end up with 220px.&lt;/p&gt;

&lt;p&gt;When designing for &lt;em&gt;xhdpi&lt;/em&gt; you should always use multiples of 8 for every dimension or distance. The easiest way to do this is to &lt;strong&gt;always use grid of 8×8 (or other multiples of 8).&lt;/strong&gt; If you want to design for &lt;em&gt;hdpi&lt;/em&gt;, instead of &lt;em&gt;xhdpi&lt;/em&gt;, just use multiples of 6.&lt;/p&gt;

&lt;p&gt;&lt;img src="http://media.tumblr.com/tumblr_lo69s2s36y1qkb8nt.png"/&gt;&lt;/p&gt;

&lt;p&gt;Let&amp;#8217;s wrap it up:&lt;/p&gt;

&lt;ul&gt;&lt;li&gt;Manually prepare resources for all four densities.&lt;/li&gt;
	&lt;li&gt;Draw the actual design for &lt;em&gt;xhdpi &lt;/em&gt;and once you are done, cut out the parts and resize down each one separately for each density.&lt;/li&gt;
	&lt;li&gt;You should be careful about what dimensions and distances you use. When drawing for &lt;em&gt;xhdpi&lt;/em&gt;, always use a grid of 8x8 (or other multiples of 8).&lt;/li&gt;
&lt;/ul&gt;</description><link>http://feedproxy.google.com/~r/MartinCohen/~3/WZsV5A1U3e8/7812384122</link><guid isPermaLink="false">http://blog.coh.io/post/7812384122</guid><pubDate>Tue, 19 Jul 2011 15:33:00 -0400</pubDate><category>design</category><category>android</category><category>screen</category><category>density</category><category>tip</category><feedburner:origLink>http://blog.coh.io/post/7812384122</feedburner:origLink></item><item><title>Seven Guidelines For Designing High-Performance Mobile User Experiences</title><description>&lt;a href="http://www.smashingmagazine.com/2011/07/18/seven-guidelines-for-designing-high-performance-mobile-user-experiences/"&gt;Seven Guidelines For Designing High-Performance Mobile User Experiences&lt;/a&gt;: &lt;p&gt;Intriguing article by &lt;a href="http://www.ivoweevers.nl/"&gt;Ivo Weevers&lt;/a&gt;.&lt;/p&gt;</description><link>http://feedproxy.google.com/~r/MartinCohen/~3/Gmq16v7jOuo/7781110373</link><guid isPermaLink="false">http://blog.coh.io/post/7781110373</guid><pubDate>Mon, 18 Jul 2011 20:10:32 -0400</pubDate><category>design</category><category>mobile</category><category>external</category><feedburner:origLink>http://blog.coh.io/post/7781110373</feedburner:origLink></item><item><title>Golden ratio</title><description>&lt;p&gt;I keep bumping into overcomplicated instructions to construct a layout based on &lt;a href="http://en.wikipedia.org/wiki/Golden_ratio"&gt;golden ratio&lt;/a&gt; (such as &lt;a href="http://designupdate.com/blog/2010/09/01/the-golden-ratio-for-great-layouts/"&gt;this one&lt;/a&gt;). Although most of it looks cool and somewhat esoteric, it&amp;#8217;s too much to do on a daily basis.&lt;/p&gt;

&lt;p&gt;I use two simple formulas:&lt;/p&gt;

&lt;p&gt;&lt;img src="http://media.tumblr.com/tumblr_loj6crmxUa1qkb8nt.png"/&gt;&lt;/p&gt;

&lt;p&gt;For example say your website is 960px wide:

&lt;/p&gt;&lt;ul&gt;&lt;li&gt;&lt;code&gt;960px × 0.618 ~= &lt;strong&gt;593px&lt;/strong&gt;&lt;/code&gt; for content column&lt;/li&gt;
	&lt;li&gt;&lt;code&gt;960px × 0.382 ~= &lt;strong&gt;367px&lt;/strong&gt;&lt;/code&gt; for side column&lt;/li&gt;
&lt;/ul&gt;</description><link>http://feedproxy.google.com/~r/MartinCohen/~3/1DG4kmKKlNM/7760821984</link><guid isPermaLink="false">http://blog.coh.io/post/7760821984</guid><pubDate>Mon, 18 Jul 2011 09:24:00 -0400</pubDate><category>golden ratio</category><category>tip</category><category>design</category><feedburner:origLink>http://blog.coh.io/post/7760821984</feedburner:origLink></item><item><title>Designing for Android: Screens</title><description>&lt;p&gt;It seems overwhelming when you consider that there are dozens of devices currently available with the Android OS, and even more are on the way. Each device has slightly different screen properties. But freak out not, we&amp;#8217;re going to simplify it.&lt;/p&gt;

&lt;p&gt;Let&amp;#8217;s take a look at some Android devices and their properties:&lt;/p&gt;

&lt;p&gt;&lt;img src="http://media.tumblr.com/tumblr_lo6a620M4p1qkb8nt.png"/&gt;&lt;/p&gt;

&lt;p&gt;For every screen, there are 3 important properties related to its size:&lt;/p&gt;

&lt;ul&gt;&lt;li&gt;&lt;strong&gt;screen size&lt;/strong&gt; – the actual physical screen size measured as the screen&amp;#8217;s diagonal (e.g., 3.7&amp;#8221;)&lt;/li&gt;
	&lt;li&gt;&lt;strong&gt;resolution&lt;/strong&gt; – the total number of physical pixels on a screen (e.g., 480x800px)&lt;/li&gt;
	&lt;li&gt;&lt;strong&gt;density&lt;/strong&gt; – the quantity of pixels within a physical area of a screen (e.g., 240dpi)&lt;/li&gt;
&lt;/ul&gt;&lt;p&gt;First of all, when designing &lt;strong&gt;we only focus on the densities and the screen sizes.&lt;/strong&gt; We leave out the resolutions (although there are rare cases when we also take resolutions into account).&lt;/p&gt;

&lt;p&gt;The densities and screen sizes are both split into four groups:&lt;/p&gt;

&lt;ul&gt;&lt;li&gt;&lt;strong&gt;screen sizes:&lt;/strong&gt; 
		&lt;ul&gt;&lt;li&gt;&lt;strong&gt;&lt;em&gt;small &lt;/em&gt;&lt;/strong&gt;– around 2.5&amp;#8221;&lt;/li&gt;
			&lt;li&gt;&lt;strong&gt;&lt;em&gt;normal &lt;/em&gt;&lt;/strong&gt;– around 4&amp;#8221;&lt;/li&gt;
			&lt;li&gt;&lt;strong&gt;&lt;em&gt;large &lt;/em&gt;&lt;/strong&gt;– around 5.5&amp;#8221;&lt;/li&gt;
			&lt;li&gt;&lt;strong&gt;&lt;em&gt;extra large &lt;/em&gt;&lt;/strong&gt;– around 8&amp;#8221;&lt;/li&gt;
		&lt;/ul&gt;&lt;/li&gt;

	&lt;li&gt;&lt;strong&gt;densities:&lt;/strong&gt; 
		&lt;ul&gt;&lt;li&gt;&lt;strong&gt;&lt;em&gt;low &lt;/em&gt;&lt;/strong&gt;– around 120dpi (&lt;em&gt;ldpi&lt;/em&gt;)&lt;/li&gt;
			&lt;li&gt;&lt;strong&gt;&lt;em&gt;medium &lt;/em&gt;&lt;/strong&gt;– around 160dpi (&lt;em&gt;mdpi&lt;/em&gt;)&lt;/li&gt;
			&lt;li&gt;&lt;strong&gt;&lt;em&gt;high &lt;/em&gt;&lt;/strong&gt;– around 240dpi (&lt;em&gt;hdpi&lt;/em&gt;)&lt;/li&gt;
			&lt;li&gt;&lt;strong&gt;&lt;em&gt;extra high &lt;/em&gt;&lt;/strong&gt;– around 320dpi (&lt;em&gt;xhdpi&lt;/em&gt;)&lt;/li&gt;
		&lt;/ul&gt;&lt;/li&gt;
&lt;/ul&gt;&lt;p&gt;The screen sizes combined with the screen densities give us a total of 16 virtual groups of devices (each with several supported resolutions). I don&amp;#8217;t want to bother with them, just yet. But if you&amp;#8217;re curious, take a look at &lt;a href="http://developer.android.com/guide/practices/screens_support.html"&gt;Supporting Multiple Screens&lt;/a&gt; (Table 2.)&lt;/p&gt;

&lt;p&gt;Let&amp;#8217;s boil it down to 2 groups of devices we usually target:&lt;/p&gt;

&lt;ul&gt;&lt;li&gt;&lt;strong&gt;handsets &lt;/strong&gt;&lt;em&gt;&lt;span&gt;–&lt;/span&gt; small&lt;/em&gt; or &lt;em&gt;normal&lt;/em&gt; screen size&lt;/li&gt;
	&lt;li&gt;&lt;strong&gt;tablets&lt;/strong&gt; – &lt;em&gt;large&lt;/em&gt; or &lt;em&gt;extra large&lt;/em&gt; screen size&lt;/li&gt;
&lt;/ul&gt;&lt;p&gt;These two differ basically in the layout – by how and where the controls are placed. As there&amp;#8217;s more space on tablets, you will probably want to use a sidebar, more buttons, larger lists and even windows. You obviously cannot do that for a handset device.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;You usually only need two sets of layouts per group: one for portrait and one for landscape. &lt;/strong&gt;If you&amp;#8217;re only targeting the handset devices (&lt;em&gt;small&lt;/em&gt; and &lt;em&gt;normal&lt;/em&gt; screen sizes), you only need to make the two.&lt;/p&gt;

&lt;p&gt;Once you have the layout ready, you proceed to drawing. In the drawing phase, the densities come into play. That is covered in &lt;a href="http://blog.coh.io/post/7812384122/designing-for-android-densities"&gt;Designing for Android: Densities&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;Resources:&lt;/p&gt;

&lt;ul&gt;&lt;li&gt;&lt;a href="http://developer.android.com/guide/practices/screens_support.html"&gt;Supporting Multiple Screens (Android Developers Guide)&lt;/a&gt;&lt;/li&gt;
	&lt;li&gt;&lt;a href="http://developer.android.com/resources/dashboard/screens.html"&gt;Current Screen Sizes &amp;amp; Densities Usage Statistics&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;</description><link>http://feedproxy.google.com/~r/MartinCohen/~3/suvBPicwJ1c/7722546791</link><guid isPermaLink="false">http://blog.coh.io/post/7722546791</guid><pubDate>Sun, 17 Jul 2011 09:10:00 -0400</pubDate><category>design</category><category>android</category><category>screen size</category><category>density</category><category>resolution</category><category>tip</category><feedburner:origLink>http://blog.coh.io/post/7722546791</feedburner:origLink></item></channel></rss>

