Strategies for Handling Media Types
October 30, 2000
As we mentioned earlier, there has been an explosion of devices for
connecting to the Web. As wonderful as this phenomenon may be, it
places a considerable burden on authors (like you). No longer can
authors write documents with expectations on how the content will be
displayed. This is because each of these devices is a very different
medium than the computer — the physical characteristics of the
devices are different, the relationship between the device and the
user is different, and the cost of using the device is different.
There are a variety of factors that we need to consider when
developing our content and authoring our style sheets. Some of these
we talk about in the following sections.
Device Constraints
The first set of factors deals with the differences between the
target devices.
Physical Size of the Display Surface and Graphics Resolution
The physical size of the display surface, combined with the graphics
resolution, significantly affects how much content can be displayed
on the screen and how that content is presented.
|
Low Graphics Resolution |
High Graphics Resolution |
| Small Screen Size |
Single Font
Limited Text
Icons |
Many Fonts
Limited Text
Simple Graphics |
| Large Screen Size |
Few Fonts
Constrained Text
Simple Graphics
|
Many Fonts
Full Text Support
Complex Graphics
|
The table above is a generalization of how the physical size of the
display surface and the graphics resolution may affect what content
you present to your user and how that content is presented. An
example of a device that fits the 'small screen-low resolution' space
is the current generation of mobile phones. An example of a device
that fits the 'large screen-low resolution' space is the current
generation of Internet-enabled television products (like WebTV). An
example of a device that fits the 'large screen-high resolution'
space is the personal computer. There are no products (that we know
of) that fit the small screen-high resolution' space, although future
generations of handheld devices may fit this niche.
Looking at the entries in the table, we will see that there are three
general issues at stake: font support, amount of text displayed in a
single screen, and graphics support.
The graphics resolution affects how many fonts can realistically be
supported. If we look at the difference between any two fonts, we
will see that fonts differ in the way in which pixels are drawn. If
we have very few pixels to work with, we have very few ways of
differentiating between fonts.
The physical display size and the graphics resolution affect how much
text can be displayed. If the screen is small and the resolution is
low, there are simply few pixels that can be used to draw text. For a
small display, if you increase the graphics resolution you could
increase the amount of text displayed by making the text smaller, but
this is generally not a good strategy since the text will become
harder to read. As the display gets larger, you have more 'real
estate' to work with and can generally display more text.
Likewise, the physical display size and the graphics resolution
affect how graphics are displayed. If the graphics resolution is low
and a small display size, you have few pixels to work and you are
probably left to working with icons. As the graphics resolution
increases, you have more pixels to work with and are only constrained
by how large you can make the images (which is bounded by the size of
the display).
Differences in Fonts
Different device types are very likely to display fonts differently.
There are three factors affecting fonts:
- Default font
- Font presentation
- DPI
The most offensive case is where different devices specify different
default fonts. For example, a small handheld device may choose to use
a sans-serif font while personal computer-based browsers use a serif
font. Even between personal computers there are differences. The
Macintosh uses Times Roman for a default font but Windows-based
computers use Times New Roman.
The presentation of any single font may be different on different
devices. If the vertical extent (the height of a font character), the
horizontal extent (the width of a font character), and the white
space (the space between characters) are not exactly the same,
characters may word-wrap differently.
Finally, the DPI (or dots per inch) of the screen may also be
different. If the DPI is not the same between any two devices, a 12-
point font on one device will appear larger or smaller on another
device. The Macintosh display has a 72 DPI resolution and the
Windows-based computer display has a 96 DPI. This means that 12-point
text on a Macintosh will appear significantly larger on a Windows-
based computer.
Differences in Display Bit Depth
The display bit depth is how many colors can be shown on the device.
If the device supports 24-bit color, 16.7 million colors can be
shown. If the device supports 8-bit color, only 256 colors can be
shown.
The display's bit depth is different than the bit depth of the image
(see Chapter 5). The bit depth of the image is how many colors are in
the image or the image's palette. If the image is a 24-bit graphic,
that image may contain up to 16.7 million colors. Problems in display
may arise if the image bit depth is larger than that of the display
device.
Technology Side-Effects
Different target devices may use different technologies for their
displays. While in this day and age, computer displays are generally
comparable in terms of quality, there is quite a variance in legacy
and leading-edge display technologies.
Looking backwards, most televisions are still based on NTSC or PAL
standards. This means that the color space for these displays is not
the same as the color space used on computers. In general,
televisions tend to over-saturate pure reds, greens, blues, and
cyans. This means you need to be very careful using large fields of
these colors. Worse, color saturation varies significantly between
television manufacturers. In fact, considerable consumer brand
preference is actually based on the nature of the color (over)
saturation. This also affects your ability to display images to
consumers in which the color of the image is very relevant – such as
in apparel advertising.
In addition, most televisions are still interlaced. This means that
the odd 'scan' lines for images are draw first, then the even lines,
and then the odd lines, and so on. This creates 'jitter' when you try
and draw small straight lines: they appear to shake (or 'jitter')
between one or more scan lines. This significantly affects your
ability to display fonts that have any details (such as small fonts
and serif fonts).
Looking forward, some televisions that support overlaying graphics on
top of video do not have square pixels. On these systems, the height
of a pixel is not the same as its width. This means that if you try
and draw a square, it will look like a rectangle, and if you try and
draw a circle, it will look like an oval.
In addition, some emerging display technologies are using
fundamentally different chemistries and physics that result in
different display qualities. Some displays appear brighter, some may
have certain tints to certain color values, and others may have
different persistency characteristics (some pixels stay illuminated
for some time after they are supposed to change color).
Applying Margins to the Body Element
Beginning XHTML
User Agent Constraints
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