<instructions>Your goal is to analyze the following comment and estimate how highly it will be upvoted by the Hacker News community.</instructions><comment><author>bennyg</author><text>The biggest thing of all, I believe, is actually testing your design on a device. Text you think looks good when you&apos;re in Photoshop has a tendency to be too small or too large, or too gray or not enough saturation on a device. So, if you&apos;re designing - and can&apos;t get a build to your phone to actually play with - email yourself an exported PNG of correct resolution and open it up on your phone. You should be able to see and &quot;play&quot; with it as best as you can for absolutely no money.&lt;p&gt;It seems like this was written for the designer, not developer, so I would also like to add one more thing. If you&apos;re a designer and tasked on working with a developer to make an app happen (or vice versa really), then work side by side as much as you can with that person and have regular discussions. You&apos;ll both drive each other toward a better project than just piecewise doing things in a more waterfall-esque approach.</text><parent_chain></parent_chain></comment><story><title>Starters Guide to iOS Design</title><url>http://taybenlor.com/2013/05/21/designing-for-ios.html</url></story>
<instructions>Your goal is to analyze the following comment and estimate how highly it will be upvoted by the Hacker News community.</instructions><comment><author>jcampbell1</author><text>This is a very good guide.  The only part I found odd was the advice to design at 1x rather than 2x.  My strategy, is design in 2x, but everything must have even dimensions.  For the iPhone I just downsample the assets and don&apos;t even bother to check if they look good.  For iPad, I will touchup 1x assets if needed.</text><parent_chain></parent_chain></comment><story><title>Starters Guide to iOS Design</title><url>http://taybenlor.com/2013/05/21/designing-for-ios.html</url></story>