encyclopedia
Screen graphics — the image as interface
On screen an image must not only show but respond: it is a control.

Editorial thesis
Screen graphics matter because the image here has state: it responds to the cursor, window size, colour theme, and user settings.
Reader question
How does designing a screen image differ from designing a printed one?
Short answer
A printed image has one final appearance; a screen image has many states, and what is designed is the rule generating them rather than a single picture.
1. Definition and boundaries
Screen graphics are images existing in an interactive environment with variable display conditions. What defines them is not the carrier but the presence of states.
2. The pixel as unit and as fiction
A logical pixel has long ceased to correspond to a physical one: devices render several physical dots per logical unit. Design proceeds in abstract units rather than in screen dots.
3. Screen density
The same graphic must work at different densities. A raster image requires several variants while a vector scales itself — hence the practical dominance of vector in interfaces.
4. Vector and raster
A vector describes a form as a set of curves and is therefore size-independent; a raster describes a result. The choice between them is determined not by quality but by what is depicted.
5. Markup as image
A vector format on the web is part of the document and is therefore available to styling and scripts. The image here stops being an attachment and becomes a structural element.
6. Element states
A button exists in at least five states: default, hover, focus, active, and disabled. What is designed is the set, and omitting any state is a defect.
7. Focus as a mandatory state
A visible focus ring is required by anyone navigating with a keyboard. Removing it for visual cleanliness is the commonest accessibility error in screen graphics.
8. No hover on touch
On touch devices the hover state does not exist. An interface in which meaning is revealed on hover simply does not work on a phone.
9. Touch target size
The minimum size of an interactive area is set by a finger rather than a cursor. It is a physical constraint establishing the lower bound of interface density.
10. Responsiveness as rule, not layout
What is designed is behaviour under changing width, not a set of fixed layouts. A breakpoint is chosen by content rather than by popular device sizes.
11. Dark theme as a second set
A dark theme is not an inversion of a light one: shadows, saturation, and stroke weight all require revision. It is a second complete set of decisions.
12. Saturation in dark themes
Bright saturated colours on a dark ground produce halation and fatigue. A dark-theme palette is usually more muted, and this is a technical requirement rather than a preference.
13. Respecting user settings
The system reports preferences: theme, reduced motion, increased contrast, font size. Ignoring these signals is an error rather than a stylistic decision.
14. Font scaling
A user is entitled to enlarge text, and a layout must survive it. A layout that breaks on enlargement fails a basic requirement.
15. Font rasterisation
On-screen rendering of a glyph depends on the system, and one typeface looks different across platforms. Full control over the appearance of screen text is unattainable.
16. Variable fonts
A single file containing a continuous range of weights reduces payload and allows type to be tuned to size and density. It is a rare case in which quality and performance improve together.
17. Image weight as a design constraint
Every kilobyte is paid for in load time. A decision about picture quality is simultaneously a decision about whether a user will see it.
18. Format as compromise
Contemporary compression formats give lower weight at equal quality but require a fallback. Choosing a format is an engineering rather than a visual decision.
19. Layout shift on load
An image without declared proportions displaces content as it appears. This is a measurable defect that directly degrades page assessment.
20. The image as a link
On screen a picture is sometimes a control, and then the requirements for an element apply: state, accessibility, target size. Confusing decorative and interactive images muddles an interface.
21. Alternative text
An image carrying meaning must have a text description; a decorative one must not. Distinguishing the two cases is editorial work.
22. First turn: the screen became variable
The arrival of many sizes and densities abolished the fixed layout. Design moved from appearance to rule.
23. Second turn: component instead of page
Interfaces came to be assembled from reusable elements with described behaviour. The unit of design became the component rather than the screen.
24. Third turn: the user gained a vote
System settings for theme, motion, and contrast made some decisions the user’s. The designer specifies a range rather than a single version.
25. What is usually misunderstood
The error is designing a screen as a page. A page has one appearance, a screen has many states, and a layout without described states is not finished work.
26. Counterargument
The objection is that accounting for every state and setting makes work colourless: attempting to work everywhere yields a result that works nowhere well.
27. Where the counterargument holds
It holds for promotional pages and authored projects with a known audience. Narrowing conditions there is a legitimate decision.
28. Where it fails
It fails for mass-use products. Ignoring accessibility settings there is not a stylistic choice and in many jurisdictions is unlawful.
29. Link to design systems
Describing states and tokens is precisely what makes screen graphics transmissible. Without it, work is not reproducible by another team.
30. How to read the subject today
Test work in awkward conditions rather than ideal ones: enlarged type, dark theme, keyboard navigation, slow connection. There it becomes visible what was designed and what was merely drawn.