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What this is actually saying is don't use Garamond for copy text as its not designed for current DPI's that are currently used on monitors. It doesn't mean you
by edd 16y ago
What this is actually saying is don't use Garamond for copy text as its not designed for current DPI's that are currently used on monitors. It doesn't mean you can't use it for titles or headings or devices with a high DPI.
- kadavy 16y agoCorrect. The poor display of Garamond for copy text is used as a vehicle to discuss the relationship between medium and form. Garamond will look just fine in very large type.
- zaidf 16y agoThanks for translating. I learned more from your comment than the post itself!
- sprout 16y agoIf you know your target's DPI, that doesn't sound to me like "the web."
- deleted 16y ago[deleted]
- sesqu 16y agoYou mean like this thing in CSS3? http://www.w3.org/TR/css3-mediaqueries/#resolution http://www.w3.org/TR/css3-mediaqueries/#resolution For an example of viewport CSS, take a look at http://news.ycombinator.com/item?id=1377241 http://news.ycombinator.com/item?id=1377241
- bigfudge 16y agoWhat does Garamond look like on an iphone 4?
- gchpaco 16y agoExceedingly legible on mine even at 7-8pt sizes, but I should note that I'm very accustomed to reading Garamond and may be inferring more. I know my first impression from the iPhone 4 was that it was blurry; I think this is because I could no longer see the pixels, which I had apparently been subtly keying off. It is definitely not blurry, but still sometimes disorients me.
- jjcm 16y agoI'd like to also add that with the advent of resolution independent displays (such as seen in the current generation of mobile devices) such limitations like this will slowly fade away; although this most likely won't happen for a while in the desktop world (there's more of a demand for size of display than resolution of a display currently, and most operating systems don't have great support for resolution independence as it is [somewhat untrue for fonts oddly, as the kerning algorithms make use of subpixel resolution, but most UI's are pixel/raster based at only one resolution]).