1# Responsive Design
2
3## Mobile-First: Write It Right
4
5Start with base styles for mobile, use `min-width` queries to layer complexity. Desktop-first (`max-width`) means mobile loads unnecessary styles first.
6
7## Breakpoints: Content-Driven
8
9Don't chase device sizes; let content tell you where to break. Start narrow, stretch until design breaks, add breakpoint there. Three breakpoints usually suffice (640, 768, 1024px). Use `clamp()` for fluid values without breakpoints.
10
11## Detect Input Method, Not Just Screen Size
12
13**Screen size doesn't tell you input method.** A laptop with touchscreen, a tablet with keyboard. Use pointer and hover queries:
14
15```css
16/* Fine pointer (mouse, trackpad) */
17@media (pointer: fine) {
18 .button { padding: 8px 16px; }
19}
20
21/* Coarse pointer (touch, stylus) */
22@media (pointer: coarse) {
23 .button { padding: 12px 20px; } /* Larger touch target */
24}
25
26/* Device supports hover */
27@media (hover: hover) {
28 .card:hover { transform: translateY(-2px); }
29}
30
31/* Device doesn't support hover (touch) */
32@media (hover: none) {
33 .card { /* No hover state - use active instead */ }
34}
35```
36
37**Critical**: Don't rely on hover for functionality. Touch users can't hover.
38
39## Safe Areas: Handle the Notch
40
41Modern phones have notches, rounded corners, and home indicators. Use `env()`:
42
43```css
44body {
45 padding-top: env(safe-area-inset-top);
46 padding-bottom: env(safe-area-inset-bottom);
47 padding-left: env(safe-area-inset-left);
48 padding-right: env(safe-area-inset-right);
49}
50
51/* With fallback */
52.footer {
53 padding-bottom: max(1rem, env(safe-area-inset-bottom));
54}
55```
56
57**Enable viewport-fit** in your meta tag:
58```html
59<meta name="viewport" content="width=device-width, initial-scale=1, viewport-fit=cover">
60```
61
62## Responsive Images: Get It Right
63
64### srcset with Width Descriptors
65
66```html
67<img
68 src="hero-800.jpg"
69 srcset="
70 hero-400.jpg 400w,
71 hero-800.jpg 800w,
72 hero-1200.jpg 1200w
73 "
74 sizes="(max-width: 768px) 100vw, 50vw"
75 alt="Hero image"
76>
77```
78
79**How it works**:
80- `srcset` lists available images with their actual widths (`w` descriptors)
81- `sizes` tells the browser how wide the image will display
82- Browser picks the best file based on viewport width AND device pixel ratio
83
84### Picture Element for Art Direction
85
86When you need different crops/compositions (not just resolutions):
87
88```html
89<picture>
90 <source media="(min-width: 768px)" srcset="wide.jpg">
91 <source media="(max-width: 767px)" srcset="tall.jpg">
92 <img src="fallback.jpg" alt="...">
93</picture>
94```
95
96## Layout Adaptation Patterns
97
98**Navigation**: Three stages: hamburger + drawer on mobile, horizontal compact on tablet, full with labels on desktop. **Tables**: Transform to cards on mobile using `display: block` and `data-label` attributes. **Progressive disclosure**: Use `<details>/<summary>` for content that can collapse on mobile.
99
100## Testing: Don't Trust DevTools Alone
101
102DevTools device emulation is useful for layout but misses:
103
104- Actual touch interactions
105- Real CPU/memory constraints
106- Network latency patterns
107- Font rendering differences
108- Browser chrome/keyboard appearances
109
110**Test on at least**: One real iPhone, one real Android, a tablet if relevant. Cheap Android phones reveal performance issues you'll never see on simulators.
111
112---
113
114**Avoid**: Desktop-first design. Device detection instead of feature detection. Separate mobile/desktop codebases. Ignoring tablet and landscape. Assuming all mobile devices are powerful.