Skip to main content

App Icons on iPad and iPhone

Below are guidelines for handling icon files for iPhone-only apps, iPad-only apps, and universal apps.

Name Size (pixels) Platform
Icon.png 57 x 57 Universial application icon
Icon-settings.png 29 x 29 Universial application icon for settings area. Alternative name: Icon-Small.png
Icon~ipad.png 72 x 72 iPad application icon. Alternative name: Icon-72.png Add some smaller (iPad doc: 64Ɨ64, other optional 32Ɨ32, 24Ɨ24, 16Ɨ16) custom icons to your project. See comments.
Icon-spot~ipad.png 50 x 50 iPad icon for spotlight search. Alternative name: Icon-Small-50.png iPhone OS trims 1 pixel from each side and adds a drop shadow. The actual size is 48Ɨ48 pixels.
iTunesArtwork.png 512 x 512 Universial application icon for iTunes App Store. Uploaded separately to iTunes. It’s included in the app bundle too, file name: iTunesArtwork. In an iPad application iPhone OS uses this image to generate the large (320Ɨ320) document icon if it is not supplied otherwise.
Default.png 320 (w) x 480 (h) iPhone/iPod 2, 3 portrait launch image
Default@2x.png 640 (w) x 960 (h) iPhone 4 hi-res portrait launch image
Default~ipad.png 768 (w) x 1004 (h) iPad. Specifies the default portrait launch image. This image is used if a more specific image is not available. Use full size template (768Ɨ1024) to design this launch image. The 20 pixels height statusbar is on by default and occupies the top of the screen, aka the 1004 rows vs. 1024.
Optional icons and images:
Icon@2x.png 114 x 114 iPhone 4 hi-res application icon
Icon-settings@2x.png 58 x 58 iPhone 4 hi-res application icon for settings/search area
Icon-doc.png 22 (w) x 29 (h) Universial document icon
Icon-doc@2x.png 44 (w) x 58 (h) iPhone 4 hi-res document icon
Icon-doc~ipad.png 64 x 64 iPad document icon (small)
Icon-doc320~ipad.png 320 x 320 iPad document icon (large)
Background-xxx.png 320 (w) x 480 (h)
640 (w) x 960 (h)
768 (w) x 1024 (h)
iPhone/iPod Touch 2, 3 background image,
iPhone 4 background image, full size
iPad background image, full size. For most projects the status bar is hidden, so use full screen size by default.
Default-PortraitUpsideDown~ipad.png 768 (w) x 1004 (h) iPad. Specifies an upside-down portrait version of the launch image. The height of this image should be 1004 pixels and the width should be 768. This file takes precedence over the Default-Portrait.png image file for this specific orientation.
Default-LandscapeLeft~ipad.png 1024 (w) x 748 (h) iPad. Specifies a left-oriented landscape version of the launch image. The height of this image should be 748 pixels and the width should be 1024. This file takes precedence over the Default-Landscape.png image file for this specific orientation.
Default-LandscapeRight~ipad.png 1024 (w) x 748 (h) iPad. Specifies a right-oriented landscape version of the launch image. The height of this image should be 748 pixels and the width should be 1024. This file takes precedence over the Default-Landscape.png image file for this specific orientation.
Default-Portrait~ipad.png 768 (w) x 1004 (h) iPad. Specifies the generic portrait version of the launch image. The height of this image should be 1004 pixels and the width should be 768. This image is used for right side-up portrait orientations and takes precedence over the Default~ipad.png image file. If a Default-PortraitUpsideDown.png image file is not specified, this file is also used for upside-down portrait orientations as well.
Default-Landscape~ipad.png 1024 (w) x 748 (h) iPad. Specifies the generic landscape version of the launch image. The height of this image should be 748 pixels and the width should be 1024. If a Default-LandscapeLet.png or Default-LandscapeRight.png image file is not specified, this image is used instead. This image takes precedence over the Default.png image file.


There is a complete list found here:
Oops Tech Blog

Except for iTunesArtWork icon, list the names of each of these files in the Icon files entry in the Info.plist.
App Icons on iPad and iPhone
Drawing and Printing Guide for iOS
Custom Icon and Image Creation Guidelines

Comments

Most Favorite Posts

Judo App - Server Driven UI out of the box

Judo App Judo brings server-driven UI to your iOS and Android apps. Build user interfaces visually in a fraction of time and publish them instantly without submitting to the app store. Build Experiences - With No Code The Judo app for macOS, available through the App Store, is built for design professionals with common keyboard shortcuts and familiar concepts like canvas, layers and inspector panel. Workflow is streamlined with the ability to drag and drop media files directly into your experiences and manage your own Judo files in Finder. Manage Creative Execution A Judo experience is interactive and can include text, images, video and buttons. An experience may be part of a screen, a single screen, or more typically multiple linked screens. Judo supports screen transitions, carousels, horizontal scrolling and modals. Clients can add custom fonts and define global colors and these are updates applied universally. Effortlessly Deploy Judo Cloud syncs your experiences with your iOS and ...

Server-driven UI (SDUI): Meet Zalandos AppCraft and AirBnB Lona

A short WTF: Joe Birch:  SERVER DRIVEN UI, PART 1: THE CONCEPT Zalando seems to follow the SDUI principle as well - defining a common design language and construct the screens on the backend while displaying them natively on the clients. They even go one step further; they implemented a mighty toolset to enable non-technical stakeholders to define their own native app screens Compass: Web tooling to create screens and bind data Beetroot: Backend service that combines the screen layout definition with the data Lapis/Golem: iOS/Android UI render engines Crazy cool! Good job, guys (when you do an open-source release?) To even move faster a Flutter based UI render engine implementation was great! See also AirBnB Lona SDUI approach Building a Visual Language Why Dropbox sunsetted its universal C++ mobile project and AirBnB its React Native implementation

Dark Theme (Dark Mode) in Android WebViews, WKWebViews and CSS

So your apps just implemented a shiny new dark theme and it’s looking šŸ‘Œ There are lots of benefits to having a dark theme in your application, and having it consistent throughout your application allows for a great user experience. But what happens when the the user runs into a WebView in your app? Support: if (WebViewFeature.isFeatureSupported(WebViewFeature.FORCE_DARK)) { ... } Set: WebSettingsCompat.setForceDark(webView.settings, WebSettingsCompat.FORCE_DARK_ON) Current setting: val forceDarkMode = WebSettingsCompat.getForceDark(webView.settings) Joe Birch Assuming your question is asking how to change the colors of the HTML content you are displaying in a WKWebView based on whether light or dark mode is in effect, there is nothing you do in your app's code. All changes need to be in the CSS being used by your HTML content. CSS dark mode via :root variables, explicit colors and @media query: :root {     color-scheme: light dark;      ...

Remote Debugging WebViews with Android 4.4 KitKat

Starting Android 4.4 (KitKat), you can use the DevTools to debug the contents of Android WebViews inside native Android applications. Debugging WebViews requires: An Android device or emulator running Android 4.4 or later, with USB debugging enabled as described in 2. Enable USB debugging on your device . Chrome 30 or later. Enhanced WebView debugging UI is available in Chrome 31 or later. An Android application with a WebView configured for debugging. Android Developer

PeekPop - Pre-iPhone 6S and 6S+

Peek and Pop Let your users preview all kinds of content and even act on it — without having to actually open it. Users can then press a little deeper to Pop into content in your app. Apple 3D Touch PeekPop Peek and Pop is a great new iOS feature introduced with iPhone 6S and 6S+ that allows you to easily preview content using 3D touch. Sadly, almost 80% of iOS users are on older devices. PeekPop is a Swift framework that brings backwards-compatibility to Peek and Pop. GitHub

Android with Kotlin, iOS with Swift, Kotlin Native, flutter.io, React Native, PWA, Xamarin, Hybrid - which way to go?

Currently there are tons of frameworks how to get your business model to the user... and in the app store Full Native Android with Kotlin, iOS with Swift Deepest integration Single way to make sure that you have no lock-in effect with a framework, and you are f**ed, when Apple or Google disallows the usage of a specific technology... Two teams required 2x code PWA (Progressive Web App) Write offline- and push-capable PWA with web-technologies only Some native features might require hybrid native development and bridging (like In-App purchases, AR, ...) In best case: One web team only for website and app Maybe some native specialists for special features Kotlin Native Develop a shared framework with or without UI using Kotlin Native Additional native code will most probably be required Big Android team, small iOS specialists flutter.io (React Native | Xamarin | ... ) One codebase (flutter: Dart, React Native: JavaScript, Xamarin: C#) Additional native code ...