Hackathon 2019

On 13 and 14 June, Tesco colleagues and suppliers from the Czech Republic, India, Poland and the UK came together to compete in the eighth annual Tesco Global Hackathon.

The teams had 24 hours to come up with an innovative technology solution to one of these business challenges:

  • How can we use our customers’ data to serve them better?
  • How can we simplify in-store operations/routines?
  • How can we help our customers be more eco-friendly?
  • How can we optimise our transport either for distribution or for Grocery Home Shopping delivery?
  • Come up with an idea that will save the business over £10m in year one
  • Come up with an idea that will generate over £20m revenue in year one

Jo Hickson, Head of Tesco Labs said: “The Hackathon is a great way for us to pull in brilliant ideas from people across the business. Last year’s winning idea is now being trialled in a store in the Czech Republic and we can’t wait to explore the ideas from this year too.”

Lakshmi Madhavarao, a Software Development Engineer in the Search and Recommendations team said: “I have participated two years in a row and happened to be a finalist both times! More than winning, it is really fun to work with different people on an idea and learn new skills in 24 hours. It is just amazing to see what can be done in such a short period of time.”

This year, two separate judging panels, which included Chief Technology Officer Guus Dekkers, CEO of Tesco Business Services Sumit Mitra and Managing Director in the Czech Republic Patrik Dojčinovič, had the tough task of selecting finalists from Europe and India.

Then on 9 July, the finalists took to the stage again where they pitched to a wider panel of Tesco leaders. The panel in India selected Team Double as their winners, who looked to tackle the challenge of simplifying instore operations with their paper and time saving app for colleagues.

In the UK, the winners, NutriScan took on the challenge of using our customers’ data to serve them better, and developed an app to help customers choose products based on dietary requirements.

Thank you to all competitors and everybody who came to support them during their pitches to the judges. There was a really great atmosphere throughout the event and we can’t wait to see some of the ideas come to fruition over the coming months. Congratulations to our winning teams!

Europe Winner

NutriScan – UK (William Powell, Mohamed Mamdouh, Lakshmi Madhavarao, Tim Volkov, George Sykes)

An application that helps in-store customers make the right choices based on dietary preference and shopping history – the app provides personalised recommendations if the original product selected is not suitable or is out of stock.

Europe Finalists

Tesco Magic – UK (Matt Bennett, Lawrence Rayner, Carl Knibbs, Ross Arnone, Adam Cohen-Rose)

A data visualisation tool that brings customer data to life so they can gain a better insight into their relationship with Tesco.

Wawel Dragons – Poland (Urszula Perry, Michał Nawilny, Michał Podskoczy, Artur Skowroński, Michał Fudała)

A system that enables our customers to choose an eco-friendly delivery option for online shopping or enables an eco-friendly option for Click & Collect customers.

Waste Hunters – Czech Republic (Zuzana Radicova, Milan Zelenka, Ondrej Basler, Jaroslav Havelik, Lukas Duris)

An augmented reality application designed to help reduce food waste by enabling colleagues to quickly and easily identify products that are about to expire.

India Winner

Double – (Suryanarayan Raju, Gopal Krushna Pattanaik, Narendra Allampatti, Archit Saxena)

Save paper and time by using both sides of the shelf-edge label to display the promotion price on one side and standard price on the other side. Store colleagues will be notified via app when and where to flip the label.

India Finalists

mBill (Hanumath Mahankali, Balachandar Ramalingam, Ajith Srinath, Sourabh Joshi, PraveenKumar Patil)

Remove the need for a paper receipt at checkout by providing an option for customers to receive a digital receipt using QR code.

Bugs Slayers (Devika Awasthi, Anurag Mishra, Sreenivas T, Shubham Chaturvedi, Manjunathan Raman)

Providing a braille catalogue of products for visually impaired customers and enabling them to add items to the basket using a mobile barcode scanner.

TechHack (Dheeraj Kysetti, Prashant Pandey, Rupasmite Devi)

Providing a virtual store where customers navigate aisles, click items to find out more and add items to their basket virtually.

Meet the new Head of Tesco Labs

Last month, Jo Hickson joined Tesco as the new Head of Tesco Labs. We’ve given Jo some time to find her feet before putting her on the spot with some questions to find out a bit more about her.

Q: Welcome to the team Jo, can you tell us a little bit about your background please?

A: Thank you, it’s great to be here! For the last 10 years I’ve been leading innovation teams for large corporates in retail and the travel industry. I’ve also worked in product development for o2 Telefonica and the National Lottery. I started my career in marketing back when that simply meant creating radio, press and TV ads!

Q: What appealed to you about joining the Tesco Labs team?

A: There were three reasons I wanted to join.
1. The scale of Tesco means there is a huge opportunity for innovation to make a real impact on the retail industry, globally.
2. Joining a well-established, talented and multidisciplinary team.
3. I love retail!

Q: What have you learned in your first weeks in the role?

A: I knew Tesco was a big company but it is even more vast than I’d appreciated. There’s a lot of people to meet and get to know! Also, the team are working on projects that genuinely excite me – watch this space!

Q: Looking forward 20 years, what do you think retail will look like?

A: Again, what I liked about this role was that the scale of our business means we’ve got the opportunity to define the future of retail for consumers. So for me, it will be experiences that redefine convenience, immediacy and personalisation.

Q: Which innovators do you particularly admire?

A: Hedy Lamarr is the innovator I most admire. She was a beautiful Hollywood star in the 30s and 40s but had another passion – inventing. Her most important invention came during World War II, when she realised that radio-controlled torpedoes could be knocked off course. Her solution was to invent and patent a frequency-hopping signal that was impossible to hack. Lamarr’s work was incorporated into early versions of Wi-Fi and today’s Bluetooth technology, the backbone of how we communicate!

Q: And finally, what technology could you not live without?

It’s a cliché but it is the mobile phone. And not really for calls anymore – it’s for podcasts, instant messaging, turning on my heating from anywhere, ordering food on the move, catching up on Netflix shows and Instagram – and so much more. It’s easy for us to forget how far this technology has come in under 10 years. It is a veritable digital swiss army knife of useful tools! The future potential of 5G connectivity affording broadband speeds using new cellular tech is also one to watch.

Global Hackathon 2018

On 12-13 July we welcomed over 500 people – a record-breaking number – from the Czech Republic, India, Poland, Thailand and the UK to compete against one another in the Tesco Global Hackathon 2018.

The teams were given 24 hours to create an innovative technology solution that could revolutionise the future of retail. The teams, many of whom worked through the full 24 hours, produced a wide-range of innovative solutions focusing on improving the customer shopping experience in-store and at home.

Jordan Skinner, Trainee Produce Manager in our Loughborough Extra store said; “I’ve really enjoyed taking part in the Hackathon and have learned a thing or two. It’s been a really great experience and I would recommend taking part in the Hackathon to anybody working in our stores because it enables you to network and work with people who you wouldn’t normally get the opportunity to meet.”

Indy Kaur, Food Researcher at the Food Academy said, “Fabulous experience working with great techies. The event was fun, stressful and challenged me. Yes, I would do it again. Roll on next year!”

Our judging panel, which included Chief Technology Officer Guus Dekkers, CEO of Tesco India Sumit Mitra, and Senior Manager for Technology in Thailand Wiphak Trakanrungsi, listened to the three-minute pitches from each team and selected regional winners to progress to the grand final.

The top three teams in each of Europe, India and Thailand, listed below, then pitched again to the judging panel with the aim of becoming Tesco Hackathon Global Winners for 2018.

After some tough deliberations, the judges decided that Nav AR and their in-store augmented reality solution were worthy winners. Congratulations to all of our finalists who each receive prizes. Nav AR will be able to celebrate their win with a trip to Lisbon in November to attend Web Summit, the world’s largest tech event.

Thanks to everyone who competed and to those who came to watch the pitches. It was fantastic to see teams from so many different disciplines come together to create such innovative solutions in such a short amount of time. Congratulations again to our winners!

See you in 2019!

Europe Top Three

Team: Nav AR
Location: Czech Republic
Hack: AR store navigation solution – allows customers and colleagues to navigate to products using an augmented reality layer

Team: The Checkout Boys
Location: UK
Hack: An innovative in-house build using enterprise APIs and consumer technology to show what the next generation of tills could look like.

Team: Epicureans
Location: UK
Hack: The use of sentiment analysis and natural language processing to derive the intent of customers and drive basket completion through recommendations based on sparse, unstructured or conflicting information.

India Top Three

Team: Tesco Visionaries
Hack: A way to configure nutritional information for health-related shopping decisions.

Team: Grey Matter
Hack: A platform to show heat maps generated through computer vision to detect movement of customers in stores.

Team: Rockers
Hack: The Tesco Shopping Assistant app which is a voice assistant agent connected to our Product API. This can be used by customers through a phone or a self-service kiosk to guide them round a store.

Thailand Top Three

Team: Shopachip
Hack: Aims to connect gamers with Tesco via a platform which allows them to purchase via virtual reality.

Team: Tesco Easy Checkout
Hack: An app that you can link your payment and Clubcard details through. Customers can then scan barcodes in store and leave with a checkoutless experience.

Team: Tech Crusader
Hack: An app to manage in home stock inventory.

Interview: the Labs Graduate Placement experience

How easy is it to produce a project to pitch to the Tesco Technology leadership team…in just 7 weeks?

Each year, our cohort of Tesco Technology graduates spend time with the Tesco Labs team. They are divided into groups and challenged to come up with innovative solutions to problems which affect our business, customers or colleagues. Their time on the placement is peppered with workshops, training, ideation sessions and mentoring; and their final task is to present their solution to the Tesco Technology leadership team.

Lawrence, 23, has just come to the end of his 2 year Graduate Scheme with Tesco. His placements around the company have been varied, ranging from being tasked with looking at new devices for customer picking, upgrading backend systems, working as a Technology Manager in the Tesco Bengaluru office, and most recently working with the Transport and Tracking team as a Product Manager. Coming to Tesco with a combined Maths and Computer Science degree at Warwick University, Lawrence has so far thrown himself into technology-focused activities at Tesco; including participating in hack days and the annual company Hackathon. With aspirations for an engineering or technology manager-style role as the next step in his career, Lawrence was prepared to be one of the more technically-minded in his Labs placement group. We caught up with him at the end of the Tesco Labs section of the Graduate placement to find out what he thought of the experience.

Q: Did you have any preconceptions about the Labs placement?
A: I had heard about the placement from grads in the year above me, and was generally excited about it. At that point I didn’t really have any ideas but I was really looking forward to working with my peers in that environment. I was a bit apprehensive about what my group would be like, but we have I think that we have such a real mix of skills across the cohort that any group would have been manageable. which has made it really enjoyable.

Q: How did you find the group work?
A: We started with ideation, and found this quite challenging initially. From the outset I wanted to work on something that would ‘revolutionise retail’, specifically I wanted to take some risks and steer clear of just developing another app, but we were having trouble coming up with an idea that was achievable yet stretching and that would actually add value. Our lightbulb moment came following a 10x session, where we looked at how we could really ramp up the value our ideas would deliver without considering the limitations of existing systems or processes.

Q: What was the hardest / easiest thing you had to do?
A: The hardest thing was sticking to our idea throughout the placement, but the easiest thing was maintaining morale. This was really helped by the working environment – it was really refreshing to work in such an unconstrained way. We were able to have absolute control over engineering and product, which helped us to work in a fast-paced, high-energy way.

Q: How did you prepare for the demo day and the final presentation?
A: We opted to roll the preparation for presentation and demo day into one, so we basically split the presentation between the three of us and drew up some slides. Our concept wasn’t massively visual so we put together some diagrams and graphs to demonstrate the work we had done.
Our aim for the demo day was to gather a lot of feedback from colleagues and understand what the FAQs were, so that we could address these in the final presentation. This turned out to be a really good idea as the nature of our idea led to a bit of a grilling in the Q&A following the presentation.

Q: What did you learn?
A: I came into the project with a good technical background, but I was relatively inexperienced on the product side of things. Throughout the project I took learnings from the Labs team and my team members on the product vision and how we can work in a more value-driven way.
On the flip side, both of my team members were starting from a non-technical background, so I could pass on some knowledge too, which was quite rewarding as I could see real growth from both of them throughout the placement.

Q: Do you have any advice for grads doing the same placement next year?
A: I think that future grads shouldn’t be afraid to take risks, and should definitely do the 10x exercise. A lot of the value I gained from the placement came from taking on a controversial idea, so I would encourage them to do the same. Don’t let the restrictions of our existing systems or the availability of data prevent you from building your vision. Whilst we had moments of doubt throughout the project, each time we resolved to ‘embrace the concept’ to deliver a quality product, and one that certainly sparked lively discussion at the demo day and the leadership presentation!
One final thing is to make the most of the demo day. It’s a really good forum to discuss your idea in-depth before the presentation, so make sure to capture any thoughts or questions that come out of the day as they will probably come up in the presentation.

The placement was really rewarding, and while there were challenges, there isn’t much I would do differently. Having control over product and engineering simultaneously enabled us to operate in a start-up style team and iterate really quickly. A totally absorbing and totally rewarding placement overall!

Inventors flock to our annual Hackathon

When you’ve had that lightbulb moment it’s hard to switch it off, and for 70 budding inventors our seventh annual 24-hour Hackathon was the perfect place to turn bright ideas into reality.

We were thrilled to welcome 16 teams of hackers to our Welwyn Garden City campus this year where they had just 24 hours to turn their ideas for new technology to help our customers or colleagues, into a working prototype. Teams were a mix of office and store colleagues, and guests from companies such as IBM, O2, Oracle and Bartle Bogle Hegarty (BBH).

Working to the theme of ‘Future Trends’, the teams (many of whom worked through the night) produced a wide range of very impressive solutions, from new delivery models through to collaborative shopping propositions, voice-activated assistants, and the two-factor authentication for online shoppers.

Each team had three minutes to pitch and demonstrate their idea to our panel of judges: Chief Technology Officer Edmond Mesrobian, Technology Directory Mike Yorwerth, Chief Customer Officer Alessandra Bellini and BBC Click journalist Kate Russell. Together the judges chose their first, second and third prize winners, while an audience of colleagues from our Technology team voted for a ‘People’s Choice’ prize-winner. Event organisers from the Tesco Labs team also awarded a ‘Most Valuable Player’ prize to the person they thought had contributed the most to the event.

The winners

First prize: Tickets to attend Web Summit in Lisbon
Winners: James Davenport, Matthew Bennett, Oliver Joel and Lawrence Rayner (atHack of the Clones)
Hack: Multi-basket shopping. This extension to our Grocery Home Shopping site allows groups of people (e.g. in a house-share) to shop together – each adding their own products, but being notified of cost savings that they could take advantage of through multi-purchases. The customers are then able to shop in the most cost-effective way, but can also easily work out how much each has spent.

Second prize: Google Kitchen Sync cooking experience
Winners: BBH Stockholm
Hack: Collaborative shopping solution: an app that notifies customers when their friends, family and neighbours are planning to visit a store. This allows them to request items to be bought for them, and would reward the shopper with Clubcard points. An added benefit is that this would reduce the number of cars driven to stores, lessening the impact on the climate.

Third prize: Tickets to Tech. powered by Retail Week
Winners: Antony Turner and Roger Bowler – Clay Cross Extra
Hack: A McDonald’s-style drive-through delivery model for groceries. In the style of many fast food drive-throughs, customers would be able to drive directly to a tablet placed outside a store and select the items that they would like to purchase. This information would be relayed to colleagues via an app, picking would be done immediately, and the customer would have their items delivered directly to their car.

People’s Choice prize: Amazon Echo dot devices
Winners: Antony Turner and Roger Bowler – Clay Cross Extra
Hack: Drive-through delivery model

Most Valuable Player prize: Google Cardboard virtual reality device
Winner: Darren Gibson

Tesco Technology Grad Matthew Bennett was on the winning team and said: “I feel delighted about winning and so proud of what the team achieved in this time.” Meanwhile the third prize and coveted People’s Choice award went to Antony Turner and Roger Bowler of our Clay Cross Extra store. Antony commented: “Neither of us has much technical knowledge, and we don’t know how to code so it goes to show what you can achieve with a good idea!”

Thanks to everyone who participated and congratulations to our winners! It was fantastic to see teams from so many different disciplines come together to create such innovative solutions in such a short amount of time. Check out our photos of the event on Flikr.

A visit to Tesco Labs

We’re delighted to publish a guest blog post from our lucky Tesco Labs tour competition winner, Janis Wong.

Originally published on the Code First:Girls blog

“As the winner of the Code First: Girls’ competition, I won the amazing opportunity to visit Tesco Labs in Welwyn Garden City to find out more about how the historic company is transforming itself as an innovator within the industry.

Led by Sophie Caley, a product manager at Tesco Labs, she gave me a tour around the space and explained how technology has transformed in the past decade. From mock supermarket shelves to the latest virtual reality headset, the Lab was fully stocked with equipment to help Tesco find out how to best serve its customers through technology.

Although the Lab was established less than a decade ago, it has become a core part of the supermarket giant’s work. When speaking to Sophie, I was most interested by the human element of her work. Whether it is running a crazy brainstorm session with her team or collaborating closely with family testers for product trials, I appreciate how the company wants to put out high quality, tried-and-tested tools that truly benefit its customers.

Particularly for companies such as Tesco, where customers interact with them on a daily basis, it is often easy for us to forget about the whole operation and infrastructure that is used to run its stores. Behind the shelves are people from all disciplines who come together to ensure that everyone’s needs are satisfied as far as possible. From the technology perspective, this means figuring out where new products should be placed on shelves, how the website software can be made more accessible, and what new accessories can be developed to make the customer shopping experience more enjoyable.

Whilst people may be wary of adopting new technology, Tesco Labs firmly believe that new innovations can make our lives easier and more interesting. For me personally, it was an incredible experience to be able to better understand the direction that Tesco Labs is going and to learn more about how the company works with third parties to create exciting, new products. Instead of trying to replace the well-functioning mechanisms we currently have, Tesco prides itself in filling in the gaps to build creations both big and small, making our shopping, homes, and our lives more connected.

Once again, thank you to Code First: Girls and Tesco Labs for giving me this opportunity to see how the company is transforming how people use technology for the better!”

There is no spoon

The definition of a pixel is straightforward. Isn’t it?

Introduction – the real world

The definition of a pixel is straightforward. It lives in the physical world and is the smallest addressable component of any digital screen. Its job is to emit light – specifically, colour. Screens are made up of thousands of these dots of light and each can be individually assigned a different colour such that when viewed together, the screen displays something that makes sense. A photo, or video for example.

An inch is a similarly simple concept to understand. A standard physical unit of measurement. So standard in fact that you can actually see it using a ruler, in exactly the same way as anybody else with a ruler can.

The challenge – pixel density

So why is it that when I define the length of an on-screen element in pixels using CSS, it doesn’t match the number of aforementioned physical pixels? And why is it that if I define a length in inches and then measure the result with a ruler, that doesn’t match either? The reason is pixel density.

First things first, a pixel resolution is the number of pixels that a display comprises. It’s usually expressed as two numbers – the number of pixels on the horizontal axis, and the number of pixels on the vertical axis. For example, 1920 x 1080 is 2,073,600 pixels. This happens to be the industry accepted number of pixels required for high definition (HD) content. The more pixels a screen has the better its definition, or clarity, will be.

Pixel density refers to the number of pixels that fit into a physical inch of a display. It’s (shockingly) measured in pixels per inch (ppi). As you might infer, all pixels are therefore not the same physical size – otherwise the measure would be redundant. The number of pixels that fit inside one inch would always be the same. In recent years, smartphone manufacturers have fit increasingly large numbers of pixels into devices that aren’t physically too much bigger. The pixel density has increased without the form factor changing a great deal.

Devices of the same size with different pixel densities pose a problem for designers and developers. This is because 200 pixels (or any other number) will look visibly much smaller on a device with a higher pixel density than that of one with a lower pixel density. The difference is so stark in fact that it would render text illegible on newer devices where it was perfectly acceptable on older ones. So, what to do?

A solution – the CSS reference pixel

The World Wide Web Consortium (W3C) identified this challenge very early on. In 1996 in fact (+100 points for forward thinking). For this reason, it recommends in its CSS specification that one CSS pixel does not automatically map directly to one physical pixel, but in fact represents an entirely abstract unit of measurement. When declaring a length in pixels in CSS you are in fact using the CSS pixel unit (px), which might as well be called a yazoo, yellowberry or any other random word. It isn’t directly related to physical pixels at all.

The idea behind the CSS pixel unit is to create consistency across devices with different pixel densities, to solve the 200-pixel problem outlined earlier in this post. The aim is that creating an object of length 200px will just look right on any screen it encounters. How it achieves that is very clever, and hinges on the CSS reference pixel. As you might expect, it has to take into account the physical properties of the display – i.e. how large it is, and in this case also how close to the eye it is held.

It’s beautifully relative – relative to you. Which is ironic considering it’s arguably the primary so-called “absolute” unit of measurement in CSS. The reference pixel is based on a 96ppi display held at arm’s length, assumed to be 28 inches (about the same size as a Flemish Ell – I know you were wondering). This is adjusted for the device you’re using at the time. For example, a computer screen will typically be larger, have a lower pixel density, and be viewed from a further distance than a smartphone will. This makes the reference pixel on the monitor visibly bigger. The illustration below visualises this well.

Pixels_image 1

(Taken from creativepro.com)

If you held the smartphone directly next to the monitor, you would see for yourself that the same number of pixels appears larger on the latter. For those who yearn for a more in-depth understanding, read the next paragraph. If you’re content, feel free to gloss over it.

The CSS reference pixel is actually an angular measurement (see picture below). Specifically, it’s the visual angle of one pixel under the aforementioned conditions – a 96ppi display, at a distance of 28 inches away from the eye.

Pixels_image 2

(Taken from www.w3.org)

 A tangent – defining CSS units

So why is a pixel called an absolute measurement in CSS? Well, it is anchored to a fixed reference defined using real world constraints – the reference pixel. Just as inches would be anchored to real world inches, if that’s how they were implemented (you can sense another explanation coming later). In contrast, relative units in CSS are meaningless without another dimension being given. 90% has to be 90% of something to meaning anything. One em has to be based on a font size to mean anything, even if that font size is the default one defined by the browser.

An example – implementing the CSS pixel

But back to pixels. Now we have the CSS reference pixel, we have an anchor for the CSS pixel unit. In reality it means that for devices with higher pixel densities, one CSS pixel maps to multiple physical pixels – and exactly how many is governed by a scaling factor called the device pixel ratio.

By means of an example, I use a OnePlus 2 smartphone. It has a physical pixel resolution of 1080 x 1920. However, if I put this to the test, I see a report of 360 x 640. The device pixel ratio is therefore 3. (360 x 3 = 1080 and 640 x 3 = 1920). My resolution has been scaled by this ratio to implement the CSS reference pixel ideal most closely. And thus, 200 pixels will look correct on my device in just that same way as they would for a device of a much lesser pixel density. Brilliant.

Physical measurements – not what you might think

So what about inches? Well, it turns out that inches aren’t (usually) inches either in CSS. Now, you’d be forgiven for thinking at this point that whoever is naming these things is being intentionally irritating, but things will become clearer in the points that follow.

W3C has specified that if you are viewing your CSS inches on a sufficiently high resolution display (meaning high quality printed output as far as I can prove) then they should indeed reflect reality. And they do – print your web page including a measurement in inches and get that ruler out again. However, if your display is not sufficiently high resolution (meaning anything else including screens, as far as I can tell) then they will not. Instead, one inch will equal 96 pixels. 96 CSS pixel units, that is. Exactly what that magic “high” resolution is doesn’t appear to be openly revealed.

In fact, all physical measurements in CSS are defined in relation to each other, in a fixed ratio. 96 pixels is equal to one inch, which is equal to 2.54cm and so on. For a full rundown have a look at the W3C specification itself.

Another way – density independent pixels

Before we end, it’s worth harnessing this new understanding to examine density independent pixels (dp). This is a different mechanism to the CSS reference pixel, designed for the Android operating system, to solve exactly the same problem – achieving consistency on screens of different pixel densities. It’s simply a different abstraction.

In this case, one dp is defined as looking visually the same as one physical pixel on a screen with a density of 160ppi. A simpler definition, but using exactly the same logic. I.e. set a reference pixel based on constant real world measurements, and then scale displays appropriately to most closely imitate this ideal.

Because the definition is simpler, the implications are a little simpler to understand. For example, 160ppi is considered the baseline (and is called mdpi*). At 240ppi (i.e. 1.5 times the baseline – called hdpi) the scaling factor is 1.5. At 320ppi (i.e. two times the baseline – called xhdpi) the scaling factor is two.

*“mdpi” stands for “medium dpi”, “hdpi” for “high dpi”, “xhdpi” for “extra high dpi” and so on until “xxxhdpi” at the point of writing. Surely not the most sensible naming convention in hindsight. But infinitely scalable in theory I suppose.

Again, this system is put in place to enable Android developers to go about their business without worrying about the hundreds of different pixel density screens their applications may be used on. Android’s very own design guidelines use this same system to provide context.


We’re at the end of our meandering tale of pixels at this point (many congratulations for getting this far). Hopefully its cleared up to some extent why pixels are often not pixels, and in fact the reality that you don’t have to worry about it too much. The sooner you stop worrying the sooner your head will stop hurting. I promise.