I would have to heartily disagree. Fragments give Android a distinct advantage over UIs that assume a solitary size especially considering the plethora of devices that Android targets. Remember it's not just about the resolution, but the PPI that determines the size of on-screen objects. Sure on your 10" tablet a 24x24 pixel icon would be selectable, but it would be far too small 3.5" phone . The Apple solution of 'pixel doubling' doesn't work very well for non-single sku items. For example:Suppose you write a tablet app but want the app on a phone? You're forced to port the application and re-think the UI Suppose you chose to port your app to a different screen (eg. TV)? You're forced to port the application and re-think the UI Suppose your apps will be more than one per screen in a windowed arrangement? You're forced to port the application and re-think the UI Suppose you wish to support a new screen resolution (even with the same aspect ratio)? You're forced to port the application and re-think the UI Pixel doubling doesn't cut it unelss you only have one or two products. The Android solution is *far* superior for its application: supporting multiple devices, some of which are currently not known. In fact, the entire OS is built around this, and is readily seen with Java being the choice language and fragments (for example). I just personally think that these facilities could be made more easily available to the developer.