With most Apple updates, keeping an app’s design up-to-date hinges more on leveraging new iOS operating system features. But with the launch of the iPhone X, some big hardware changes are going to directly impact apps’ designs (not to mention some new things in iOS 11, too). Apple notes that app that “use standard, system-provided UI elements like navigation bars, tables, and collections automatically adapt to the device’s new form factor. Background materials extend to the edges of the display and UI elements are appropriately inset and positioned.” If you use a custom layout or Auto Layout, adhering your app to iPhone X won’t be too much trouble. So is your app tuned up for the new iPhone X?

Here are some new, unique iPhone X display features you should know that will affect Apple’s standard Human Interface Guidelines. In prep for the phone’s launch, you might want to engage a freelance iOS designer to make any necessary adjustments and submit your updated app so you’re all set to go.

There’s no more home button—and other big changes to the display.

From a design perspective, the bottom portion of the phone that was used for home button hardware is now open for screen space. More space means new dimensions for the display “that delivers an immersive, content-rich experience like never before.”

In fact, the whole screen is more flush now, too, running edge to edge with a small area at the top to house front-facing hardware like the camera and ear mic, which also needs to be accounted for in the design. By being flush, a screen design now also has to account for the four rounded corners, so make sure nothing is obscured. Apple suggests you make your app “full-screen experiences” to accommodate for this—but if you do, note how close in-app gestures get to the home button.

From a functionality perspective, there’s no more thumbprint scanning, and the lack of a physical home button means you should be mindful of hiding it altogether or using its space for any of your interactive touch elements. Look into “edge protect”—a mechanism Apple has built in for you to use that ensures the first gesture a user makes within your app is an app gesture, while the follow-up will be a “system gesture.” While you can autohide the home button in your app if it’s a more immersive experience, Apple suggest you do this sparingly as well.

No fingerprint scanning requires a different type of authentication.

One other way the lack of a home button will change things is if your app uses the thumbprint recognition for authentication or use of Apple Pay. This will need to switch to the new biometric Face ID over Touch ID, which uses a scanner to pick up on a depth map. This should be set to dynamically adjust in your app depending on the device.

New, taller display dimensions.

Artboards—whether in Simulator or a prototyping app like Sketch or in Photoshop—are mockups of the phone’s screen, so they have to match the dimensions. You can preview your app in Xcode to make sure there aren’t any “clipping issues” first.

For iPhone X, those dimensions will change and get taller by about 20% thanks to that missing home button. This means whatever existing aspect ratio you’ve designed your app for will fit cropped along the sides or letterboxed (cropped at the top and bottom). While the width remains the same as the older 4.7” displays, the height increases for the new 5.8” display, so make sure artboards are set to 375 x 812 pixels so you’re designing screens to fit.

On the flipside, assets you create for the taller iPhone X display can end up cropped and letterboxed on a smaller display, too. Depending on your designs, you might want to have separate assets created altogether to keep things clean.

The status bar is a bit taller.

The status bar (which shows the time, battery life, etc.) is taller, so will require any apps that assume a fixed height status bar will need to be updated to dynamically position content below the status bar. Some apps hide the status bar; Apple recommends that if you’re updating for iPhone X that you change this about your app.

A higher resolution Super Retina display.

If your current iOS app’s assets are exported @3x (for the plus-sized iPhones of late), this might not affect you. If your assets are exported @2x, they won’t be making the most of the new phone’s dazzling 2436 x 1125 resolution. This will affect the range of colors, too, so make the most of the Display P3 Color Space by exporting assets at a 16 bit/channel (note: you can’t do this yet in Sketch) in addition to having assets in the standard sRGB.

Note: The best way to see how your current app looks on the new color display is to test it on a device.

This is just a quick overview to get you thinking about any updates you might need to make to your iOS app assets. Get a full rundown of what’s new and how to accommodate the changes in Apple’s Overview of Human Interface Guidelines.