: Joachim Bondo, David Barnard, Dan Burcaw, Tim Novikoff, Craig Kemper, Chris Parrish, Keith Peters, J
: iPhone User Interface Design Projects
: Apress
: 9781430223603
: 1
: CHF 31.30
:
: Allgemeines, Lexika
: English
: 350
: Wasserzeichen/DRM
: PC/MAC/eReader/Tablet
: PDF

With over 100,000 iPhone applications and 125,000 registered iPhone developers, is it still possible to create a top-selling app that stands apart from the six-figure crowd? Of course, but you'll need more than a great idea and flawless code-an eye-catching and functional user interface design is essential. With this book, you'll get practical advice on user interface design from 10 innovative developers who, like you, have sat wondering how to best utilize the iPhone's minimal screen real estate. Their stories illustrate precisely why, with more apps and more experienced, creative developers, no iPhone app can succeed without a great user interface.

Whatever type of iPhone project you have in mind-social networking app, game, or reference tool-you'll benefit from the information presented in this book. More than just tips and pointers, you'll learn from the authors' hands-on experiences, including:

  • of App Cubby on how to use Apple's user interface conventions and test for usability to assure better results
  • Joach m Bondo, creator of Deep Green Chess, beats a classic design problem of navigating large dataset results in the realm of the iPhone
  • Former Apple employeeDan Burcaw tailors user interfaces and adds the power of CoreLocation, Address Book, and Camera to the social networking app, Brightkite
  • Da id Kaneda takes his Basecamp project management client, Outpost, from a blank page (literally) to a model of dashboard clarity
  • Craig Kemper focuses on the smallest details to create his award-winning puzzle games TanZen and Zentomino
  • Tim Novikoff, a graduate student in applied math with no programming experience, reduces a complex problem to simplicity in Flash of Genius: SAT Vocab
  • Long-time Mac developerChris Parrish goes into detail on the creation of the digital postcard app, Postage, which won the 2009 Apple Design Award
  • Flash developerKeith Peters provides solutions for bringing games that were designed for a desktop screen to the small, touch-sensitive world of the iPhone
  • Jürgen Siebert, creator of FontShuffle, outlines the anatomy of letters and how to select the right fonts for maximum readability on the iPhone screen
  • Eddie Wilson, an interactive designer, reveals the fine balance of excellent design and trial-by-fire programming used to create his successful app Snow Report

Combined with Apress' best-sellingBeginning iPhone 3 Development: Exploring the iPhone SDK, you'll be prepared to match great code with striking design and create the app that everyone is talking about.



A bio is not available for this author.
Dedication Page4
Contents at a Glance5
Table of Contents6
Foreword11
About the Technical Reviewer12
Introduction13
What s in This Book13
CHAPTER 1: App Cubby17
From Fanboy to Developer17
Learning from Apple18
To Tap or Not to Tap?24
Usability Testing on the Cheap28
Finding Users28
Testing Done Right28
Walking Through a User s Test29
Learning from Usability Testing31
Fit and Finish32
Summary34
CHAPTER 2: Yet Another Google Reader37
Choosing to Develop a Newsreader37
Identifying Pitfalls of Current Newsreaders38
Exploring the Google Reader Experience39
Lack of Overview and Cumbersome Navigation43
Lack of Data Control44
Improving the Newsreader Experience45
Defining the Application Definition Statement46
Making the Application Native47
Making the Navigation More Effective47
Giving a Better Overview50
Studying the User s Reading Pattern51
Presenting the Information51
Outlining the Next Steps53
Summary54
CHAPTER 3: Brightkite for the iPhone57
Introducing the Brightkite Location-Aware Social Network57
Introducing Double Encore58
Moving From Web to Mobile58
The Rise of Native Applications, to the Web s Despair60
IT S ALL ABOUT LOCATION61
A Creative Paradigm Shift62
BRIGHTKITE SHARES64
Designing for the First-Time User65
Creating Virtually Infinite Drill-Down68
BEST PRACTICES FOR ADDRESS BOOK INTEGRATION70
Summary71
CHAPTER 4: Outpost74
Establishing Outpos74
Wireframing Outpost75
Designing Outpost79
Two Screens, One Application79
First Attempt81
Second Attempt81
Fitting In83
Working in a Small Team85
Designing with HTML85
All That Glitters86
Summary88
CHAPTER 5: TanZen and Zentomino91
Finding the Elusive Application Idea91
Creating a Design Document93
Diving into the Code94
Creating the Piece UI95
Pieces, Pieces Everywhere96
Being Deceived by the Simulator97
Playing to the Emotions of Your Customers98
Words? We Don t Need No Stinking Words!99
How Many Buttons Does It Take?100
When Is a Game Not a Game?101
The Eureka Moment101
I m Not an Artist, But I Play One on the App Store101
Vital, Yet Invisible103
Racing to the Finish Line?105
Building a Better Rotation105
Finally Testing on a Device108
Going Back to the Drawing Board108
The Perils of Being 95 Percent Finished110
The App Store Arrives111
Recalling the First Days on the App Store112
Responding to Rotation Issues113
When to Say Yes and When to Say Thanks, I ll think about it. 115
Surviving on the App Store117
Creating a Second Game Without Starting Over118
Repurposing a Popular Interface119
Making Interface Modifications to Fit the New Game Rules119
Designing Around Limitations in Screen Size120
Colors, Colors Everywhere120
Putting on the Finishing Touches121
Summary122
CHAPTER 6: Flash of Genius: SAT Vocab125
Checking Out the Competition126
Mental Model Inconsistency128
Inappropriate Orientations128
Small Buttons129
Starting Development130
Designing the Flashcards133
Designing the Buttons134
Testing the Application136
Launching the Application137
Summary138
CHAPTER 7: Postage141
Keeping the Application Focused142
Selecting Font Styles144
Selecting Font Colors144
Using Image Effects145
Setting Preferences and Configuring the Application145
Separating Tasks148
MODAL VS. MODELESS151
Analyzing the Context152
Considering Context in Postage153
Facing Potential Problems with Context155
Using Familiar Controls in Postage156
Creating the Application Flow158
Giving Hints About Flow159
Showing Instead of Telling160
Avoiding Icon Overload162
Tuning Responsiveness and Feedback163
Exploring the Postage Development Technique164
Creating Prototypes and Mock-ups164
Writing Specifications166
Consider