iPhone User Interface Design Projects

von: Joachim Bondo, David Barnard, Dan Burcaw, Tim Novikoff, Craig Kemper, Chris Parrish, Keith Peters, J

Apress, 2010

ISBN: 9781430223603 , 350 Seiten

Format: PDF, OL

Kopierschutz: Wasserzeichen

Windows PC,Mac OSX für alle DRM-fähigen eReader Apple iPad, Android Tablet PC's Online-Lesen für: Windows PC,Mac OSX,Linux

Preis: 35,30 EUR

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  • R-Trees: Theory and Applications
    Cooperative Work and Coordinative Practices - Contributions to the Conceptual Foundations of Computer-Supported Cooperative Work (CSCW)
    The Engineering of Mixed Reality Systems
    Guide to OCR for Indic Scripts - Document Recognition and Retrieval
    Research and Development in Intelligent Systems XXVI - Incorporating Applications and Innovations in Intelligent Systems XVII
    Sketch-based Interfaces and Modeling
 

Mehr zum Inhalt

iPhone User Interface Design Projects


 

Dedication Page

4

Contents at a Glance

5

Table of Contents

6

Foreword

11

About the Technical Reviewer

12

Introduction

13

What’s in This Book

13

CHAPTER 1: App Cubby

17

From Fanboy to Developer

17

Learning from Apple

18

To Tap or Not to Tap?

24

Usability Testing on the Cheap

28

Finding Users

28

Testing Done Right

28

Walking Through a User’s Test

29

Learning from Usability Testing

31

Fit and Finish

32

Summary

34

CHAPTER 2: Yet Another Google Reader

37

Choosing to Develop a Newsreader

37

Identifying Pitfalls of Current Newsreaders

38

Exploring the Google Reader Experience

39

Lack of Overview and Cumbersome Navigation

43

Lack of Data Control

44

Improving the Newsreader Experience

45

Defining the Application Definition Statement

46

Making the Application Native

47

Making the Navigation More Effective

47

Giving a Better Overview

50

Studying the User’s Reading Pattern

51

Presenting the Information

51

Outlining the Next Steps

53

Summary

54

CHAPTER 3: Brightkite for the iPhone

57

Introducing the Brightkite Location-Aware Social Network

57

Introducing Double Encore

58

Moving From Web to Mobile

58

The Rise of Native Applications, to the Web’s Despair

60

IT’S ALL ABOUT LOCATION

61

A Creative Paradigm Shift

62

BRIGHTKITE SHARES

64

Designing for the First-Time User

65

Creating Virtually Infinite Drill-Down

68

BEST PRACTICES FOR ADDRESS BOOK INTEGRATION

70

Summary

71

CHAPTER 4: Outpost

74

Establishing Outpos

74

Wireframing Outpost

75

Designing Outpost

79

Two Screens, One Application

79

First Attempt

81

Second Attempt

81

Fitting In

83

Working in a Small Team

85

Designing with HTML

85

All That Glitters

86

Summary

88

CHAPTER 5: TanZen and Zentomino

91

Finding the Elusive Application Idea

91

Creating a Design Document

93

Diving into the Code

94

Creating the Piece UI

95

Pieces, Pieces Everywhere

96

Being Deceived by the Simulator

97

Playing to the Emotions of Your Customers

98

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 Moment

101

I’m Not an Artist, But I Play One on the App Store

101

Vital, Yet Invisible

103

Racing to the Finish Line?

105

Building a Better Rotation

105

Finally Testing on a Device

108

Going Back to the Drawing Board

108

The Perils of Being 95 Percent Finished

110

The App Store Arrives

111

Recalling the First Days on the App Store

112

Responding to Rotation Issues

113

When to Say “Yes” and When to Say “Thanks, I’ll think about it.”

115

Surviving on the App Store

117

Creating a Second Game Without Starting Over

118

Repurposing a Popular Interface

119

Making Interface Modifications to Fit the New Game Rules

119

Designing Around Limitations in Screen Size

120

Colors, Colors Everywhere

120

Putting on the Finishing Touches

121

Summary

122

CHAPTER 6: Flash of Genius: SAT Vocab

125

Checking Out the Competition

126

Mental Model Inconsistency

128

Inappropriate Orientations

128

Small Buttons

129

Starting Development

130

Designing the Flashcards

133

Designing the Buttons

134

Testing the Application

136

Launching the Application

137

Summary

138

CHAPTER 7: Postage

141

Keeping the Application Focused

142

Selecting Font Styles

144

Selecting Font Colors

144

Using Image Effects

145

Setting Preferences and Configuring the Application

145

Separating Tasks

148

MODAL VS. MODELESS

151

Analyzing the Context

152

Considering Context in Postage

153

Facing Potential Problems with Context

155

Using Familiar Controls in Postage

156

Creating the Application Flow

158

Giving Hints About Flow

159

Showing Instead of Telling

160

Avoiding Icon Overload

162

Tuning Responsiveness and Feedback

163

Exploring the Postage Development Technique

164

Creating Prototypes and Mock-ups

164

Writing Specifications

166

Considering Art

169

Tuning the Touch

170

THE TOOLS

172

Summary

172

CHAPTER 8: Falling Balls and Gravity Pods

175

Creating Falling Balls

176

Building the Game

178

Adding the Game Controls

180

Creating Gravity Pods

183

Building the HUD

186

Summary

191

CHAPTER 9: FontShuffle

194

Introducing FontShuffle

194

Entering the World of Typefaces

195

Understanding Fonts

196

Characters and Glyphs

197

The Anatomy of Letters

198

OPTICAL SIZE AND READABILITY

200

Choosing the Right Typeface for Screens

201

DISTINCTIVE GLYPH FEATURES

202

Identifying Typefaces

203

Serif vs. Sans Serif

203

Explosion of Type Styles

204

Classification of Typefaces

205

Exploring FontBook and FontShuffle

206

FontShop’s Typeface Categorization

208

Classes and Orders of Typefaces

209

FontShuffle Step by Step

210

Getting Started: Search Level 1

211

Searching by Typeface Name: Search Level 1, version 1.1

212

Displaying Classes: Search Level 2

213

Displaying Families: Search Level 3

214

Shuffle or List View: Search Level 3, version 1.1

216

Displaying the Font: Search Level 4

217

Summary

219

CHAPTER 10: Snow Reports for the iPhone

222

So You Like to Design, Huh?

223

Why Design for the iPhone?

223

Isn’t Programming for Programmers?

224

Why Snow Reports?

225

Why Learn iPhone Programming?

226

My Design Process

227

Defining the Project

227

Acquiring Third-Party Resources

229

Finding a Good Data Provider

229

Creating a Flowchart

230

Creating Wireframes

232

Skinning the Design

233

Developing and Programming

234

Testing and Deploying

236

Beta Testing

236

Deploying Your Application

236

Details of the UI

236

The Shape of Things

237

Colors

237

Sign of the Times

237

Buttons

238

Typefaces

239

Loading vs. Splash Screen

240

Reporting the Day

241

Coming from a Web Design Background

241

Designing an Icon

242

Summary

244

Epilogue: Reactive Music and Invisible Interfaces

245

How we got here and why we're doing it

245

Using sensors as reactive music interfaces

247

Index

249