E-Book, Englisch, 350 Seiten
Bondo / Wilson / Barnard iPhone User Interface Design Projects
1. ed
ISBN: 978-1-4302-2360-3
Verlag: Apress
Format: PDF
Kopierschutz: 1 - PDF Watermark
E-Book, Englisch, 350 Seiten
ISBN: 978-1-4302-2360-3
Verlag: Apress
Format: PDF
Kopierschutz: 1 - PDF Watermark
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: Dave Barnard of App Cubby on how to use Apple's user interface conventions and test for usability to assure better results Joachim Bondo, creator of Deep Green Chess, beats a classic design problem of navigating large dataset results in the realm of the iPhone Former Apple employee Dan Burcaw tailors user interfaces and adds the power of CoreLocation, Address Book, and Camera to the social networking app, Brightkite David 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 developer Chris Parrish goes into detail on the creation of the digital postcard app, Postage, which won the 2009 Apple Design Award Flash developer Keith 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-selling Beginning 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.
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Autoren/Hrsg.
Weitere Infos & Material
1;Dedication Page;4
2;Contents at a Glance;5
3;Table of Contents;6
4;Foreword;11
5;About the Technical Reviewer;12
6;Introduction;13
6.1;What’s in This Book;13
7;CHAPTER 1: App Cubby;17
7.1;From Fanboy to Developer;17
7.2;Learning from Apple;18
7.3;To Tap or Not to Tap?;24
7.4;Usability Testing on the Cheap;28
7.4.1;Finding Users;28
7.4.2;Testing Done Right;28
7.4.2.1;Walking Through a User’s Test;29
7.4.2.2;Learning from Usability Testing;31
7.5;Fit and Finish;32
7.6;Summary;34
8;CHAPTER 2: Yet Another Google Reader;37
8.1;Choosing to Develop a Newsreader;37
8.2;Identifying Pitfalls of Current Newsreaders;38
8.2.1;Exploring the Google Reader Experience;39
8.2.2;Lack of Overview and Cumbersome Navigation;43
8.2.3;Lack of Data Control;44
8.3;Improving the Newsreader Experience;45
8.3.1;Defining the Application Definition Statement;46
8.3.2;Making the Application Native;47
8.3.3;Making the Navigation More Effective;47
8.3.4;Giving a Better Overview;50
8.3.4.1;Studying the User’s Reading Pattern;51
8.3.4.2;Presenting the Information;51
8.4;Outlining the Next Steps;53
8.5;Summary;54
9;CHAPTER 3: Brightkite for the iPhone;57
9.1;Introducing the Brightkite Location-Aware Social Network;57
9.2;Introducing Double Encore;58
9.3;Moving From Web to Mobile;58
9.3.1;The Rise of Native Applications, to the Web’s Despair;60
9.3.2;IT’S ALL ABOUT LOCATION;61
9.3.3;A Creative Paradigm Shift;62
9.3.4;BRIGHTKITE SHARES;64
9.4;Designing for the First-Time User;65
9.5;Creating Virtually Infinite Drill-Down;68
9.6;BEST PRACTICES FOR ADDRESS BOOK INTEGRATION;70
9.7;Summary;71
10;CHAPTER 4: Outpost;74
10.1;Establishing Outpos;74
10.2;Wireframing Outpost;75
10.3;Designing Outpost;79
10.3.1;Two Screens, One Application;79
10.3.1.1;First Attempt;81
10.3.1.2;Second Attempt;81
10.4;Fitting In;83
10.5;Working in a Small Team;85
10.6;Designing with HTML;85
10.7;All That Glitters;86
10.8;Summary;88
11;CHAPTER 5: TanZen and Zentomino;91
11.1;Finding the Elusive Application Idea;91
11.2;Creating a Design Document;93
11.3;Diving into the Code;94
11.3.1;Creating the Piece UI;95
11.3.2;Pieces, Pieces Everywhere;96
11.3.3;Being Deceived by the Simulator;97
11.3.4;Playing to the Emotions of Your Customers;98
11.3.5;Words? We Don’t Need No Stinking Words!;99
11.3.6;How Many Buttons Does It Take?;100
11.4;When Is a Game Not a Game?;101
11.4.1;The Eureka Moment;101
11.4.2;I’m Not an Artist, But I Play One on the App Store;101
11.4.3;Vital, Yet Invisible;103
11.4.4;Racing to the Finish Line?;105
11.4.5;Building a Better Rotation;105
11.5;Finally Testing on a Device;108
11.5.1;Going Back to the Drawing Board;108
11.5.2;The Perils of Being 95 Percent Finished;110
11.6;The App Store Arrives;111
11.6.1;Recalling the First Days on the App Store;112
11.6.2;Responding to Rotation Issues;113
11.6.3;When to Say “Yes” and When to Say “Thanks, I’ll think about it.”;115
11.6.4;Surviving on the App Store;117
11.7;Creating a Second Game Without Starting Over;118
11.7.1;Repurposing a Popular Interface;119
11.7.2;Making Interface Modifications to Fit the New Game Rules;119
11.7.3;Designing Around Limitations in Screen Size;120
11.7.4;Colors, Colors Everywhere;120
11.7.5;Putting on the Finishing Touches;121
11.8;Summary;122
12;CHAPTER 6: Flash of Genius: SAT Vocab;125
12.1;Checking Out the Competition;126
12.1.1;Mental Model Inconsistency;128
12.1.2;Inappropriate Orientations;128
12.1.3;Small Buttons;129
12.2;Starting Development;130
12.3;Designing the Flashcards;133
12.4;Designing the Buttons;134
12.5;Testing the Application;136
12.6;Launching the Application;137
12.7;Summary;138
13;CHAPTER 7: Postage;141
13.1;Keeping the Application Focused;142
13.1.1;Selecting Font Styles;144
13.1.2;Selecting Font Colors;144
13.1.3;Using Image Effects;145
13.1.4;Setting Preferences and Configuring the Application;145
13.1.5;Separating Tasks;148
13.1.6;MODAL VS. MODELESS;151
13.2;Analyzing the Context;152
13.2.1;Considering Context in Postage;153
13.2.2;Facing Potential Problems with Context;155
13.2.3;Using Familiar Controls in Postage;156
13.3;Creating the Application Flow;158
13.3.1;Giving Hints About Flow;159
13.3.2;Showing Instead of Telling;160
13.3.3;Avoiding Icon Overload;162
13.3.4;Tuning Responsiveness and Feedback;163
13.4;Exploring the Postage Development Technique;164
13.4.1;Creating Prototypes and Mock-ups;164
13.4.2;Writing Specifications;166
13.4.3;Considering Art;169
13.4.4;Tuning the Touch;170
13.4.5;THE TOOLS;172
13.5;Summary;172
14;CHAPTER 8: Falling Balls and Gravity Pods;175
14.1;Creating Falling Balls;176
14.1.1;Building the Game;178
14.1.1.1;Adding the Game Controls;180
14.2;Creating Gravity Pods;183
14.2.1;Building the HUD;186
14.3;Summary;191
15;CHAPTER 9: FontShuffle;194
15.1;Introducing FontShuffle;194
15.2;Entering the World of Typefaces;195
15.2.1;Understanding Fonts;196
15.2.2;Characters and Glyphs;197
15.2.3;The Anatomy of Letters;198
15.2.4;OPTICAL SIZE AND READABILITY;200
15.3;Choosing the Right Typeface for Screens;201
15.4;DISTINCTIVE GLYPH FEATURES;202
15.5;Identifying Typefaces;203
15.5.1;Serif vs. Sans Serif;203
15.5.2;Explosion of Type Styles;204
15.5.3;Classification of Typefaces;205
15.6;Exploring FontBook and FontShuffle;206
15.6.1;FontShop’s Typeface Categorization;208
15.6.2;Classes and Orders of Typefaces;209
15.6.3;FontShuffle Step by Step;210
15.6.3.1;Getting Started: Search Level 1;211
15.6.3.2;Searching by Typeface Name: Search Level 1, version 1.1;212
15.6.3.3;Displaying Classes: Search Level 2;213
15.6.3.4;Displaying Families: Search Level 3;214
15.6.3.5;Shuffle or List View: Search Level 3, version 1.1;216
15.6.3.6;Displaying the Font: Search Level 4;217
15.7;Summary;219
16;CHAPTER 10: Snow Reports for the iPhone;222
16.1;So You Like to Design, Huh?;223
16.2;Why Design for the iPhone?;223
16.3;Isn’t Programming for Programmers?;224
16.4;Why Snow Reports?;225
16.5;Why Learn iPhone Programming?;226
16.6;My Design Process;227
16.6.1;Defining the Project;227
16.6.2;Acquiring Third-Party Resources;229
16.6.2.1;Finding a Good Data Provider;229
16.6.3;Creating a Flowchart;230
16.6.4;Creating Wireframes;232
16.6.5;Skinning the Design;233
16.6.6;Developing and Programming;234
16.6.7;Testing and Deploying;236
16.6.7.1;Beta Testing;236
16.6.7.2;Deploying Your Application;236
16.7;Details of the UI;236
16.7.1;The Shape of Things;237
16.7.2;Colors;237
16.7.3;Sign of the Times;237
16.7.4;Buttons;238
16.7.5;Typefaces;239
16.7.6;Loading vs. Splash Screen;240
16.7.7;Reporting the Day;241
16.8;Coming from a Web Design Background;241
16.9;Designing an Icon;242
16.10;Summary;244
17;Epilogue: Reactive Music and Invisible Interfaces;245
17.1;How we got here and why we're doing it;245
17.2;Using sensors as reactive music interfaces;247
18;Index;249




