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The App Design Handbook PDF

126 Pages·2013·10.17 MB·English
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TABLE OF CONTENTS 1. Introduction 2. The Context 3. The Idea 4. The Experience 5. The Style 6. The Polish 7. The Marketing 8. Case Studies 9. Closing Thoughts © 2012 Nathan Barry. All Rights Reserved. Please do not distribute or share without permission. If you have questions get in touch. My email address is [email protected]. I try to respond to all the email I receive. i Chapter 1 INTRODUCTION So you want to learn to design apps? Well, let’s get started then! Section 1 INTRODUCTION Everyone has an idea for an iPhone app. Once DEFINING EXPERIENCE friends and family hear that you have any skills or experience in that area you will quickly become the When referring to software I commonly say that the “experience” is the most important thing. That sounds sounding board for their new idea. While they think nice, but what does it mean? Think about a trip to the the idea is the most important thing, you know that it grocery store, from driving to the store to the checkout process at the end. How easy was it to find the food takes skill and time to turn that idea into a great you wanted? Were signs clear and employees helpful? experience for the user. Did the presentation of the food give you confidence in its freshness and quality? How long did you have to That’s what this book is about: taking an idea from a rough concept to a wait to check out? polished experience that your users will love. Whether you are a developer, All of these individual elements, whether good or bad, project manager, or just a hobbyist who wants to better understand make up the experience you had at the grocery store. application design, this book will serve as a guide to designing great iOS Now apply the same ideas to an iOS application. The applications. It is written in a simple, practical manner, so that you don’t details of load time, discoverability, features, style, and need a technical or design background in order to follow along. clarity all add up to form the experience you have A truly great experience is often used without notice. It seems effortlessly while using the app. Are you able to accomplish what simple and doesn’t call attention to itself. It’s the bad experiences that you you want quickly with a smile or does the app fight notice, the times you can’t figure out an app or when a task is painstakingly you at every turn? slow. Because of this I will try to showcase a great experience and then contrast it with another way the same features could have been designed. 3 This will help you recognize an experience that needs improvement and know how to take it to the next level. Looking at great design examples is helpful, but only if you understand the underlying problems they solve. By seeing a few combinations of reverse examples (the good and the bad) you will learn to create great experiences for your own apps. Then when a friend or co-worker says, “We need an app!” you’ll be able to design an experience that transforms that idea into an iOS application that is a joy to use. Nathan Barry ABOUT NATHAN BARRY Hey, I’m Nathan Barry, an interface designer and app developer. I care about designing software that is a joy to use. Previously I led the software design team at a local startup, but in the last year I have been working independently designing and developing my own apps. I live in Boise, Idaho, but love to travel. You should follow me on Twitter (@nathanbarry) so we can meet up when I come to your city. 4 Section 2 NOTES & TERMS Before we dive into the book I’d like to define a few terms and ideas that will pop up throughout the book. • When I say iPhone in almost all cases I am referring to the iPod Touch. • UI stands for User Interface. • UX stands for User Experience. • Adobe Photoshop is the standard design tool. Any software-specific tips in this book will reference Photoshop, though many of the same tasks can be performed in other similar programs. • Design means two different things, and I don’t always do the best job differentiating between them. First is the flow and experience of an application. This includes what features should be in the app, how many screens to have, and how the user moves through the application. We’ll call this the role of the designer. Next is adding the style or polish: the button shine, the drop shadows, and the textures. These elements all contribute to the overall experience, but have little to do with the usability of the app. This is the role of the stylist. 5 Section 3 YOU ARE A DESIGNER Too many developers and project managers think that design is someone else’s job, thus they shouldn’t worry about it. This works out fine if you have dedicated designers on the project, but many apps are built by lone developers. Use the ideas outlined in this book to analyze each screen of your app. Look for excess buttons or elements, text that isn’t perfectly clear, and anything else that could cause confusion. No matter what your training is, if you are creating screens and interfaces for apps, you are a designer. Accept that responsibility and start thinking like one. 6 Chapter 2 THE CONTEXT When you change context, everything changes. So let’s talk about the mobile contexts our apps are used in every day. Section 1 THE CONTEXT Coming from a background of creating websites and desktop same information, but most likely I need a couple essentials: phone software, designing for mobile devices is quite a change. The iPhone number, hours, and address. If I’m on my way I may want to call to and iPad are used in entirely different ways than desktop or laptop make a reservation or to find the address to get directions. computers, so your design needs to keep that context in mind See how the context changes the experience? through the entire process. The photos and restaurant menu should still be available on the No one uses a laptop while standing in line at the grocery store or a phone; after all, you can’t be certain about a visitor’s intentions based desktop to find directions while driving. Mobile devices, on the other on the context, but you can make reasonable assumptions and hand, can be used anywhere. Someone may check Twitter on their prioritize certain content. iPhone while bored at a party or covertly read the news with their iPhone under the table in a slow meeting. That’s the mobile context. Now you shouldn’t assume that these on-the-go cases are the only time phones are used. Often an app is used while sitting on the couch or lying in bed. The point is that your app could be used almost anywhere, so you can’t make the same assumptions that you would when designing for a desktop experience. Let’s take a restaurant website as an example. When visiting the website from a computer there is a lot of information I may want to know: hours and location to see if the restaurant is convenient; photos and menu to see if the price and ambience match my preferences. If I visit the same site on my phone I may want all the 8 Applying this to apps Think about the most common places your app will be used, then see how that influences your design decisions. Also, it is very important to Now that we recognize that the users of our app will be visiting from a test your design in these same contexts. If you are making a checklist mobile context, it is time to dive deeper. Where will users be using app it may be used in the grocery store. Is it easy to check off items your app? If the app is athletic or outdoors focused you may want a while pushing a shopping cart through a crowded store? An high contrast interface that can still be viewed in bright sunlight. experience that worked as you designed it on a large screen with a mouse and keyboard may not be as easy to use in common mobile For the Nike+ app, which integrates with a sensor in the running shoe, contexts. the designers knew it would be used while running so they made the controls and metrics quite large and easily visible. Then you can even interact with them while jogging, as the phone is bouncing around in your hand. iPad and Tablets Now a tablet like the iPad will be used in a different context than the iPhone. Really it depends on the type of apps used. Reading may be done on a train or airplane. Movies may be watched in the living room or while traveling. My personal favorite use for the iPad is watching movies on a plane. My iPad also hangs around the living room in my house for looking something up quickly, playing a game, or playing music over the house speakers. Unlike phones, many iPads don’t include a data plan, causing them to require wi-fi for an internet connection. That, combined with the larger size, makes an iPad unlikely to be used while standing in line waiting to purchase movie tickets. Ultimately, the context depends on your app. Think of how and where your app will be used and design for those contexts. Just keep in mind that one app may have different contexts if it is used on different devices. 9

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Everyone has an idea for an iPhone app. Once friends and family hear that you have any skills or experience in that area you will quickly become the sounding board for their new idea. While they think the idea is the most important thing, you know that it takes skill and time to turn that idea into
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Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.