Atnaujinkite slapukų nuostatas

iPhone User Interface Design Projects 1st ed. [Minkštas viršelis]

3.40/5 (35 ratings by Goodreads)
  • Formatas: Paperback / softback, 350 pages, aukštis x plotis: 232x178 mm, weight: 518 g, 350 p., 1 Paperback / softback
  • Išleidimo metai: 25-Nov-2009
  • Leidėjas: APress
  • ISBN-10: 1430223596
  • ISBN-13: 9781430223597
Kitos knygos pagal šią temą:
  • Formatas: Paperback / softback, 350 pages, aukštis x plotis: 232x178 mm, weight: 518 g, 350 p., 1 Paperback / softback
  • Išleidimo metai: 25-Nov-2009
  • Leidėjas: APress
  • ISBN-10: 1430223596
  • ISBN-13: 9781430223597
Kitos knygos pagal šią temą:
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 codean 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 mindsocial networking app, game, or reference toolyou'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 thecreation 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.
Contents at a Glance iv
Contents v
Foreword xi
About the Technical Reviewer xii
Introduction xiii
What's in This Book xiii
David Barnard
1(20)
App Cubby
3(18)
From Fanboy to Developer
3(1)
Learning from Apple
4(6)
To Tap or Not to Tap?
10(4)
Usability Testing on the Cheap
14(4)
Finding Users
14(1)
Testing Done Right
14(1)
Walking Through a User's Test
15(2)
Learning from Usability Testing
17(1)
Fit and Finish
18(2)
Summary
20(1)
Joachim Bondo
21(20)
Yet Another Google Reader
23(18)
Choosing to Develop a Newsreader
23(1)
Identifying Pitfalls of Current Newsreaders
24(7)
Exploring the Google Reader Experience
25(4)
Lack of Overview and Cumbersome Navigation
29(1)
Lack of Data Control
30(1)
Improving the Newsreader Experience
31(8)
Defining the Application Definition Statement
32(1)
Making the Application Native
33(1)
Making the Navigation More Effective
33(3)
Giving a Better Overview
36(1)
Studying the User's Reading Pattern
37(1)
Pressenting the Information
37(2)
Outlining the Next Steps
39(1)
Summary
40(1)
Dan Burcaw
41(18)
Brightkite for the iPhone
43(16)
Introducing the Brightkite Location-Aware Social Network
43(1)
Introducing Double Encore
44(1)
Moving From Web to Mobile
44(7)
The Rise of Native Applications, to the Web's Despair
46(2)
A Creative Paradigm Shift
48(3)
Designing for the First-Time User
51(3)
Creating Virtually Infinite Drill-Down
54(3)
Summary
57(2)
David Kaneda
59(18)
Outpost
61(16)
Establishing Outpost
61(1)
Wireframing Outpost
62(4)
Designing Outpost
66(4)
Two Screens, One Application
66(2)
First Attempt
68(1)
Second Attempt
68(2)
Fitting in
70(2)
Working in a Small Team
72(1)
Designing with HTML
72(1)
All That Glitters
73(2)
Summary
75(2)
Craig Kemper
77(34)
TanZen and Zentomino
79(32)
Finding the Elusive Application Idea
79(2)
Creating a Design Document
81(1)
Diving into the Code
82(7)
Creating the Piece UI
83(1)
Pieces, Pieces Everywhere
84(1)
Being Deceived by the Simulator
85(1)
Playing to the Emotions of Your Customers
86(1)
Words? We Don't Need No Stinking Words!
87(1)
How Many Buttons Does It Take?
88(1)
When Is a Game Not a Game?
89(7)
The Eureka Moment
89(1)
I'm Not an Artist, But I Play One on the App Store
89(2)
Vital, Yet Invisible
91(2)
Racing to the Finish Line?
93(1)
Building a Better Rotation
93(3)
Finally Testing on a Device
96(3)
Going Back to the Drawing Board
96(2)
The Perils of Being 95 Percent Finished
98(1)
The App Store Arrives!
99(7)
Recalling the First Days on the App Store
100(1)
Responding to Rotation Issues
101(2)
When to Say ``Yes'' and When to Say ``Thanks, I'll think about it''
103(2)
Surviving on the App Store
105(1)
Creating a Second Game Without Starting Over
106(4)
Repurposing a Popular Interface
107(1)
Making Interface Modifications to Fit the New Game Rules
107(1)
Designing Around Limitations in Screen Size
108(1)
Colors, Colors Everywhere
108(1)
Putting on the Finishing Touches
109(1)
Summary
110(1)
Tim Novikoff
111(16)
Flash of Genius: SAT Vocab
113(14)
Checking Out the Competition
114(4)
Mental Model Inconsistency
116(1)
Inappropriate Orientations
116(1)
Small Buttons
117(1)
Starting Development
118(3)
Designing the Flashcards
121(1)
Designing the Buttons
122(2)
Testing the Application
124(1)
Launching the Application
125(1)
Summary
126(1)
Chris Parrish and Brad Ellis
127(34)
Postage
129(32)
Keeping the Application Focused
130(10)
Selecting Font Styles
132(1)
Selecting Font Colors
132(1)
Using Image Effects
133(1)
Setting Preferences and Configuring the Application
133(3)
Separating Tasks
136(4)
Analyzing the Context
140(6)
Considering Context in Postage
141(2)
Facing Potential Problems with Context
143(1)
Using Familiar Controls in Postage
144(2)
Creating the Application Flow
146(6)
Giving Hints About Flow
147(1)
Showing Instead of Telling
148(2)
Avoiding Icon Overload
150(1)
Tuning Responsiveness and Feedback
151(1)
Exploring the Postage Development Technique
152(8)
Creating Prototypes and Mock-ups
152(2)
Writing Specifications
154(3)
Considering Art
157(1)
Tuning the Touch
158(2)
Summary
160(1)
Keith Peters
161(20)
Falling Balls and Gravity Pods
163(18)
Creating Falling Balls
164(7)
Building the Game
166(5)
Creating Gravity Pods
171(8)
Building the HUD
174(5)
Summary
179(2)
Jurgen Siebert
181(28)
FontShuffie
183(26)
Introducing FontShuffle
183(1)
Entering the World of Typefaces
184(6)
Understanding Fonts
185(1)
Characters and Glyphs
186(1)
The Anatomy of Letters
187(3)
Choosing the Right Typeface for Screens
190(2)
Identifying Typefaces
192(3)
Serif vs. Sans Serif
192(1)
Explosion of Type Styles
193(1)
Classification of Typefaces
194(1)
Exploring FontBook and FontShuffle
195(13)
FontShop's Typeface Categorization
197(1)
Classes and Orders of Typefaces
198(1)
FontShuffle Step by Step
199(1)
Getting Started: Search Level 1
200(1)
Searching by Typeface Name: Search Level 1, version 1.1
201(1)
Displaying Classes: Search Level 2
202(1)
Displaying Families: Search Level 3
203(2)
Shuffle or List View: Search Level 3, version 1.1
205(1)
Displaying the Font: Search Level 4
206(2)
Summary
208(1)
Eddie Wilson
209(26)
Snow Reports for the iPhone
211(24)
So You Like to Design, Huh?
212(1)
Why Design for the iPhone?
212(1)
Isn't Programming for Programmers?
213(1)
Why Snow Reports?
214(1)
Why Learn iPhone Programming?
215(1)
My Design Process
216(9)
Defining the Project
216(2)
Acquiring Third-Party Resources
218(1)
Finding a Good Data Provider
218(1)
Creating a Flowchart
219(2)
Creating Wireframes
221(1)
Skinning the Design
222(1)
Developing and Programming
223(2)
Testing and Deploying
225(1)
Beta Testing
225(1)
Deploying Your Application
225(1)
Details of the UI
225(5)
The Shape of Things
226(1)
Colors
226(1)
Sign of the Times
226(1)
Buttons
227(1)
Typefaces
228(1)
Loading vs. Splash Screen
229(1)
Reporting the Day
230(1)
Coming from a Web Design Background
230(1)
Designing an Icon
231(2)
Summary
233(2)
Epilogue: Reactive Music and Invisible Interfaces 235(1)
How we got here and why we're doing it 235(2)
Using sensors as reactive music interfaces 237
A bio is not available for this author.