Contents at a Glance |
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iv | |
Contents |
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v | |
Foreword |
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xi | |
About the Technical Reviewer |
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xii | |
Introduction |
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xiii | |
What's in This Book |
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xiii | |
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1 | (20) |
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3 | (18) |
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3 | (1) |
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4 | (6) |
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10 | (4) |
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Usability Testing on the Cheap |
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14 | (4) |
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14 | (1) |
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14 | (1) |
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Walking Through a User's Test |
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15 | (2) |
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Learning from Usability Testing |
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17 | (1) |
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18 | (2) |
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20 | (1) |
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21 | (20) |
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Yet Another Google Reader |
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23 | (18) |
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Choosing to Develop a Newsreader |
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23 | (1) |
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Identifying Pitfalls of Current Newsreaders |
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24 | (7) |
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Exploring the Google Reader Experience |
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25 | (4) |
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Lack of Overview and Cumbersome Navigation |
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29 | (1) |
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30 | (1) |
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Improving the Newsreader Experience |
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31 | (8) |
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Defining the Application Definition Statement |
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32 | (1) |
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Making the Application Native |
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33 | (1) |
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Making the Navigation More Effective |
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33 | (3) |
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36 | (1) |
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Studying the User's Reading Pattern |
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37 | (1) |
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Pressenting the Information |
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37 | (2) |
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39 | (1) |
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40 | (1) |
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41 | (18) |
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Brightkite for the iPhone |
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43 | (16) |
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Introducing the Brightkite Location-Aware Social Network |
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43 | (1) |
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Introducing Double Encore |
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44 | (1) |
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Moving From Web to Mobile |
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44 | (7) |
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The Rise of Native Applications, to the Web's Despair |
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46 | (2) |
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A Creative Paradigm Shift |
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48 | (3) |
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Designing for the First-Time User |
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51 | (3) |
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Creating Virtually Infinite Drill-Down |
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54 | (3) |
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57 | (2) |
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59 | (18) |
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61 | (16) |
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61 | (1) |
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62 | (4) |
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66 | (4) |
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Two Screens, One Application |
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66 | (2) |
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68 | (1) |
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68 | (2) |
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70 | (2) |
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72 | (1) |
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72 | (1) |
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73 | (2) |
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75 | (2) |
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77 | (34) |
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79 | (32) |
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Finding the Elusive Application Idea |
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79 | (2) |
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Creating a Design Document |
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81 | (1) |
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82 | (7) |
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83 | (1) |
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Pieces, Pieces Everywhere |
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84 | (1) |
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Being Deceived by the Simulator |
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85 | (1) |
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Playing to the Emotions of Your Customers |
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86 | (1) |
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Words? We Don't Need No Stinking Words! |
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87 | (1) |
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How Many Buttons Does It Take? |
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88 | (1) |
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When Is a Game Not a Game? |
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89 | (7) |
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89 | (1) |
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I'm Not an Artist, But I Play One on the App Store |
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89 | (2) |
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91 | (2) |
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Racing to the Finish Line? |
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93 | (1) |
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Building a Better Rotation |
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93 | (3) |
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Finally Testing on a Device |
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96 | (3) |
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Going Back to the Drawing Board |
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96 | (2) |
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The Perils of Being 95 Percent Finished |
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98 | (1) |
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99 | (7) |
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Recalling the First Days on the App Store |
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100 | (1) |
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Responding to Rotation Issues |
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101 | (2) |
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When to Say ``Yes'' and When to Say ``Thanks, I'll think about it'' |
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103 | (2) |
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Surviving on the App Store |
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105 | (1) |
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Creating a Second Game Without Starting Over |
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106 | (4) |
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Repurposing a Popular Interface |
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107 | (1) |
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Making Interface Modifications to Fit the New Game Rules |
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107 | (1) |
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Designing Around Limitations in Screen Size |
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108 | (1) |
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Colors, Colors Everywhere |
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108 | (1) |
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Putting on the Finishing Touches |
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109 | (1) |
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110 | (1) |
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111 | (16) |
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Flash of Genius: SAT Vocab |
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113 | (14) |
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Checking Out the Competition |
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114 | (4) |
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Mental Model Inconsistency |
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116 | (1) |
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Inappropriate Orientations |
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116 | (1) |
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117 | (1) |
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118 | (3) |
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121 | (1) |
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122 | (2) |
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124 | (1) |
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Launching the Application |
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125 | (1) |
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126 | (1) |
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Chris Parrish and Brad Ellis |
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127 | (34) |
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129 | (32) |
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Keeping the Application Focused |
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130 | (10) |
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132 | (1) |
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132 | (1) |
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133 | (1) |
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Setting Preferences and Configuring the Application |
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133 | (3) |
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136 | (4) |
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140 | (6) |
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Considering Context in Postage |
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141 | (2) |
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Facing Potential Problems with Context |
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143 | (1) |
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Using Familiar Controls in Postage |
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144 | (2) |
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Creating the Application Flow |
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146 | (6) |
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147 | (1) |
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Showing Instead of Telling |
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148 | (2) |
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150 | (1) |
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Tuning Responsiveness and Feedback |
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151 | (1) |
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Exploring the Postage Development Technique |
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152 | (8) |
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Creating Prototypes and Mock-ups |
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152 | (2) |
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154 | (3) |
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157 | (1) |
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158 | (2) |
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160 | (1) |
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161 | (20) |
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Falling Balls and Gravity Pods |
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163 | (18) |
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164 | (7) |
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166 | (5) |
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171 | (8) |
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174 | (5) |
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179 | (2) |
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181 | (28) |
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183 | (26) |
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183 | (1) |
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Entering the World of Typefaces |
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184 | (6) |
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185 | (1) |
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186 | (1) |
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187 | (3) |
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Choosing the Right Typeface for Screens |
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190 | (2) |
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192 | (3) |
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192 | (1) |
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193 | (1) |
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Classification of Typefaces |
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194 | (1) |
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Exploring FontBook and FontShuffle |
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195 | (13) |
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FontShop's Typeface Categorization |
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197 | (1) |
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Classes and Orders of Typefaces |
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198 | (1) |
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199 | (1) |
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Getting Started: Search Level 1 |
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200 | (1) |
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Searching by Typeface Name: Search Level 1, version 1.1 |
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201 | (1) |
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Displaying Classes: Search Level 2 |
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202 | (1) |
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Displaying Families: Search Level 3 |
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203 | (2) |
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Shuffle or List View: Search Level 3, version 1.1 |
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205 | (1) |
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Displaying the Font: Search Level 4 |
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206 | (2) |
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208 | (1) |
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209 | (26) |
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Snow Reports for the iPhone |
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211 | (24) |
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So You Like to Design, Huh? |
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212 | (1) |
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Why Design for the iPhone? |
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212 | (1) |
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Isn't Programming for Programmers? |
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213 | (1) |
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214 | (1) |
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Why Learn iPhone Programming? |
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215 | (1) |
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216 | (9) |
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216 | (2) |
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Acquiring Third-Party Resources |
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218 | (1) |
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Finding a Good Data Provider |
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218 | (1) |
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219 | (2) |
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221 | (1) |
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222 | (1) |
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Developing and Programming |
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223 | (2) |
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225 | (1) |
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225 | (1) |
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Deploying Your Application |
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225 | (1) |
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225 | (5) |
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226 | (1) |
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226 | (1) |
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226 | (1) |
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227 | (1) |
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228 | (1) |
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Loading vs. Splash Screen |
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229 | (1) |
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230 | (1) |
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Coming from a Web Design Background |
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230 | (1) |
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231 | (2) |
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233 | (2) |
Epilogue: Reactive Music and Invisible Interfaces |
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235 | (1) |
How we got here and why we're doing it |
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235 | (2) |
Using sensors as reactive music interfaces |
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237 | |