iOS Wow Factor
Copyright 2011 by Timothy Wood
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Contents
About the Author
Tim Wood is currently Director of User Experience at EffectiveUI, where he leads an award winning design team specializing in the creation of custom applications for the web, mobile, and desktop environments.
For more than a decade, Tim has persistently focused on the radical transformation of business through user experience. From next-generation consumer electronics to highly specialized mobile applications, his passion for design has fueled an inherent desire to innovate and promote progressive methods of interaction design. Tim holds an MFA in Computer Graphics and Interactive Media Development from the Rochester Institute of Technology and is an internationally recognized speaker on the topics of user experience design, user interface design and interaction design.
Tim lives in upstate New York with his partner Lynne, their cat Elysium and a random assortment feral cats and other urban wildlife. When not designing, Tim can usually be found bounding quickly and quietly through the forests of the northeast on his mountain bike only getting out of hand and crashing some of the time.
About the Technical Reviewer
Adam Smith is a Rochester Institute of Technology Associate Professor and chairs its New Media Design program in the College of Imaging Arts and Sciences (CIAS). He has led key efforts to incorporate industry collaboration in the department's undergraduate design education. Graphics Live Magazine, Graphic Design USA, STC conferences, and Adobe.com have all featured this focus and the interactive design, user experience, and cross-device-development educational processes he initiated at RIT. The New Media Program has helped create an award winning and internationally recognized design program at RIT.
Acknowledgments
It would be a tough task to call out everyone who influenced the thinking expressed here in this book. There's been an endless stream of collaborators, colleagues, instigators, and sounding boards that have helped me understand my own perspective on user experience design. However, for their early insight and influence in my more formative years I would like to thank Wayne Neale, Chris Koch, Corey Bernardo, and Mike Telek.
I would also like to thank Lucas Jordan for helping make this book possible.
Special thanks goes to Lynne Mikel for her unwavering support while this book was being written.
Introduction
It's a tough market out there, and as I'm sure you know, it can be very difficult for your application to get noticed in the App Store. There are literally hundreds of thousands of both interesting and not so interesting applications available for download now. Just having a highly functional and stable application from a development perspective isn't enough to get your app the recognition it needs to go mainstream. Users expect to be Wowed with their iOS apps, this is probably something that you have experienced yourself. As you probably know, it's the Wow Factor of that initial app experience that sets the hook and gets users engaged with the features and functions that you or your development team have been working so hard to create. It's Wow Factor that gets you world of mouth recommendations between friends and great reviews in the app store. It's Wow Factor that can drive the viral adoption of the application that ends up funding your early retirement! The big question is, what is Wow Factor, and how do you get it?
Those are not easy questions to answer, but the good news is that there are answers, and I certainly will address those later in this book - but you need to know that you can get to Wow if you are willing to start paying close attention to the details of your application experience. There's no doubt about it, critical thinking, excellent problem solving skills, and solid design methods are behind any great user experience. Elevating your design practice to a higher level is absolutely necessary to get that Wow that you are looking for, and that's at the heart of what this book is about. But Wow takes more than good design practice. It's also rooted in how you think about, or frame up your design problems and that requires a greater understanding of the wider context for the design decisions you are going to make.
It's my firm belief that you can't truly know where you are going without a good understanding of where you have been. The iPhone isn't the first smartphone to appear in the market, although it is one of the most successful and influential. As an application designer, or developer, you understand at some level the huge opportunity this new platform presents and obviously you'd like to take advantage of it. By looking into the past we can understand why the iPhone is the way it is and why it is held up as a shining beacon of great user experience.
As you think about your application, you may need to build upon some of the fundamental concepts behind that experience the core experience of iOS, but on the other hand, you may just want to toss them aside. The idea behind this book is fairly simple, to give you, designer and developer, practical insights into the nature of the iOS user experience, while empowering you with information to create your own exceptional applications. For many people, Apple's Human Interface Guidelines is the starting point for understanding the possibilities that iOS enables for users. But what do you do if you need to go beyond those rudimentary guidelines? Because they are just that, rudimentary - and that's just not going to cut it for you! This book intends to help push you beyond the basic assumptions you may have about iOS applications provide you with the ideas and techniques that will help you build upon your own insights and free your personal creativity.