• Complain

Tim Wood - iOS Wow Factor: UX Design Techniques for iPhone and iPad

Here you can read online Tim Wood - iOS Wow Factor: UX Design Techniques for iPhone and iPad full text of the book (entire story) in english for free. Download pdf and epub, get meaning, cover and reviews about this ebook. year: 2011, publisher: Apress, genre: Computer. Description of the work, (preface) as well as reviews are available. Best literature library LitArk.com created for fans of good reading and offers a wide selection of genres:

Romance novel Science fiction Adventure Detective Science History Home and family Prose Art Politics Computer Non-fiction Religion Business Children Humor

Choose a favorite category and find really read worthwhile books. Enjoy immersion in the world of imagination, feel the emotions of the characters or learn something new for yourself, make an fascinating discovery.

Tim Wood iOS Wow Factor: UX Design Techniques for iPhone and iPad
  • Book:
    iOS Wow Factor: UX Design Techniques for iPhone and iPad
  • Author:
  • Publisher:
    Apress
  • Genre:
  • Year:
    2011
  • Rating:
    4 / 5
  • Favourites:
    Add to favourites
  • Your mark:
    • 80
    • 1
    • 2
    • 3
    • 4
    • 5

iOS Wow Factor: UX Design Techniques for iPhone and iPad: summary, description and annotation

We offer to read an annotation, description, summary or preface (depends on what the author of the book "iOS Wow Factor: UX Design Techniques for iPhone and iPad" wrote himself). If you haven't found the necessary information about the book — write in the comments, we will try to find it.

With the millions of apps in the crowded Apple iTunes App Store, it can be difficult to get your apps noticed. How can you make your app stand out from the crowd and get it the reviews it deserves? iOS Wow Factor shows you how to get noticed! It explains how to go beyond the basics and where to break the rules to give your users a wow experience! Youll learn to use standard controls, as well as to create non-standard controls and high-impact custom interactions to realize truly compelling app designs. Get grounded in Apples Human Interface Guidelines (HIG) so that you can appreciate all its wisdom. From that excellent foundation, move beyond the HIG and learn how to ensure that all your apps have that wow factor. Learn all about user experience (UX) design techniques, with and beyond Apples HIG, and how to move your apps out of mundane design and into innovative user experiences. Examine the characteristics and constraints of the iOS platform and how to leverage its strengths to maximum effect in your apps. iOS Wow Factor explains what makes a successful mobile app design, and how to apply those principles of success to your own apps. Once you get the iOS Wow Factor into your apps, you can watch your app adoption rate increase and gain the traction it needs to succeed and earn a profit in the Apple iTunes App Store. Find out everything youll need to wow your future customers! What youll learn The purpose and uses of the Apple iOS Human Interface Guidelines (HIG), and what it means to you as an app designer or developer How to move beyond the recommendations and guidelines of HIG and considerations for creating a successful app Techniques and methods for creating compelling apps that are easy to use, entertaining and noticeable in a crowded marketplace How to design for a capacitive touchscreen Interaction design best practices How to create a successful mobile app and user experience (UX) Who this book is for Anyone looking to move beyond the basics of iOS application design to create an application with a wow factor! Table of Contents Putting the iOS Human Interface Guidelines in Context Deconstructing the iOS User Experience User Experience Differentiation and Strategy The Killer App Leveraging iOS Capability for Optimal User Experience Interaction Modeling and Creation of Novel Concepts Control Mapping and Touchscreen Ergonomics Ease of Use and Feature Automation

Tim Wood: author's other books


Who wrote iOS Wow Factor: UX Design Techniques for iPhone and iPad? Find out the surname, the name of the author of the book and a list of all author's works by series.

iOS Wow Factor: UX Design Techniques for iPhone and iPad — read online for free the complete book (whole text) full work

Below is the text of the book, divided by pages. System saving the place of the last page read, allows you to conveniently read the book "iOS Wow Factor: UX Design Techniques for iPhone and iPad" online for free, without having to search again every time where you left off. Put a bookmark, and you can go to the page where you finished reading at any time.

Light

Font size:

Reset

Interval:

Bookmark:

Make
iOS Wow Factor Copyright 2011 by Timothy Wood All rights reserved No part of - photo 1

iOS Wow Factor

Copyright 2011 by Timothy Wood

All rights reserved. No part of this work may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or by any information storage or retrieval system, without the prior written permission of the copyright owner and the publisher.

ISBN-13 (pbk): 978-1-4302-3879-9

ISBN-13 (electronic): 978-1-4302-3880-5

Trademarked names, logos, and images may appear in this book. Rather than use a trademark symbol with every occurrence of a trademarked name, logo, or image we use the names, logos, and images only in an editorial fashion and to the benefit of the trademark owner, with no intention of infringement of the trademark.

The use in this publication of trade names, trademarks, service marks, and similar terms, even if they are not identified as such, is not to be taken as an expression of opinion as to whether or not they are subject to proprietary rights.

President and Publisher: Paul Manning
Lead Editors: Steve Anglin and Tom Welsh
Technical Reviewer: Adam Smith
Editorial Board: Steve Anglin, Mark Beckner, Ewan Buckingham, Gary Cornell, Morgan
Ertel, Jonathan Gennick, Jonathan Hassell, Robert Hutchinson, Michelle Lowman,
James Markham, Matthew Moodie, Jeff Olson, Jeffrey Pepper, Douglas Pundick,
Ben Renow-Clarke, Dominic Shakeshaft, Gwenan Spearing, Matt Wade, Tom
Welsh
Coordinating Editor: Kelly Moritz
Copy Editor: Lawrence Hargett
Compositor: Apress Production (Christine Ricketts)
Indexer: SPI Global
Illustrator: Timothy Wood
Artist: SPI Global
Cover Designer: Anna Ishchenko

Distributed to the book trade worldwide by Springer Science+Business Media, New York, 233 Spring Street, 6th Floor, New York, NY 10013. Phone 1-800-SPRINGER, fax (201) 348-4505, e-mail orders-ny@springer-sbm.com, or visit www.springeronline.com.

For information on translations, please e-mail rights@apress.com, or visit www.apress.com.

Apress and friends of ED books may be purchased in bulk for academic, corporate, or promotional use. eBook versions and licenses are also available for most titles. For more information, reference our Special Bulk SaleseBook Licensing web page at www.apress.com/bulk-sales.

The information in this book is distributed on an as is basis, without warranty. Although every precaution has been taken in the preparation of this work, neither the author(s) nor Apress shall have any liability to any person or entity with respect to any loss or damage caused or alleged to be caused directly or indirectly by the information contained in this work.

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.

Next page
Light

Font size:

Reset

Interval:

Bookmark:

Make

Similar books «iOS Wow Factor: UX Design Techniques for iPhone and iPad»

Look at similar books to iOS Wow Factor: UX Design Techniques for iPhone and iPad. We have selected literature similar in name and meaning in the hope of providing readers with more options to find new, interesting, not yet read works.


Reviews about «iOS Wow Factor: UX Design Techniques for iPhone and iPad»

Discussion, reviews of the book iOS Wow Factor: UX Design Techniques for iPhone and iPad and just readers' own opinions. Leave your comments, write what you think about the work, its meaning or the main characters. Specify what exactly you liked and what you didn't like, and why you think so.