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Josh Clark - Tapworthy: Designing Great iPhone Apps

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So youve got an idea for an iPhone app -- along with everyone else on the planet. Set your app apart with elegant design, efficient usability, and a healthy dose of personality. This accessible, well-written guide shows you how to design exceptional user experiences for the iPhone and iPod Touch through practical principles and a rich collection of visual examples.

Whether youre a designer, programmer, manager, or marketer, Tapworthy teaches you to think iPhone and helps you ask the right questions -- and get the right answers -- throughout the design process. Youll explore how considerations of design, psychology, culture, ergonomics, and usability combine to create a tapworthy app. Along the way, youll get behind-the-scenes insights from the designers of apps like Facebook, USA Today, Twitterrific, and many others.

  • Develop your ideas from initial concept to finished design
  • Build an effortless user experience that rewards every tap
  • Explore the secrets of designing for touch
  • Discover how and why people really use iPhone apps
  • Learn to use iPhone controls the Apple way
  • Create your own personality-packed visuals
Ten Tips for Crafting Your Apps Visual Identity
  • Choose a personality. Dont let your apps personality emerge by accident. Before you start designing, choose a personality for your app. The right personality for the right audience and features makes an app irresistible and creates a bonafide emotional connection. Tapworthy designs have the power to charm and beguile.
  • Voices (left) has a Vaudeville personality appropriate to a funny-voices novelty app. iShots Irish Edition (right) creates a gritty dive-bar ambience for its collection of drink recipes.

  • Favor standard controls. Because theyre commonplace, the standard set of controls is sometimes dismissed as visually dull. Not so fast: commonplace means familiarity and ease for your audience. Conventions are critical to instant and effortless communication. Before creating a brand new interface metaphor or inventing your own custom controls, ask whether it might be done better with the built-in gadgetry.

  • A coat of paint. Standard controls dont have to be dreary. Use custom colors and graphics to give them a fresh identity. This technique requires a light touch, however; dont distract from the content itself or drain the meaning from otherwise familiar controls.
  • Wine Steward uses standard lists (known as table views in iOS) but creates a vintage ambience by draping a backdrop image across the screen. The app adds a parchment graphic to the background of each table cell, making each entry appear to be written on an aged wine label. The burgundy-tinted navigation bar maintains the apps wine flavor.

  • You stay classy. Luxurious textures applied with taste increase your apps perceived value.

  • Keep it real. Realistic lighting effects and colors create elements that invite touch and create an emotional attachment. They also provide subtle guidance about what your audience can interact with.

  • Borrow interface metaphors from the physical world. Lean on users real- world experience to create intuitive experiences. People will try anything on a touchscreen, for example, that theyd logically try on a physical object or with a mouse-driven cursor. Besides these practical benefits, using an everyday object as an interface metaphor imbues an app with the same associations that folks might have with the real McCoy--a shelf of books, a retro alarm clock, a much-used chessboard, a toy robot.

  • Dont be afraid to take risks. Make sure your interfaces are intuitive, sure, but dont be afraid to try something completely new and different. Designers and developers are hatching fresh iPhone magic every day, and theres still much to explore and invent. While you should look hard at whether you might accomplish what you need to do with standard controls, its also worth asking, Am I going far enough?

  • The app icon is your business card. The icon carries disproportionate weight in the marketing of your app, and its important to give it disproportionate design attention, too. Be descriptive more than artistic. Make your app icon a literal description of your apps function, interface, name, or brand.

  • Use a dull launch image. Disguise your apps launch image as the app background for a faster perceived launch. Always cultivate the illusion of suspended animation when switching in and out of your app.

  • Be kind to new users. Provide simple welcome-mat pointers for first-timers. Beware of more complex help screens; theyre warning signs of an overcomplicated interface.

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Tapworthy: Designing Great iPhone Apps
Josh Clark

Copyright 2010 Josh Clark

O'Reilly books may be purchased for educational, business, or sales promotional use. Online editions are also available for most titles (.

While every precaution has been taken in the preparation of this book, the publisher and author assume no responsibility for errors or omissions, or for damages resulting from the use of the information contained herein.

This book presents general information about technology and services that are constantly changing, and therefore it may contain errors and/or information that, while accurate when it was written, is no longer accurate by the time you read it. Some of the activities discussed in this book, such as advertising, fund raising, and corporate communications, may be subject to legal restrictions. Your use of or reliance on the information in this book is at your own risk and the authors and O'Reilly Media, Inc. disclaim any responsibility for any resulting damage or expense. The content of this book represents the views of the author only, and does not represent the views of O'Reilly Media, Inc.

OReilly Media ACKNOWLEDGMENTS In many cases all it takes is one person to - photo 1

O'Reilly Media

ACKNOWLEDGMENTS

In many cases, all it takes is one person to make an iPhone app, but it takes lots more to write a book about iPhone apps. Many thanks to all the breathtakingly bright folks who gave so much time to share their design process with me, among them: Facebook's Joe Hewitt, Iconfactory's Craig Hockenberry and Gedeon Maheux, Gowalla's Josh Williams, Cultured Code's Jrgen Schweizer, Mercury Intermedia's Rusty Mitchell, TLA Systems' James Thomson, and ShadiRadio's Shadi Muklashy.

A whole bevy of editors saved me from myself time and again by pointing out technical errors, half-baked ideas, and far too many lame jokes. Thanks to Karen Shaner, the ringleader for this editorial effort, and to technical reviewers Louis Rawlins, Rob Rhyne, James Thomson, and Shawn Wallace who were generous with their advice and cheerfully unsparing in their criticism. Thanks to my friends Peter Meyers, Jonathan Stark, and David VanEsselstyn for their thoughtful feedback and encouragement throughout.

I'm indebted to Edie Freedman whose sharp eye and gentle guidance immeasurably proved the interior design of this book. Thanks, too, to Chris Nelson for shepherding these pages through the marketing and business labyrinth to get this book into your hands.

And finally, very special thanks to Ellen, who endured more than anyone deserves during the writing of this book and responded with nothing but care and support.

Josh

Introduction

DESIGNING APPS FOR DELIGHT AND USABILITY

"WE NEED AN IPHONE APP." You've almost certainly heard that one at the office. Or in a conversation with chums. Maybe even around your own kitchen table. Since you're reading this book, you've probably even said it yourself.

You're right: you do need an iPhone app. Apple's glossy gadget touched off a whole new kind of computingpersonal, intimate, and convenientthat has become both passion and habit for millions of regular folks. That's not going away; looking ahead, we're not going to spend less time with our phones, our tablets, our on-the-go internet devices. More and more, getting in front of people means getting on mobile devices, starting with the iPhone. It's a device with the following and technology to get your stuff out there with a rare combination of volume and style.

But First... Breathe

An iPhone app isn't an end in itself. It's not something to be hustled through, just so you can check it off your list. There's a whiff in the air of the go-go website panic of the 1990s, when everyone rushed to cobble together some HTML just to have a website, any website, with little consideration of either usefulness or usability. It was at once a period of heady innovation and herd-following mediocrity. The same holds for iPhone apps today. There are mind-bending creations to be found in the App Store, but the store is also chockablock with time-wasting duds. You can do better.

Set your app apart with elegant design. This means something more than pretty pixels. Design is what your app does, how it works, how it presents itself to your audience. Tapworthy apps draw people in with both efficiency and charm. They cope with small screens and fleeting user attention to make every pixel count, every tap rewarding. That means great app design has to embrace a carefully honed concept, a restrained feature set, efficient usability, and a healthy dollop of personality. All of this takes time, thought, and talent, but perhaps most of all, it takes a little common sense. This book distills observation of real people using real apps into plain-spoken principles for designing exceptional interfaces for the iPhone and iPod Touch. (Most of the advice in this book applies equally to iPhone and iPod Touchand often to other smart phones, too. To keep things simple, though, I refer to iPhone throughout. It's okay with me if you mentally add "and iPhone Touch" after each mention. The iPad gets passing attention, too, but the size and context of its use make the iPad a whole different animal. This book focuses on designing for the small screen, leaving iPad design for another day.)

No Geek Credentials Required

This book teaches you how to "think iPhone." It isn't a programming book. It's not a marketing book. It's about the design and psychology and culture and usability and ergonomics of the iPhone and its apps. From idea to polished pixel, this book explains how to create something awesome: an iPhone app that delights. You'll learn how to conceive and refine your app's design in tune with the needs of a mobile audienceand their fingers and thumbs. Designing a handheld device that works by touch is entirely different from designing any other kind of software interface. Experienced designers and newcomers alike will uncover the shifts in mindset and technique required to craft a great app.

You'll still dive deep into the nitty-gritty of iPhone interface elements. This book explains the hows and whys of every button, toolbar, and gee-whiz gizmo. But it does so from the human perspective of what people want, expect, and need from your app. Throughout, you'll find design concepts explained in the context of familiar physical objects and real-world examples. Humane explanations for creating humane software.

All of this means that this book isn't (only) for geeks. It's for everyone involved in the app design processdesigners, programmers, managers, marketers, clientsas well as smitten iPhone enthusiasts who are just curious about what makes this thing tick. Equip yourself to ask the right questions (and find the right answers) to make aesthetic, technical, and usability decisions that will make your app a pleasure to use. The book's aim is to establish a common vocabulary that helps geeks and civilians speak in the same tongue about the goals and mechanics of great apps. This mission is simple enough: when everyone around the table understands the ingredients of tapworthy apps, more apps will be tapworthy.

Advice from the Real World

Great apps seem effortless, and the best make it seem as if the design process came fast and easy. That's rarely true. No matter how sensational the designer or developer, designing a great app takes hard work and careful consideration. Throughout this book, you'll find interviews with iPhone superstars who each share their process, breakthroughs, and misfires. You'll get a behind-the-scenes look at the making of popular apps including Facebook, Twitterrific, USA Today, Things, and others. Early sketches and design mockups show how these apps evolved from concept to polished designand not always in a straight line.

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