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iPhone UserInterfaceDesignEssentials MOBILE DEVELOPER CONFERENCE, 2011, BANGALORE Saturday, January 22, 2011
Biju  Damodharan Harshad Kulkarni Yahoo! India UED Designs products for global and regional audience which are used across devices   Saturday, January 22, 2011
Tapparatus Bestexit Epicurious Saturday, January 22, 2011
Convert Powerybase Guidedways Saturday, January 22, 2011
Yahoo! Finance Yahoo! Deals Yahoo! Messenger Saturday, January 22, 2011
Know your Application Type Design for iPhone Development Environment  Interface Builder Saturday, January 22, 2011
Know Your Application ProductivityApplications ImmersiveApplications UtilityApplications Saturday, January 22, 2011
Productivity Application Organize and manipulate information User experience is focus on task. quickly find what  is needed, perform necessary action Tend to organize information hierarchically High usage of native elements and interactions Saturday, January 22, 2011
Utility Application Visuallyattractive Minimum user input Quick summary of information Filters to sort information Saturday, January 22, 2011
Immersive Application Fun application Full screen visual rich environment Simple Tasks Hides device UI and has custom UI Quick summary of information Filters to sort information Saturday, January 22, 2011
Choosing The Style Based on type of information and tasks it enables, choose appropriate style Saturday, January 22, 2011
Product Definition Statement Helps to turn list of features into a coherent product It is a tool used to determine suitability of features and terminology Saturday, January 22, 2011
Know Your Audience Experience/Novice, Specific Task/Entertainment, Serious or Casual Users are mobile Quickly open the application and see useful content immediately Perform tasks in just few taps Saturday, January 22, 2011
Lets Create PDS Saturday, January 22, 2011
Design for iPhone It is a small 320x480 pixel screen (163ppi) The size of a fingertip is 44x44 pixels  Mind your gestures and animation Delight with stunning graphics, add realism Minimum Required Input ExpressInformationBriefly Saturday, January 22, 2011
1. Small Screen One of the longest standing issues in Web design has been the "everything including the kitchen sink problem” On a 1024x768 screen there's lots of pixels to fill! Saturday, January 22, 2011
1. Small Screen With 80% less screen space, you should know what matters most The app should have a laser-like focus on what customers need and no room for anything else Saturday, January 22, 2011
1. Small Screen Saturday, January 22, 2011
1. Small Screen Saturday, January 22, 2011
1. Small Screen Saturday, January 22, 2011
1. Small Screen App should be instantly understandable Main function should be immediately apparent Minimize the number of controls Saturday, January 22, 2011
2. Fingertip Targets The average cursor size is 16x16 pixels, but the average size of your fingertip is  44x44 pixels Give tappable elements in your application a target area of about 44x44 pixels Saturday, January 22, 2011
2. Fingertip Targets Saturday, January 22, 2011
2. Fingertip Targets Do not create targets lesser than 44x44 pixels Do not place them too close together  If the UI is frequently touched  then larger the better Saturday, January 22, 2011
3. Animation & Gestures Animation is a great way to communicate effectively, as long as it doesn’t get in the way of users Animation can communicate status, provide useful feedback, and help people visualize the results of their actions Saturday, January 22, 2011
3. Animation & Gestures Saturday, January 22, 2011
3. Animation & Gestures Saturday, January 22, 2011
3. Animation & Gestures Add animation cautiously, especially in applications that do not provide an immersive experience Use subtle animation used in the built-in iOS applications Use animation consistently throughout your app Saturday, January 22, 2011
3. Animation & Gestures Saturday, January 22, 2011
3. Animation & Gestures Use complex gestures as shortcuts to expedite a task Avoid associating different actions with the standard gestures users know In general, avoid defining new gestures Saturday, January 22, 2011
4. Graphics & Realism Saturday, January 22, 2011
4. Graphics & Realism When appropriate, add a realistic, physical dimension to your application.  The more true to life your application looks and behaves, the easier it is for people to understand how it works and the more they enjoy using it. Saturday, January 22, 2011
5. Minimum Required Input Small screen requires lot of attention to input information Text field vs. pickers Saturday, January 22, 2011
6. Express Information Briefly Short and Direct Real life/world metaphors Saturday, January 22, 2011
Dev Environment Naming Conventions Image format Interface Builder Saturday, January 22, 2011
Saturday, January 22, 2011
References MobileHIG LUKEW Ideation + Design Tapfancy mobile.yahoo.com/iPhone Saturday, January 22, 2011
Thanks Saturday, January 22, 2011

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Silicon India Mobile Developer Conference 2011

  • 1. iPhone UserInterfaceDesignEssentials MOBILE DEVELOPER CONFERENCE, 2011, BANGALORE Saturday, January 22, 2011
  • 2. Biju Damodharan Harshad Kulkarni Yahoo! India UED Designs products for global and regional audience which are used across devices Saturday, January 22, 2011
  • 3. Tapparatus Bestexit Epicurious Saturday, January 22, 2011
  • 4. Convert Powerybase Guidedways Saturday, January 22, 2011
  • 5. Yahoo! Finance Yahoo! Deals Yahoo! Messenger Saturday, January 22, 2011
  • 6. Know your Application Type Design for iPhone Development Environment Interface Builder Saturday, January 22, 2011
  • 7. Know Your Application ProductivityApplications ImmersiveApplications UtilityApplications Saturday, January 22, 2011
  • 8. Productivity Application Organize and manipulate information User experience is focus on task. quickly find what is needed, perform necessary action Tend to organize information hierarchically High usage of native elements and interactions Saturday, January 22, 2011
  • 9. Utility Application Visuallyattractive Minimum user input Quick summary of information Filters to sort information Saturday, January 22, 2011
  • 10. Immersive Application Fun application Full screen visual rich environment Simple Tasks Hides device UI and has custom UI Quick summary of information Filters to sort information Saturday, January 22, 2011
  • 11. Choosing The Style Based on type of information and tasks it enables, choose appropriate style Saturday, January 22, 2011
  • 12. Product Definition Statement Helps to turn list of features into a coherent product It is a tool used to determine suitability of features and terminology Saturday, January 22, 2011
  • 13. Know Your Audience Experience/Novice, Specific Task/Entertainment, Serious or Casual Users are mobile Quickly open the application and see useful content immediately Perform tasks in just few taps Saturday, January 22, 2011
  • 14. Lets Create PDS Saturday, January 22, 2011
  • 15. Design for iPhone It is a small 320x480 pixel screen (163ppi) The size of a fingertip is 44x44 pixels Mind your gestures and animation Delight with stunning graphics, add realism Minimum Required Input ExpressInformationBriefly Saturday, January 22, 2011
  • 16. 1. Small Screen One of the longest standing issues in Web design has been the "everything including the kitchen sink problem” On a 1024x768 screen there's lots of pixels to fill! Saturday, January 22, 2011
  • 17. 1. Small Screen With 80% less screen space, you should know what matters most The app should have a laser-like focus on what customers need and no room for anything else Saturday, January 22, 2011
  • 18. 1. Small Screen Saturday, January 22, 2011
  • 19. 1. Small Screen Saturday, January 22, 2011
  • 20. 1. Small Screen Saturday, January 22, 2011
  • 21. 1. Small Screen App should be instantly understandable Main function should be immediately apparent Minimize the number of controls Saturday, January 22, 2011
  • 22. 2. Fingertip Targets The average cursor size is 16x16 pixels, but the average size of your fingertip is 44x44 pixels Give tappable elements in your application a target area of about 44x44 pixels Saturday, January 22, 2011
  • 23. 2. Fingertip Targets Saturday, January 22, 2011
  • 24. 2. Fingertip Targets Do not create targets lesser than 44x44 pixels Do not place them too close together If the UI is frequently touched then larger the better Saturday, January 22, 2011
  • 25. 3. Animation & Gestures Animation is a great way to communicate effectively, as long as it doesn’t get in the way of users Animation can communicate status, provide useful feedback, and help people visualize the results of their actions Saturday, January 22, 2011
  • 26. 3. Animation & Gestures Saturday, January 22, 2011
  • 27. 3. Animation & Gestures Saturday, January 22, 2011
  • 28. 3. Animation & Gestures Add animation cautiously, especially in applications that do not provide an immersive experience Use subtle animation used in the built-in iOS applications Use animation consistently throughout your app Saturday, January 22, 2011
  • 29. 3. Animation & Gestures Saturday, January 22, 2011
  • 30. 3. Animation & Gestures Use complex gestures as shortcuts to expedite a task Avoid associating different actions with the standard gestures users know In general, avoid defining new gestures Saturday, January 22, 2011
  • 31. 4. Graphics & Realism Saturday, January 22, 2011
  • 32. 4. Graphics & Realism When appropriate, add a realistic, physical dimension to your application. The more true to life your application looks and behaves, the easier it is for people to understand how it works and the more they enjoy using it. Saturday, January 22, 2011
  • 33. 5. Minimum Required Input Small screen requires lot of attention to input information Text field vs. pickers Saturday, January 22, 2011
  • 34. 6. Express Information Briefly Short and Direct Real life/world metaphors Saturday, January 22, 2011
  • 35. Dev Environment Naming Conventions Image format Interface Builder Saturday, January 22, 2011
  • 37. References MobileHIG LUKEW Ideation + Design Tapfancy mobile.yahoo.com/iPhone Saturday, January 22, 2011