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Human Interface Guidlines for Mobile Applications

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Lecture notes "Mobile Applications" 2013 at Graz University of Technology

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Human Interface Guidlines for Mobile Applications

  1. 1. Human Interface Guidelines for Mobile Applications Martin Ebner The presentation bases on http://developer.apple.com/library/ios/#documentation/UserExperience/ Conceptual/MobileHIG/Introduction/Introduction.html (iOS - V 2013-03-01) http://developer.android.com/design/index.html (Android V 2013-03-01) http://www.flickr.com/photos/kyz/3233710827 http://www.flickr.com/photos/mujitra/5480146781
  2. 2. Do we need Usability? http://www.flickr.com/photos/rdolishny/2760207306
  3. 3. The future is mobile http://flickr.com/photos/thomcochrane/416206133/
  4. 4. Future is mobile http://i.imgur.com/r9Rov.png
  5. 5. http://i.imgur.com/r9Rov.png
  6. 6. http://i.imgur.com/r9Rov.png
  7. 7. http://i.imgur.com/r9Rov.png
  8. 8. http://i.imgur.com/r9Rov.png
  9. 9. http://i.imgur.com/r9Rov.png
  10. 10. iPhone / iPad just another device? http://www.flickr.com/photos/kiki99/1031313718
  11. 11. "The iPhone generates 33% of all mobile smartphone traffic worldwide and 50% in the US." AdMob Mobile Metrics, 2009 http://de.admob.com/s/solutions/metrics?_cd=1 http://www.flickr.com/photos/pleasewait/2272096624
  12. 12. http://www.androidpit.de/de/android/blog/394061/ Weltweite-Smartphone-Verkaufszahlen-Android- Nummer-Eins
  13. 13. A total of 99 percent of 200 respondents to a RBC/IQ ChangeWave survey in August said they are satisfied with their iPhone 3GS, with 82 percent of those "Very Satisfied." http://www.appleinsider.com/articles/09/08/14/apples_iphone_3gs_has_99_percent_satisfaction_rate.html Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  14. 14. http://www.appleinsider.com/articles/09/08/14/apples_iphone_3gs_has_99_percent_satisfaction_rate.html Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  15. 15. Apps usable for everyone? Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  16. 16. ADS „ ... pick the few features, most frequently used, by the majority of your users, most appropriated for the mobile ...“ Application Definiton Statement {your differentiator} {your solution} for {your audience} Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  17. 17. ADS „ ... pick the few features, most frequently used, by the majority of your users, most appropriated for the mobile ...“ Example: {easy to use} {digital photo sharing} for {casual iphone users} Note - this is a new app {easy to use} {digital photo sharing} for {professional iphone users} Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  18. 18. ADS „ ... pick the few features, most frequently used, by the majority of your users, most appropriated for the mobile ...“ • Elegant solution: you must solve a user's problem and solve it eleganty • Great usability: solide app hierarchy, clean layout • Gorgeous application icon: hey, the icon is the brand of your product! Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  19. 19. App Design Strategy „ ... great apps begin with a great idea ...“ • Create an App Definition Statement (ADS) • Design the App for the device • Tailor Customization to the task • Prototype and iterate Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  20. 20. iPhone / Android- HI Guidelines Planning your mobile Software Product Designing the User Interface of your mobile Application Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  21. 21. iPhone / Android- HI Guidelines Planning your mobile Software Product Designing the User Interface of your mobile Application Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  22. 22. iPhone OS Platform Rich with Possibilites http://www.flickr.com/photos/shuffle-art/1441940051 Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  23. 23. Platform Differences 1/2 „An iPhone OS-based device is not a desktop or laptop computer, and an iPhone application is not the same as a desktop application.“ • The display is paramount Compact Sreen Size - 480*320 pixels (iPhone 3 and lower), 960*640 pixels (since iPhone 4), 1024*768 pixels (iPad) • Device orientation can change to any time • Memory is not unlimted • Apps Respond to gestures, not clicks • One screen at a time Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  24. 24. Platform Differences 2/2 „An iPhone OS-based device is not a desktop or laptop computer, and an iPhone application is not the same as a desktop application.“ • Preferences are available in settings • Apps have a more or less just on single window • Minimal User Help • Two Types of Software Run in iOS • Safari on iOS provides the Web Interface Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  25. 25. What Are Your Options? „Depending on the implementation details and its intended audience, some types of software may be better suited to your needs than others.“ • An iPhone Application (available in App Store) • Web-only Content (compare http://itunes.tugraz.at): - Web Application - Optimized webpage - Compatible webpage • Hybrid Applications (access to web content) Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  26. 26. 3 Application Styles „... applicaton styles, based on visual and behavioral characterstics, data model, and user experience.“ • What do you expect to be the user‘s motivation for using the application? • What do you itend to be the user‘s experience while using the application? • What is the goal or focus of the application? • How does the application organize and display the information people care about? Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  27. 27. Productivity Applications „ ... enables tasks that are based on the organization and manipulation of detailed information“ • Organizing the list • Adding and subcontracting • Drilling down, performing tasks on reached level Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  28. 28. Utility Applications „ ... perfoms a simply task that requires a minimum of user input.“ • visually attractive • enhancement of information display • Organize of information into a flattened list of items; no hierachy Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  29. 29. Immersive Applications „ ... offers a full-screen, visually rich environment that‘s focused on the content and the user‘s experience with that content“ • tends to hide much of device‘s user interface • use of nonstandards controls appropriate • information presentation in the context of game-play, story or experience Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  30. 30. Choosing an App Style „When in doubt, keep it simple.“ • Pare the feature list to the minimum • To bring ideas from you desktop application to an iPhone application, apply the 80-20 rule (the largest percentage of users will use a very limited number of features) • Find the core tasks Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  31. 31. Case Study: Mail „ ... when people are mobile, their needs for an email application are simpler, and they want access to core functionality quickly.“ Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  32. 32. Design the App For the Device „... you need to make sure that your app looks and feels like it was designed expressly for an iOS-based device.“ • Embrace iOS UI paradigms (controls should look tappabel, App structure should be clean, ...) • Ensure that unvirsal apps run well on both (iPhone and iPad) • Reconsider web-based designs • Tailor customization to the task • Prototype and Iterate Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  33. 33. From iPhone to iPad Application http://www.flickr.com/photos/scolirk/4652688063 iPad Human Interface Guidlines - Martin Ebner 2010
  34. 34. Compatibility Mode „Unmodified, iPhone applications are running in a compatibility mode on iPad, but it does not give them the device-specific experience they want.“ • Games and other immersive iPhone applications may not need much change in information architecture, because they are experience driven. In general they need a siginificant revision of artwork and interaction. • iPhone productivity applications tend to require some rearchitecting of the information hierachy, in addation to an enriched UI and an enhanced user experience. • Utility applications need be reenvisioned for iPad so that they can take advantage of the larger screen. iPad Human Interface Guidlines - Martin Ebner 2010
  35. 35. Running on the iPhone 5 „... many apps look good simply by displaying more of their existing UI ...“ • Allow more content to be revealed automtically • Stretch content regions • Stretch background areas between content regions • Recenter dominant visual elements • Expand custom artwork iPad Human Interface Guidlines - Martin Ebner 2010
  36. 36. Android Design Principles http://www.flickr.com/photos/richardstowey/5485817879 Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  37. 37. Design Principles (1/3) „ ... to keep users' best interests in mind ...“ • Delight me in suprising ways • Real objects are more fun than buttons and menues • Let me make it mine • Get to know me • Keep it brief • Pictures are faster than words Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  38. 38. Design Principles (2/3) „ ... to keep users' best interests in mind ...“ • Decide for me but let me have the final say • Only show what I need when I need it • I should always know where I am • Never lose my stuff • If it looks the same, it should act the same • Only interrupt me if it‘s important Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  39. 39. Design Principles (3/3) „ ... to keep users' best interests in mind ...“ • Give me tricks that work everywhere • It‘s not my fault • Sprinkle encouragement • Do the heavy lifting for me • Make important things fast Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  40. 40. Human Interface Principles http://www.flickr.com/photos/wonderlane/4315076635 Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  41. 41. Great User Interface „ ... follows human interface design principles, that are based on the way people think and work, not on the capibilities of the device.“ • Methaphors (playback control, sliding on-off switching, ...) • Direct Manipulation (with the Multi-Touch Interface) • Consistency (application has to take the standards) • Feedback (must be immediate) • User Control (user, not the application must initiate and control actions) • Asthetc Integrity (how well the appearance of you application integrates with your functionality) Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  42. 42. User Experience Guidelines http://www.flickr.com/photos/rivalee/2939042459 Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  43. 43. Focus on the Primary Task „An iPhone Application that establishes and maintains focus on its primary functionality is satisfying and enjoyable to use“ • What is most important in each context? • Is the provided information essential, does a user need this information right now? Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  44. 44. Build in Simplicty/Ease of Use „ ... users are probably doing other things while they simultaneously use your application“ • Elevate the content that people care about • Think Top Down - High level Information near the top of the screen • Minimize text input and Keep essential information succinctly. • Make usage easy and obvious • Give people a logical path to follow • Provide a fingertip-size target area for all tappable elements (calculator example: 44*44 pixel) Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  45. 45. Communicate Effectively „ ... avoid technical jargon in the user interface“ • Feedback is important • use user-centric terminology • Enable collaboration and connectedness • Start Instantly • Always be prepared to stop • Don‘t quit programmatically Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  46. 46. Support Gestures Appropriately „To ensure that your application is discoverable and easy to use, therefore, try to limit the gestures you require to the most popular.“ Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  47. 47. Think about each detail „ ... iOS devices are personal devices, but ...“ • Downplay File-Handling Operations • Enable Collaboration and Connectedness • De-emphasize Settings • Brand appropriately • Make search quick and rewarding • Use UI Elements consistently Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  48. 48. Graphical Interface - don‘t forget about it „ Rich, beautiful, engaging graphics draw people into an application and make the simplest task rewarding....“ • Consider Adding Physicality and Realism • Delight People with Stunning Graphics • Use subtle Animation to communicate • Ask People to save only when necessary • Handle Orientation Changes Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  49. 49. For iPad 1/2 • Enhance Interactivity • Reduce Full-Screen Transitions (update only the areas of the UI that need it) • Restrain your information hierachy (more information in just one place) • Migrate Toolbar Content to the Top Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  50. 50. For iPad 2/2 „Consider Using Popovers for some modal tasks...“ • Does the task require more than one type of input? • Does the taks require people to drill down through a hierachy of views? • Might people want to something in the main view before they finish the task? • Is the task fairly in-depth and does it represent one of the application‘s main functions? Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  51. 51. iOS Technology Usage Guidlines http://www.flickr.com/photos/intherough/4263146374 Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  52. 52. iCloud Storage „iCloud storage helps people access the content they care about regardless of which device they are currently using.“ • Respect the user‘s iCloud account • Determine which types of information to store • Make sure your app behaves reasonably when iCloud storage is unavailable • Avoid asking users to choose which documents to store • Warn users about the consequences of deleting a document • Be sure to include the user‘s iCloud content in searches Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  53. 53. Routing „Maps displays a list of routing apps when people want transit information for a route.“ • Focus on the route • Provide information for every step of a route • Enrich map views with additional information • Give users different ways to sort mulitple transit optionss • Consider using push notifications Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  54. 54. Social Media „People expect to have access to their favorite social media accounts regardless of their current context.“ • Give users a convinient way to compose without leaving your app • Avoid asking users to sign into a social media account • Consider using an acitivty view controller to help users choose one of their social media accounts Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  55. 55. Multitasking „ Multitasking allows people to switch quickly among recently used applications, because apps can be suspended in the background when they are quit.“ • Be ready for interruptions, and ready to resume • Make sure your UI can handle the double- high status bar • Be ready to pause activities that require people’s attention or active participation • Ensure that your audio behaves appropriately Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  56. 56. Multitasking „ Multitasking allows people to switch quickly among recently used applications, because apps can be suspended in the background when they are quit.“ • Use local notifications sparingly • When appropriate, finish user-initiated tasks in the background. Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  57. 57. Notification Center 1/2 „... gives a user a single, convenient place in which to view notifications from their apps.“ • Keep badge contents up to date • Don‘t send multiple notifications for the same event • Provide a custom message that does not include your app name • Provide a sound that users can choose to hear when a notification arrives Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  58. 58. Notifications „... are brief messages that users can access at any time from the status bar..“ • Make it personal • Navigate to the right place • Correctly set and manage notification priority • Make it optional Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  59. 59. Notification Center 2/2 „iOS apps that support local or push notifications can use the following notification styles.“ Banner Sound Alert Badge Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  60. 60. Printing „ ... users can wirelessly print content from your application“ • Use the system-provided Action button • Display the Print item when printing is a primary function in the current context • If appropriate, provide additional printing options to users • Don’t display print-specific UI if users can’t print Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  61. 61. iAd „ ... you can allow advertisements to display within your application and you can receive revenue when users see or interact with them“ • size 320*50 • Place the banner view at or near the bottom of the screen • Ensure that banner views appear when it makes sense in your application • As much as possible, display banner ads in both orientations Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  62. 62. iAd „ ... you can allow advertisements to display within your application and you can receive revenue when users see or interact with them“ • Don’t allow an ad to scroll off the screen • While people view or interact with ads, pause activities that require their attention or interaction • Don’t stop an ad, except in rare circumstances Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  63. 63. Using Sound „ ... users always expect to hear alarms that they have set.“ • Ring/Silent Switch (avoid sound if it is not explicity set) • Volume Buttons (the user always decided the loudness) • Headset and Headphones (plug in headsets means sound has to be set privately) • Wireless audio (disconnection = pause, connection = no pause) • Defining the Audio Behavior is essential task Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  64. 64. Starting „iPhone Application should start instantly so users can begin using them without delay“ • Specify appropriate status bar styles • Display a launch image • Avoid displaying an About window, splash screen or another tpye of startup experiences • Launch in portrait orientation Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  65. 65. Stopping „iphone Applications should never quit programmatically“ • Be prepared to receive an exit or terminate notification at any time. • Save the current state when stopping • Avoid alerts • User has to decide if continuing you application or pressing the Home Button Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  66. 66. Settings and Configuration „It‘s best when iPhone application do not aks users to specify any settings at all“ • Focus your solutions on the needs of 80 percent of users • Get as much information as possible from other sources • If you must ask for setup-information, prompt users to enter within your application • Offer configuration options in the main user interface or on the back of a screen Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  67. 67. .... „Don‘t provide a button for a built-in action, because users will wonder why there are two ways to do the same thing in your application“ • Support Copy and Paste • Support Undo and Redo • Enabling Push Notifications (delivery is not guaranteed) • Providing Search and Displaying Search Results • Using the User‘s Location • VoiceOver and Accessibility • Edit Menu Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  68. 68. .... „Don‘t provide a button for a built-in action, because users will wonder why there are two ways to do the same thing in your application“ • In App-Purchase • Game Center • Location Sercies and Data Privacy • Quick Look Docoment Preview Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  69. 69. Navigation „ ... Consistent navigation is an essential component of the overall user experience ...“ • Back button is used to navigat in revers chronological order • Up Button is used to navigate on the hierachical relationships between screens Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  70. 70. Swipe View „ ... Efficient navigation is one of the cornerstones of a well-designed app ...“ The user can view a list of related data items, such as images, chats, or emails, and then pick one of the items to see the detail contents in a separate screen Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  71. 71. iPhone / Android- HI Guidelines Planning your mobile Software Product Designing the User Interface of your mobile Application Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  72. 72. Brief Tour of the Application User Interface Human Interface Guidlines for Mobile Applications - Martin Ebner 2013 http://www.flickr.com/photos/ari/4314027331
  73. 73. Main parts of application screen „Every application, regardless of type, has an application window“ • Status Bar • Navigation Bar • Tab Bar • Toolbar Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  74. 74. Main parts of application screen „Every application, regardless of type, has an application window“ Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  75. 75. Main parts of application screen „Every application, regardless of type, has an application window“ • Status Bar (1) • Navigation Bar (2) • Combined Bar (3) Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  76. 76. Common App UI „... typical Android app consists of action bars and the app content area“ • Main Action Bar (1) • View Control (2) • Content Area (3) • Split Action Bar (4) Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  77. 77. Users are accustomed to the look and behavior of standard views and controls Human Interface Guidlines for Mobile Applications - Martin Ebner 2013 http://www.flickr.com/photos/r_catalano/4180965353
  78. 78. Status Bar „People expect to see the current battery charge of their device; hiding this information [...] is not an ideal user experience“ • hiding status bar in case of immersive application (carefully decision) • important bar (cell signal strength, network, battery) • three possible colors Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  79. 79. Navigation Bar „ ... appears at the upper edge of an application screen, just below the status bar.“ • enable navigation among different views in an application • provide title and controls that manage the items in a view Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  80. 80. Tool Bar „ ... performs actions related to objects in the current view.“ • constrain the number of items (44*44 pixels) • use the predefined buttons • colors blue and black Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  81. 81. Tab Bars „ If you application provides different perspectives on the same set of data, ... .“ • icons and text, all equal in width and black background • tab does not change its opacity or height, regardless of orientattion • more than five tabs, iPhone OS add a „More“ tab • badging a Tab is possible to communicate in a noninstrutive way Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  82. 82. Activity „ ... represents a system-provided or custom service ...“ • each activity is represented by an icon and a title • two icon styles: looks like an app icon or a style that evokes like a the Settings icon • give users access to a custom service • describe succintly your service Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  83. 83. Alerts, Action Sheets, Modal Views „ ... appear when something requires the user‘s attention ... “ Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  84. 84. Alerts „ ... give users criticial information in a highly visible way. “ • minize the number of alerts • ask for confirmation • single / double button alert Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  85. 85. Action Sheet „ ... appears as the result of a user action ... “ • no display of a textual message • two different backgrounds • the closer the top, the more visible • be aware of mistakenly tapping the bottom button instead of Home button Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  86. 86. Table View (1/2) „ ... presents data in a single-column list of multiple rows.“ • provide feedback when user select a list item • display content immediately • plain / group style • different table-view elements Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  87. 87. Table View (2/2) „ ... presents data in a single-column list of multiple rows.“ • table view elements • different types of table views Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  88. 88. Text View „ ... is a region that displays multiple lines of text ....“ Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  89. 89. Collection View „ ... manages and ordered collection and presents them in a customizable layout...“ • display a set of items • don‘t use it when a table view is a better choice • make it easy to select an item • use caution if you make dynamic layout changes Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  90. 90. Map View „ ... presents geographical data ...“ • Let users interact with the map • Use the standard pin colory in a consistent way - Red (destination point) - Green (starting point) - Purple (user-specified point) Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  91. 91. Web View „ ... is a region that can display rich HTML code ...“ • avoid using a web view to create an app that looks and behaves like a mini webbrowser Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  92. 92. Different Application Controls „Remember that users expect familiar controls to behave as they to in the built-in applications.“ • Progress Views • Activity Indicators • Rounded Rectangle Buttons • Date and Time Pickers • Search Bars • Disclosure Buttons • Segmented Controls • Info Buttons • Sliders • Labels • Text Fields • Page Indicators • Refresh Control • Pickers Human Interface Guidlines for Mobile Applications - Martin Ebner 2013 • ...
  93. 93. iPad only: Popover (1/2) „... is a transient view that can be revealed when people tap a control or an onscreen area. “ • can contain table, image map, text, web or custom views • display additional information or list or items • display contents of left pane of a split view-based application • display an action sheet iPad Human Interface Guidlines - Martin Ebner 2010
  94. 94. iPad only: Popover (2/2) „... is a transient view that can be revealed when people tap a control or an onscreen area. “ • save users‘ work when they tap outside a popover‘s border • ensure that the popover arrow points as directly as possible to the element • make sure people can use popover without seeing the application content behind it • only one popover should be visible onscreen at a time • avoid making it too big iPad Human Interface Guidlines - Martin Ebner 2010
  95. 95. iPad only: Split View (1/2) „... is a full screen view that consits of two side-by- side panes. “ iPad Human Interface Guidlines - Martin Ebner 2010
  96. 96. iPad only: Split View (1/2) „... is a full screen view that consits of two side-by- side panes. “ • only available in iPad • use to display persistent information in the left pane and related details in the right pane • both panes can contain table, image, map, text, web or custom views as well as navigation bars, tool bars or tab bars • avoid creating a right pane that is narrower than the left pane (left pane is fixed to 320 points in all orientations) • indicate the current selection in the left pane iPad Human Interface Guidlines - Martin Ebner 2010
  97. 97. Sytem Provided Buttons „ ... promote a consistent user experience and make your job easier.“ Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  98. 98. Bordered action buttons „ ... suitable for both navigation bars and toolbars, and are available in bordered style only.“ Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  99. 99. Standard Icons „ ... for Use in Tab Bars.“ Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  100. 100. Devices and Displays „ Android powers millions of phones, tablets, and ohter devices.“ Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  101. 101. Themes „ ... for applying a consistent style to an app or activity ...“ • Holo Light • Holo Dark • Holo Light with dark action bars Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  102. 102. Touch Feedback „ ... use color and illumation to respond to touches ...“ Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  103. 103. 48dp Rhythm „ ... UI components are generally laid out along 48dp units ...“ • recommended target size for touchscreen objects • good compromise between information density on one hand Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  104. 104. Typography „ ... design language relies on traditional typographic tools such as scale, space, rhythm, and alignment with an underlying grid ...“ • Contrast in type sizes can go a long way to create ordered, understandable layouts • Users can select a system-wide scaling factor for text in the Settings app Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  105. 105. Color „ ... Use color primarily for emphasis ...“ • choose colors that fit with your brand • provide good contrast between visual components Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  106. 106. Writing Style „ ... When choosing words for your app ...“ • Keep it brief • Keep it simple • Be friendly • Put the most important thing first • Describe only when necessary and no more • Avoid repetition Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  107. 107. Action Bar Icons „ ... are graphic buttons that represent the most important actions people can take within your app ...“ Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  108. 108. Small / Contextual Icons „ ... use small icons to surface actions and/or provide status for specific items. ...“ Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  109. 109. Notification Icons „ ... provide an icon that the system can display in the status bar whenever a new notification is available ...“ Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  110. 110. Creating Custom Icons and Images Human Interface Guidlines for Mobile Applications - Martin Ebner 2013 http://www.flickr.com/photos/conorpendergrast/2634918994
  111. 111. Application Icons „This is a place where branding and strong visual design should come together into a compact, instantly instantly recognizable, attractive package.“ Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  112. 112. Launcher „ ... is the visual representation of your app on the Home or All Apps screen.“ Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  113. 113. Launch Images „To enhance the user‘s experience at application launch ... .“ • should not an about window, branding elements • measures 320*480 pixel (640*940 high resolution) • it is solely intended to enhance the user‘s perception, as quick launch, ready for use Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  114. 114. Icons for ... „do not redesign standard buttons“ • simple and streamlined • not easily mistaken • readily understood and widely acceptable • Use color and shadow judiciously to help the icon tell its story • Create an idealized version of the subject rather than using a photo • Don‘t use replicas of Apple products Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  115. 115. Icons for ... „do not redesign standard buttons“ • use universal imagery, easy recognizable • generate an idealized version • use transparency when it makes sense Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  116. 116. Tips for Creating Great Artwork „The Retina display allows you to display high- resolution versiony of your art and icons.“ • Richer in texture, more detailed and more realistic • Scale up your original work up to 200% • Add detail and depth • More realistic and more detailed Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  117. 117. iPad - New Way for Applications http://www.youtube.com/watch?v=jdExukJVUGI Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  118. 118. What happens when you hand a 3-year-old an iPhone? http://elearningblog.tugraz.at/archives/2994 Human Interface Guidlines for Mobile Applications - Martin Ebner 2013
  119. 119. Slides available at: http://elearningblog.tugraz.at SOCIAL LEARNING Computer and Information Services Graz University of Technology Graz University of Technology Martin Ebner martin.ebner@tugraz.at mebner http://elearning.tugraz.at

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