Archive for December, 2010

Boredom busting apps

December 30, 2010

Health and fitness apps, like all apps that collect user info, gives uses boredom busting opportunities to explore their personal histories.

Clark 2010, p. 39

Productivity apps

December 30, 2010

‘… The best productivity apps are tuned for short but frequent hits, encouraging users to capture new information and ideas as they happen, typically to be processed and managed later.’

Clark 2010, p.33

Mobile Mind Sets

December 29, 2010

Every mobile impulse typically boils down to one of three mindsets:

  1. ‘I’m microtasking’
  2. ‘I’m local’
  3. ‘I’m bored’

Clark 2010, p. 32

Last 12 Months: Show me latest pictures first!

December 28, 2010

I only sync pictures from the ‘Last 12 Months’ folder to my iDevices. Xtremely annoying: when you want to see the very latest pictures, you got to drag/scroll thousands of pictures (the harvest of a year). Can we please get a reverse sort order button?

Capitalisation styles

December 21, 2010
  • Title-style caitalization means that every word is capitalized, except articles, coordinatig conjunctions, and prepositions of four or fewer letters
  • Sentence-style capitalization means that the first word is capitalized, and the rest of the words are lowercase, unless they are proper nouns or proper adjectives

From: Apple iOS Human Interface Guidelinnes

Mobile UX trends

December 20, 2010
  • Touch breaks down barriers between physical and digital
  • SMUIs (simultaneous, multi-person user interfaces)
  • Balancing UX and Network Austerity (Optimal UX can not always be delivered wirelessly)
  • multiplication of screens controlled by individual mobile devices

MAREK PAWLOWSKI: MOBILE USER EXPERIENCE TRENDS ON THE HORIZON

Pixel

December 20, 2010

A pixel (or picture element) is a single point in a raster image. The pixel is the smallest addressable screen element, it is the smallest unit of picture which can be controlled. Each Pixel has its address. The address of a pixel corresponds to its coordinate. Pixels are normally arranged in a 2-dimensional grid, and are often represented using dots or squares. Each pixel is a sample of an original image, where more samples typically provide more-accurate representations of the original.

Lucas Cobb Design

Modality (self-contained subtask in a modal view)

December 17, 2010

Modality is most appropriate when:
• It’s critical to get the user’s attention
• A task must be completed (or explicitly abandoned) to avoid leaving the users’ data in an ambiguous state

From Apple’s iOS Human Interface Guidelines

iPhone / iPad Gestures

December 15, 2010
  • Tap Press or select a control or item (analogous to a singe mouse click)
  • Drag To scroll or pan
  • Flick To scroll or pan quickly
  • Swipe In a table-view row, to reveal the Delete button
  • Pinch open To zoom in
  • Pinch close To zoom out
  • Touch and hold In editable text, to display a magnified view for cursor positioning
  • Shake To initiate an undo or redo action

From Apple iOS Human Interface Guidelines

Iphone app essentials

December 15, 2010
    Kill the clutter:

  • Embrace the constraints of a small screen! Zero in on doing one or two functions in an amazingly focused way.
  • Strip out features that are not absolutely essential to the functioning of the app. Less is more.
  • Break the interface up into logical screens and don’t try to do too much on one screen. Though minimizing the number of taps required for a function is always optimal, sometimes functions are easier to understand if they are split up into multiple screens.
  • Only display UI elements that are essential for a given screen to function.
  • Padding and whitespace are your best friends.
    Design for context. Though contexts vary, there are some general mobile design principles that are often ignored:

  • Design big, bold, and minimal. Folks generally aren’t paying full attention to the interface and are often using it while doing something else. They don’t see the interface, they see a blur. Make the important elements pop.
  • Beef up the font size. Don’t let the simulator deceive you; fonts look much smaller on the actual device. Be careful not to limit testing to retina-display devices like the iPhone 4. Smaller fonts look great on retina displays but absolutely fail on older devices.
  • Do one thing really well and trash the other features. If you’re porting a desktop app or website to mobile, don’t just optimize for mobile; rethink the entire experience.
  • Our fingers are very big and imprecise so make targets big.
  • When designing forms, don’t forget the digital keyboard is going to take up about half the screen when the user taps on the first field.

From Jeremy Olson: 10 Surefire Ways to Screw Up Your iPhone App