Introduction, Ch.1 Touch and Go, Ch.2 Is it Tap Worthy, Ch.3 Tiny Touchscreen, Ch.4 Get Organized

Introduction

What I learned from this passage is that it discussed the importance of creating a well-designed iPhone app. It emphasizes that while having an iPhone app is necessary, it should not be rushed, and design plays a crucial role in making the app stand out. There are the key points from the passage like the iPhone and other mobile devices are becoming increasingly important for reaching people, and creating an iPhone app is a valuable endeavor. The goal is to create tap worthy apps that are not only functional but also offer a personalized and engaging user experience and the book discusses various iPhone interface elements, explaining the how’s and whys from a user-centric perspective as well as many other valid points.

Touch and go

In this section I learned that there are various challenges and considerations in designing iPhone apps with a focus on user behavior and interaction. There are some important points from the passage like People use iPhone apps in various contexts, often on the go, and for short, interrupted periods of time, Users may use multiple apps in quick succession, and your app should coexist with others in the crowded app ecosystem, Great app design means making the interface effortless and unobtrusive, shielding users from complexity, and delivering delight and efficiency and many more.

Is it Tap Worthy?

In this section I learned the importance of understanding your audience and their needs when designing iPhone apps. There are some important factors from this section like Mobile app users tend to go through apps quickly, and unless an app meets their needs and keeps them engaged, they will move on to other apps, Tap worthy apps should focus on solving real problems and providing users with unique value , Designers need to define use cases or scenarios in the form of a story to understand the "who," "what," "when," "where," and "why" of user interactions.

 In summary, the passage highlights the importance of understanding user needs, designing for specific use cases, and providing unique value in a mobile context to create tap worthy iPhone apps. It’s interesting to learn about the development and design considerations behind Gowalla. Josh Williams and the team clearly put a lot of thought into creating an engaging and user-friendly experience for their app. They recognized the importance of making the core activity, which is checking in, as simple and fast as possible, and then adding more features for users who want to engage further.

  In this section I learned there are three primary mobile mindsets that users often have when using mobile apps. These mindsets help guide the development and design of mobile applications. Here's a summary of each mindset: "I'm Micro tasking": This mindset involves users who rely on their mobile devices for quick and convenient access to information and tasks. "I'm Local": This mindset pertains to users who seek location-based information and services from their mobile devices. The modern smartphone comes equipped with various sensors like GPS, a camera, a microphone, and more, which can provide users with context-aware experiences and "I'm Bored": The "I'm Bored" mindset acknowledges that mobile devices are not just tools for productivity but also sources of entertainment and leisure.

Tiny Touchscreen

This section discusses the challenges and considerations in designing user interfaces for iPhone apps, particularly focusing on the physical aspects of interaction with the device, such as the use of touch and the size of the screen. There is an importance of considering the physical experience of using an iPhone app, including factors like touch interaction, screen size, and ergonomics. The passage highlights the significance of designing for touch and ensuring that tap targets are of an appropriate size, with the "magic number" being 44 pixels.

It is important to know that USA Today, a national newspaper, is known for its bold and colorful approach to news presentation. They focused on making their iPhone app efficient for users who want quick news updates on the go. The app's design cleverly packs a lot of content into each view while staying true to the newspaper's brand identity. The app's primary navigation includes five sections: Headlines (news), Scores (sports), Weather, Pictures, and Snapshots (infographics and polls). To manage the wealth of content in these sections, they used innovative design solutions.

Get organized

In this section it is explained the importance of planning an iPhone app's design, specifically focusing on the app's navigation and organizational structure. The author emphasizes the need to consider the big-picture design of the app before diving into the finer details of visual design. The passage also highlights the significance of adhering to Apple's design guidelines, as they help create a consistent and familiar user experience.

The section introduces three common navigation models for iPhone apps which includes Flat Pages: This model is suitable for utility apps that present simple, focused content as cards, the Tab Bar , where  navigation model features buttons at the bottom of the screen, allowing users to switch among the app's main functions and the Tree structure where This model involves drilling down through a hierarchy of categorized options or content and easily returning to the main screen.

There are principles of designing mobile applications, specifically focusing on iPhone apps. Some of the key points and advice provided in the passage includes Choose Your Navigation Model: The passage emphasizes the importance of selecting the right navigation model for your app, Storyboarding on Paper: Before diving into app design, the passage recommends storyboarding your app's flow of screens on paper, Standard Controls: The passage encourages using standard iPhone controls whenever possible and others.

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Chapter 5: The Standard Controls using the built-in interface elements

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Chapter 19:DESIGNING FOR MOBILE AND OTHER DEVICES