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Tapworthy
Designing Great iPhone Apps
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- Table of Contents
- About the Author
- Acknowledgments
- + Introduction. Designing Apps for Delight and Usability
- + Chapter 1. Touch and Go: How We Use iPhone Apps
-
+
Chapter 2. Is It Tapworthy? Crafting Your App’s Mission
- There’s Not an App for That
- What’s Your Story?
- What Makes Your App Mobile?
- First Person: Josh Williams and Gowalla
- Big Talent for Little Icons
- Get to Pixels Fast
- Making It W ork
- Try, Try Again
- Finding Focus
- Optimizing for the Primary Task
- Building for Exploration
- Colorful Personality
- Less Flash, More Function
- The App Doesn’t Have to Do It All
- Mobile Mindsets
- “I’m Microtasking”
- “I’m Local”
- “I’m Bored”
- What Makes You So Special Anyway?
- Wait, Wait, Come Back!
- Throw Out the Babies, Too
- Can’t I Get That on the Web?
- Touchpoints
-
+
Chapter 3.Tiny Touchscreen: Designing for Size and Touch
- A Physical Feel
- Rule of Thumb
- The Magic Number Is 44
- Don’t Crowd Me
- First Person: James Thomson and PCalc
- Designing for Touch
- Give Me Feedback
- Pimp My Calculator: Virtual Keypads
- Pointed Design
- Take It From the Top
- Design to a 44-Pixel Rhythm
- Be a Scroll Skeptic
- Edit, Edit, Edit
- Secret Panels and Hidden Doors
- Touchpoints
- First Person: Rusty Mitchell and USA Today
- All the News That Fits
- Psst . . . Hints for Working Custom Controls
- Big Problem with Tiny Buttons
- Either/Or: You Can’t Fit It All
-
+
Chapter 4. Get Organized. Structuring Your App The Apple Way
- WW JD: What Would Jobs Do?
- Getting Around: Apple’s Navigation Models
- Flat Pages: A Deck of Cards (or Just One)
- Tab Bar: What’s on the Menu?
- Tree Structure: Let 1,000 Screens Bloom
- Combining Navigation Models
- Modal Views and Navigational Cul-de-Sacs
- A Tangled Web
- Storyboarding Your App on Paper
- Put Something Ugly on Your iPhone
- Touchpoints
- First Person: Jürgen Schweizer and Things
- Organizing the App
- Choosing the Navigation Style
- Minimal Graphics
- What Makes the Feature List?
- Rhyme with Apple’s Design Language
-
+
Chapter 5. The Standard Controls: Using The Built-in Interface Elements
- The Power of Standard Visuals
- The Navigation Bar Shows the Way
- The Toolbar
- “So an Icon Goes into a Bar . . .”
- The Search Bar
- Table Views Are Lists on Steroids
- Setting the Table: Indexes and Grouped Lists
- Table View Editing Tools
- Text Me
- Editing Text
- Fixing Typoz
- Is That for Here or to Go?
- Don’t Make ’Em Keybored
- Multiple Choice: Pickers, Lists, and Action Sheets
- On the Button
- Yes and No: Switches
- Segmented Controls Are Radio Buttons
- Sliders Stay on Track
- Settings: A Matter of Preference
- Is There More?
- Touchpoints
-
+
Chapter 6. Stand Out. Creating a Unique Visual Identity
- What’s Your App’s Personality?
- Gussying Up Familiar Pixels
- You Stay Classy
- Keep It Real
- Designing Custom Toolbar Icons
- Metaphorically Speaking
- I Call My New Invention “The Wheel”
- And Now For Something Completely Different
- Touchpoints
- First Person: Craig Hockenberry, Gedeon Maheux, and Twitterrific
- Taming a Dense Thicket of Options
- Asterisk = Action
- Color Me Unique
- Testing the Bare Bones
-
+
Chapter 7. First Impressions: Introducing Your App
- Your Icon Is Your Business Card
- Building Your App’s Icons
- What’s In a Name?
- While You Wait: The Launch Image
- The Illusion of Suspended Animation
- Put Out the Welcome Mat
- Instructions Can’t Make You Super
- The First Screen
- Touchpoints
- First Person: Joe Hewitt and Facebook
- More Than a Lite Version
- A Collection of “Sub-Apps”
- Physics According to Apple
- Easy on the Chrome
- The Trouble with Notifications
- + Chapter 8. Swipe! Pinch! Flick! Working with Gestures
- + Chapter 9. Know The Landscape. The Spin on Screen Rotation
- + Chapter 10. Polite Conversation: Alerts, Interruptions, and Updates
- + Chapter 11. Howdy, Neighbor. Playing Nice with Other Apps
- + Index
So you've 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 you're 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. You'll explore how considerations of design, psychology, culture, ergonomics, and usability combine to create a tapworthy app. Along the way, you'll 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
Test the closed alpha on paperc.com
Book Details
Authors
Categories
Computers > Software development & engineering > General
Publishers
Publication year : 2010
License: All rights reserved ©
Times read: 2,473

