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Learning iOS design : a hands-on guide for programmers and designers
- Format:
- Book
- Author/Creator:
- Van Hecke, William, Author.
- Series:
- Learning
- Language:
- English
- Subjects (All):
- iOS (Electronic resource).
- Application software--Development.
- Application software.
- iPad (Computer)--Programming.
- iPad (Computer).
- iPhone (Smartphone)--Programming.
- iPhone (Smartphone).
- Physical Description:
- 1 online resource (1 v.) : ill.
- Edition:
- 1st edition
- Other Title:
- Learning iOS Design
- Place of Publication:
- [Place of publication not identified] Addison Wesley 2013
- Language Note:
- English
- System Details:
- text file
- Summary:
- “This book contains everything you need to know to create awesome, life-altering applications. . . . I pride myself on knowing a lot about design, but when reading this book, I probably didn’t encounter a single page that didn’t offer at least one interesting idea, new concept, or clever design technique. It’s also written in a way that prevents you from putting it down. . . . You’re in for a treat.” – From the Foreword by LUKAS MATHIS, author of ignorethecode.net Transform Your Ideas into Intuitive, Delightful iOS Apps! As an app developer, you know design is important. But where do you start? Learning iOS Design will help you think systematically about the art and science of design, and consistently design apps that users will appreciate–and love. Pioneering Omni Group user experience expert William Van Hecke first explains what design really means, and why effective app design matters so much. Next, using a sample concept, he walks through transforming a vague idea into a fleshed-out design, moving from outlines to sketches, wireframes to mockups, prototypes to finished apps. Building on universal design principles, he offers practical advice for thinking carefully, critically, and cleverly about your own projects, and provides exercises to guide you step-by-step through planning your own app’s design. An accompanying website (learningiosdesign.com) provides professional-grade sketches, wireframes, and mockups you can study and play with to inspire your own new project. Coverage includes Planning and making sense of your app idea Exploring potential approaches, styles, and strategies Creating more forgiving, helpful, and effective interactions Managing the constraints of the iOS platform (or any platform) Crafting interfaces that are graceful, gracious, and consistently enjoyable to use Balancing concerns such as “focus versus versatility” and “friction versus guidance” Understanding why all designs are compromises–and how to find the best path for your own app Register your book at informit.com/register to gain access to a supplemental chapter in which Bill Van Hecke discusses the design changes made in iOS 7.
- Contents:
- About This eBook
- Title Page
- Copyright Page
- Dedication Page
- Contents at a Glance
- Contents
- Foreword
- Preface
- Hello
- You're a Designer
- Meet the Book
- Meet the Web Site
- You and Your Team
- Art/Science Duality
- Inspiration Is Everywhere
- Acknowledgments
- About the Author
- We Want to Hear from You!
- Reader Services
- Part I: Turning Ideas into Software
- 1. The Outlines
- The Process: Nonlinear but Orderly
- Writing about Software
- The Mental Sweep
- More Inputs to Outlining
- Outlining Requirements
- Antirequirements
- Define a Platform
- Listing Ramifications
- iOS and Featurefulness
- Reducing Problems
- Outlining Architecture
- Your Outline Is Your To-Do List
- Summary
- Exercises
- 2. The Sketches
- Thinking by Drawing
- Design Happens in Conversations
- Tools for Sketching
- Sketches Are Sketchy
- When to Sketch
- Using Precedents
- Playing Devil's Advocate
- Sketching Interfaces
- Sketching Interactions
- Sketching Workflows
- 3. Getting Familiar with iOS
- Navigation: Screen to Screen
- Advice on the Standard Elements
- Custom Controls
- 4. The Wireframes
- Thinking in Screens
- Thinking in Points
- Optical Measurements
- Tools for Wireframing
- Principles of Layout
- Typography
- Layout: A Place for Everything...
- 5. The Mockups
- When to Mock Up
- Styling: The Apparent Design Discipline
- Mockup Tools
- Color: Thinking in HSB
- Get Serious about Value
- Contrast: Thinking in Figure/Ground Relationships
- Styling for Good Contrast and Visual Weight
- Good Backgrounds
- Transparency
- 1+1 = 3
- Presenting Image Content
- Evaluating Contrast: Posterize It
- Contrast Examples
- Birth of a Button
- Mockup Assembly
- Resizable Images
- Retina Resources
- Designing for Layers.
- Summary
- 6. The Prototypes
- Test on the Device
- Kinds of Prototypes
- Paper Prototypes
- Wizard of Oz Prototypes
- Motion Sketches
- Preemptive Demo Videos
- Interactive Prototypes
- Proof-of-Concept Software
- Why Do Usability Testing?
- How to Do Usability Testing
- 7. Going Cross-Platform
- Platform Catalog
- Standalone, Mini, and Companion Apps
- Start from Scratch
- Back to the Outlines
- Case Study: Apple Mail
- Part II: Principles
- 8. The Graceful Interface
- Suspension of Disbelief
- The Moment of Uncertainty
- Instantaneous Feedback
- Gracefulness through Layout
- Six Reliable Gestures
- The Sandwich Problem
- Exotic Gestures as Shortcuts
- Realistic Gestures
- Hysteresis
- Thresholds
- Generous Taps
- Meaningful Animation
- Making SnackLog Graceful
- 9. The Gracious Interface
- Denotation and Connotation
- Cues
- Imagery
- Text
- Writing: The Secret Design Discipline
- Redundant Messages
- Communication Breakdown
- Guidance at the Point of Need
- Visible Status
- Contextual Status
- Invisible Status
- The Sense of Adventure
- Capability
- Defensive Design
- Forgiveness
- Making SnackLog Gracious
- 10. The Whole Experience
- Serve the Soul
- Conveying Capability
- Documentation
- Support
- Localization
- Accessibility
- Ethos
- Respect
- Part III: Finding Equilibrium
- 11. Focused and Versatile
- Debunking "Simple" and "Complex"
- The Focused Design
- Focusing SnackLog: Labeling
- The Versatile Design
- 12. Quiet and Forthcoming
- Adjacent in Space
- Stacked in Time
- Progressive Disclosure
- Group by Meaning, Arrange by Importance
- Promotion and Demotion
- Splitting the Difference
- iOS Loves Context.
- Hide, Don't Disable
- Disappear
- Taps Are Cheap
- Loud and Clear
- Making SnackLog Quiet
- Making SnackLog Forthcoming
- 13. Friction and Guidance
- The Difficulty Curve
- Experience Weight
- Why Add Friction?
- How to Add Friction
- Unintended Friction
- Guidance
- Sensible Defaults
- 14. Consistency and Specialization
- How It All Works Out
- Getting the Most Out of the HIG
- The Consistent Design
- The Specialized Design
- 15. Rich and Plain
- Color versus Monochrome
- Depth versus Flatness
- Realism versus Digitality
- Index
- Supplement: The Learning iOS Design Companion
- Introduction to the Companion
- 1 The Outlines
- 2 The Sketches
- 3 Getting Familiar with iOS
- Navigation Controller
- Tabs
- Popover
- Custom Navigation
- Status Bar
- Navigation Bar
- Toolbar
- Content Views
- Table View
- Alerts
- Action Sheets
- Detail Disclosure Button
- Label
- Picker
- Progress View
- Rounded Rectangle Button
- Segmented Control
- Switch
- Text Field
- New Elements
- 4 The Wireframes
- Content and Controls: Thinking in Layers
- 5 The Mockups
- Styling
- Contrast
- 6 The Prototypes
- 7 Going Cross-Platform
- 8 The Graceful Interface
- 9 The Gracious Interface
- 10 The Whole Experience
- The Icon
- 14 Consistency and Specialization
- 15 Rich and Plain
- Realism versus Digitality.
- Notes:
- Bibliographic Level Mode of Issuance: Monograph
- Includes bibliographical references and index.
- Description based on publisher supplied metadata and other sources.
- ISBN:
- 9780133157512
- 0133157512
- 9780133157499
- 0133157490
- 9780321887498
- 0321887492
- OCLC:
- 854566942
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