Programming the iPhone User Experience ppt

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Programming the iPhone User Experience ppt

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[...]... book, user experience programming goes deeper than the user interface controls and includes things such as latency management, error handling, data caching, and data persistence UIKit Overview The user interface comprises the elements of a device or application that users see, click, and—in the case of Cocoa Touch—tilt, shake, or tap User interfaces are a big part of user experience They provide the. .. the set of frameworks for iPhone applications Managers and experience designers can use this book to understand the ways that applications can function together to create a holistic user experience Finally, this book is for readers who own and use the iPhone To create an excellent iPhone application, a developer must have empathy for iPhone users An appreciation of the challenges that face mobile users—both... notable in the overall UX (user experience) of the devices From the point of view of user experience programmers, the hardware interface elements are separate from the touch interface Apple doesn’t provide any means of accessing the home button, lock button, volume controls, or the navigation controls included on headsets This simplifies the domain of UX programming, but comes at a cost: there are certainly... axes • The proximity sensor recognizes the proximity of the handset to another object, most commonly a human ear • The ambient light sensor detects the level of ambient light hitting the device Both the iPhone and iPod Touch devices provide rocker switches for controlling volume, a hardware power button, and a depressible “home” button These concrete interfaces are outside the scope of Cocoa Touch programming, ... run the iPhone OS Chapter 2, The Mobile HIG, gives an introduction to the Human Interface Guidelines and elaborates on the most important concepts in the iPhone user experience Chapter 3, Types of Cocoa Touch Applications, presents a vocabulary for describing families of applications for the iPhone and links each to a structural application type Chapter 4, Choosing an Application Template, examines the. .. still make it into the store Conversely, there are at least a few well-known cases in which rejections have been based solely on nonconformance with the HIG Break the rules at your own peril, and choose your battles wisely without giving up on a compelling user experience Provide One User Experience The launch of the iPhone SDK was a keystone moment for many types of developers There were large communities... web, and mobile programming, but nobody had experience with the iPhone as a platform Given that the iPhone SDK includes elements that cross all these disciplines, and that the platform launched as a brave new world, there was a high potential for a “wild Mobile HIG Concepts | 13 Download at Boykma.Com west” sort of user experience For a company focused on UX as a key differentiator, and users accustomed... fidelity and no seams or edges There are very few buttons or switches, allowing users to focus on the display • The lighting (when enabled) adjusts to the user s environment, allowing the device to blend into the background and keep the screen contents consistently visible and in focus • There is no branding to distract from or compete with the current application • The shape is sculpted to allow easy... provides four slots for users to fill with their most frequently accessed applications This simple design gives users the ability to prioritize applications with the greatest utility, keeping them only one touch away at all times Many of these attributes focus on and strengthen the most important UX rule in the world of Cocoa Touch: applications should be a part of a single user experience modeled for... whether the user has just filled a text box with the next great American novel before simply releasing that data and exiting • The standard icon size for Cocoa Touch applications is 57 pixels × 57 pixels On the screens of the current round of devices, this is approximately four-fifths of an inch (0.8 inches) The spacing of the applications on the Home screen, combined with the icon dimensions, sets the . y0 w0 h1" alt="" Download at Boykma.Com Programming the iPhone User Experience Download at Boykma.Com Download at Boykma.Com Programming the iPhone User Experience Toby Boudreaux Beijing • Cambridge • Farnham • Köln • Sebastopol • Taipei • Tokyo Download. and the devices that run the iPhone OS. Chapter 2, The Mobile HIG, gives an introduction to the Human Interface Guidelines and elaborates on the most important concepts in the iPhone user experience. Chapter. together to create a holistic user experience. Finally, this book is for readers who own and use the iPhone. To create an excellent iPhone application, a developer must have empathy for iPhone users.

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Mục lục

  • Table of Contents

  • Preface

    • Audience for This Book

    • Organization of This Book

    • Conventions Used in This Book

    • Using Code Examples

    • Safari® Books Online

    • How to Contact Us

    • Acknowledgments

    • Chapter 1. Cocoa Touch: The Core iPhone

      • Mac Frameworks

        • UIKit Overview

        • Foundation Overview

        • Garbage Collection

        • The Devices

        • Chapter 2. The Mobile HIG

          • The Mobile HIG

          • Enter Cocoa Touch

          • Mobile HIG Concepts

            • Provide One User Experience

            • Provide Seamless Interaction

            • Let the User Know What’s Going On

            • Use Progressive Enhancement

            • Consider Cooperative Single-Tasking

            • A Supplement to the HIG

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