iPhone User Interface Design Projects

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Overview

With over 100,000 iPhone applications and 125,000 registered iPhone developers, is it still possible to create a top-selling app that stands apart from the six-figure crowd? Of course, but you’ll need more than a great idea and flawless code—an eye-catching and functional user interface design is essential. With this book, you’ll get practical advice on user interface design from 10 innovative developers who, like you, have sat wondering how to best utilize the iPhone’s minimal screen real estate. Their stories illustrate precisely why, with more apps and more experienced, creative developers, no iPhone app can succeed without a great user interface.

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Overview

With over 100,000 iPhone applications and 125,000 registered iPhone developers, is it still possible to create a top-selling app that stands apart from the six-figure crowd? Of course, but you’ll need more than a great idea and flawless code—an eye-catching and functional user interface design is essential. With this book, you’ll get practical advice on user interface design from 10 innovative developers who, like you, have sat wondering how to best utilize the iPhone’s minimal screen real estate. Their stories illustrate precisely why, with more apps and more experienced, creative developers, no iPhone app can succeed without a great user interface.

Whatever type of iPhone project you have in mind—social networking app, game, or reference tool—you’ll benefit from the information presented in this book. More than just tips and pointers, you’ll learn from the authors’ hands-on experiences, including:

  • Dave Barnard of App Cubby on how to use Apple’s user interface conventions and test for usability to assure better results
  • Joachim Bondo, creator of Deep Green Chess, beats a classic design problem of navigating large dataset results in the realm of the iPhone
  • Former Apple employee Dan Burcaw tailors user interfaces and adds the power of CoreLocation, Address Book, and Camera to the social networking app, Brightkite
  • David Kaneda takes his Basecamp project management client, Outpost, from a blank page (literally) to a model of dashboard clarity
  • Craig Kemper focuses on the smallest details to create his award-winning puzzle games TanZen and Zentomino
  • Tim Novikoff, a graduate student in applied math with no programming experience, reduces a complex problem to simplicity in Flash of Genius: SAT Vocab
  • Long-time Mac developer Chris Parrish goes into detail on the creation of the digital postcard app, Postage, which won the 2009 Apple Design Award
  • Flash developer Keith Peters provides solutions for bringing games that were designed for a desktop screen to the small, touch-sensitive world of the iPhone
  • Jürgen Siebert, creator of FontShuffle, outlines the anatomy of letters and how to select the right fonts for maximum readability on the iPhone screen
  • Eddie Wilson, an interactive designer, reveals the fine balance of excellent design and trial-by-fire programming used to create his successful app Snow Report

Combined with Apress’ best-selling Beginning iPhone 3 Development: Exploring the iPhone SDK, you’ll be prepared to match great code with striking design and create the app that everyone is talking about.

What you’ll learn

  • How to optimize your design for the iPhone’s limited screen real estate and the mobile environment
  • How to create a user interface that is eye-catching and stands apart from the crowd
  • How to maximize your use of typographic elements for style and readability
  • How to perfect entry views and display large amounts of data in an exciting way
  • How to translate games made for the desktop’s big screen to the iPhone
  • How to strike the perfect balance between simplicity, beauty, and features
Who this book is for

iPhone application developers of all experience levels and development platforms.

Table of Contents

  1. App Cubby
  2. Yet Another Google Reader
  3. Brightkite for the iPhone
  4. Outpost
  5. TanZen and Zentomino
  6. Flash of Genius: SAT Vocab
  7. Postage
  8. Falling Balls and Gravity Pods
  9. FontShuffle
  10. Snow Reports for the iPhone

Product Details

  • ISBN-13: 9781430223597
  • Publisher: Springer-Verlag New York, LLC
  • Publication date: 12/1/2009
  • Edition number: 1
  • Pages: 350
  • Sales rank: 1,070,607
  • Product dimensions: 7.40 (w) x 9.20 (h) x 1.10 (d)

Meet the Author

Keith Peterslives in the vicinity of Boston with his wife, Kazumi, and theirdaughter, Kristine. He has been working with Flash since 1999, and has co-authored many books for friends of ED, including Flash MX Studio, Flash MX Most Wanted, and the ground-breaking Flash Math Creativity. In 2001, he started the experimental Flash site, BIT-101 (BIT-101.com), which strives for a new, cutting edge, open-source experiment each day. The site won an award at the Flashforward 2003 Flash Film Festival in the Experimental category. In addition to the experiments on the site, there are several highly regarded Flash tutorials which have been translated into many languages and are now posted on web sites throughout the world. Keith is currently working full time doing freelance and contract Flash development and various writing projects.

Ingo Peters currently works with the HypoVereinsbank, a group of European banks managing Internet portals and applications. As a project manager, he has guided to success many different applications and Internet portals using Enterprise JavaBeans. He started programming with Enterprise JavaBeans in 1998.

Michael Kemperhas managed and deployed interactive, video, and animation projects in every industry vertical for some of the world's largest companies. He has been recognized by eDesign magazine and has received numerous ADDY awards and Art Directors Club awards for interactive design and animation. Michael owns a creative consultancy (www.feedyourimage.com) in San Francisco, where he focuses on motion graphics and experience design for digital media. When he isn't working on client engagements, he spends much of his free time reading graphic novels and practicing digital photography.

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  • Posted December 18, 2009

    more from this reviewer

    Sexy design sells!

    Apple's iPhone SDK/Cocoa Touch framework provides some very elegant UI widgets out of the box. It's a beautiful thing when you design your app's interface, and it comes great-looking already. However, us programmers tend to be lacking skills in interactive design and awesome usability. This book comes in for the rescue.

    Authors of this book have been to the trenches, and they wrote their own experiences and their thought processes here in their chapters. It's amazing how a little app has so much design decisions involved.
    Chapter 1 - How and why design apps that have similar look and feel like the default built-in Apple apps, and some tips on whether to tap or not, and usability testing.
    Chapter 2 - The author takes on the Google news reader, and improves the navigation and re-structured his app design to be more efficient.
    Chapter 3 - The author talks about the differences between web and native apps, and some best practices and tricks
    Chapter 4 - The author shows how the design evolved along with design decisions and adjustments
    Chapter 5 - This is my favorite chapter. The author discuss in depth of how to design UI interactions with iPhone's unique size and features. The discussion on rotations is especially thought-provoking!
    Chapter 6 - This chapter shows that even designing a very simple and basic app, it still takes consideration on usability and appropriate user interactions.
    Chapter 7 - This chapter is great in showing you many ways to tune your app details into great enhancements to your apps. Little details you would otherwise take for granted or ignored.
    Chapter 8 - As a programmer, I'm happy to see some codes behind the app. This chapter shows you how to build a simple but interesting game, with the focus of how to receive user interactions with minimal efforts. Codes are provided so it's a great read!
    Chapter 9 - The author talks about different font styles and typefaces.
    Chapter 10 - The author shows us many tips and tricks during the entire app development life cycle.

    Overall, this book shows us how iPhone apps are developed from a different angle. Many great tips/tricks and real-world experiences. It's a great read w/ about 240 pages. Any iPhone programmer would learn a thing or two from this book. My only complain is that some chapters are too short. Hopefully 2nd edition of this book can include additional iPhone app designers/developers :)

    Was this review helpful? Yes  No   Report this review
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