Eric Hope ehope@apple.com — User Interface Evangelist
- solve a problem
- clearly defined style
- axes: (usage) serious / fun; (content) tool / entertainment
serious tool
- use alignment well — see address book & settings for examples
- avoid redundancy
- if a word is showing up more than once on a screen, get rid of it
- prioritise info, esp. above the fold
games (fun entertainment)
- games should be straight in — no hierarchy
- most games are casual — you don’t know how long the user will have
- games should be multitouch enabled — most are
- any that aren’t are frustrating
- lowercase “i” means go back to menu/options
- give loud visual feedback
serious entertainment
- stick to standard UI elements for navigation
- the user doesn’t want to learn new things to get to their entertainment
utilities — dead centre on the grid
- as graphically rich as possible, on a single screen
- can they be run five feet away from you in a dock?
- equate to single-use appliances
essential
- one door to one room
- want a tree, not a web
- shared things should be in a modal sheet
- clean layout:
- focus on structural integrity — as if they were real physical objects
- the human mind feels uncomfortable if the UI would fall over if it were physical
gorgeous application icon
- one of the most underestimated and undervalued contributions
- legible:
- one primary silhouette — can you do it in a shadow on the wall?
- the mind parses shapes, then colours, then words
- high quality (fidelity) art
- store is saturated with different icons
- initial apps had equivalent to apple, but now full colour, hi quality
- apple don’t need to change their apps — they’re built-in
- good example:
- ramp champ — didn’t sell well due to icon ambiguity
- pretty and well-defined, but name and icon didn’t mean much
- “your icon is your business card”
- make sure any branding doesn’t obscure silhouette
hi fidelity UI
- tactile design:
- no intermediary to interface (mouse, keyboard)
- want wood, leather, aluminium — increases perceived value of app
- free yourself by starting with paper prototypes
dynamic content — most essential
- your app needs a pulse
- apps have a short shelf life on the store
- most mac apps are serious tools
- most iphone apps are not — they’re content consumption based
- most users read what’s in the update before they upgrade
- don’t just “fixed bugs”
- even if you say “fixed memory leak that affected 1% of users”
- it’s a “love letter to your customer”
add in-app purchases
- adds investment to your app
- people will come back if they’ve purchased content within your app
- even if a user only spends 99¢ on apps a week, they could spend 10 x 99¢ within a single app — increases their return on investment
- make sure that users can pick up their existing purchases when they get a new phone
animation
- e.g. springboard press and hold
- avoid continuous animation
sound
- “the forgotten frontier for iPhone development”
- 90% of non-game apps have no sound
- compulsion like a mother going to a crying baby
- e.g. mail sent sound in the background even when you’ve moved on to doing something else
polish
- standard alert is generally a bad thing
- icon for spotlight is 29x29 pixels — make sure you stand out
- don’t introduce push notifications until it’s solid
- people will disable it and never see improvements
- support extras like copy/paste, undo/redo (generally uses shake)
app definition statement
- (your differentiator) (your solution) for (your audience)
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