Designing the iPhone User Experience
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Designing the iPhone User Experience: A User-Centered Approach to Sketching and Prototyping iPhone Apps

Designing the iPhone User Experience: A User-Centered Approach to Sketching and Prototyping iPhone Apps


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About the Book

"In her book Designing the iPhone User Experience, Suzanne Ginsburg takes a fresh look at cutting-edge, user-centered design from the perspective of designing mobile user experiences for the iPhone. Her book brings together everything you need to know to design great products for mobile contexts." —Pabini Gabriel-Petit, UX Strategy & Design Consultant and Publisher and Editor in Chief of UXmatters “It’s about time! Suzanne Ginsburg takes the best of User-Centered Design (UCD) principles and tweaks them with a dash of mobile and a lot of hints about what it means to implement the Apple Human Interface Guidelines for iPhone. Your idea for an iPhone app has much better chances of being accepted by iPhone owners (and by the iTunes watchdogs guarding entry to the App Store) if you follow even half of the suggestions in this book.” —Nancy Frishberg, Ph.D., User Experience Strategist and past Chair of BayCHI Given the fiercely competitive state of the iPhone app landscape, it has become increasingly challenging for app designers and developers to differentiate their apps. The days are long gone when it was possible to crank out an app over the weekend and refine it after receiving a few not so flattering user reviews. Users now have choices -- lots of them. If your app is difficult to use or doesn’t meet their needs, finding another one is just a tap away. To illustrate, consider the ever-growing field of Twitter clients. There are hundreds of variations in the App Store but only a handful stand out from the pack (such as Tweetie or Twitterific). For most apps, it boils down to one thing: the user experience. The same is true for countless other categories within the App Store; well-designed apps are more likely to attract and retain users. Of course there are other critical aspects of iPhone app development: the coding, the marketing, the customer support. All of the elements must come together. Designing the iPhone User Experience will help you tackle the user experience part of the iPhone challenge. Three key themes will be reinforced throughout the book: Know thy user, the Design Lifecycle, and Attention to Detail: Know Thy User Millions of people depend on iPhone apps to get them to work, find their next meal, and stay in touch with family and friends. Professionals of all kinds also rely on iPhone apps: doctors look up drug interactions; photographers fine-tune lighting; cyclists find the best routes. To truly understand how your apps can fit into their lives, designers and developers must learn how users do things today, what’s important to them, and what needs have not been met. Part II, Introduction to User Research, will introduce a variety of user research methods. The Design Lifecycle Award-winning designs rarely happen overnight; they usually only occur after many rigorous design cycles. To illustrate this point, consider USA TODAY's iPhone application, which went through at least seven iterations for the article view in their app. These kinds of iterations should happen before you launch your app, since it will save valuable time and money, not to mention the headaches a bad design could create for your user. More importantly, you may only have one chance to impress your users -- you do not want to sell them half-baked ideas. Part III, Developing your App Concept, will explain how to iteratively design and test your app concepts. Attention to Detail Most professionals know that attention to detail is important, but hundreds of apps fail to incorporate even the most basic design principles. This lack of attention is not merely an aesthetic issue (which is important) it also affects the way apps function. For example, a news article without proper alignment will be difficult to read, and a poorly rendered icon will be challenging to interpret. Apps with a razor sharp attention to detail will stand out because their apps will look good and perform well. Part IV, Refining your App Concept, will show you how to make to your app shine, from visual design and branding to accessibility and localization. Mastering these three areas will help set your app apart from the crowd. You may not have an award-winning app over night. But knowing your users, iterative design, and attention to detail are important first steps.

Table of Contents:
Preface xv We’d Like to Hear from You xxvii Acknowledgments xxix About the Author xxxi Part One: iPhone Application and Device Overview 1 Chapter 1: iPhone Application Overview 3 Utility Apps 4 Productivity Apps 7 Immersive Applications 12 Summary 17 Chapter 2: iPhone Device Overview 19 Reviewing the iPhone and iPod Touch’s Features 20 Multi-Touch Display 21 Light, Proximity, and Motion Sensors 27 Location and Compass Information 29 Bluetooth 30 Still and Video Cameras 31 Microphone and Speaker 33 Summary 35 Part Two: Defining Your iPhone App 37 Chapter 3: Introduction to User Research 39 Common User Research Questions 40 Shadowing and User Interviews 43 Documenting User Interviews 47 Diary Studies 49 Choosing a Research Method 53 Planning Your Research 54 Recruiting 60 Facilitating Interviews 63 Related Research Activities 67 Summary 67 Chapter 4: Analyzing User Research 69 Share the Wealth 70 Analyze Notes 71 Document Implications and Ideas 74 Report Findings 75 Create Design Tools 79 Revise the Product Definition Statement 86 Summary 86 Case Study 1: Windspire 88 Case Study 2: Aardvark Mobile 90 Chapter 5: Evaluating the Competition 93 Benefits 94 Apps to Include 95 Methods 95 Choosing a Method 105 Impact on the Product Definition Statement 106 Summary 107 Part Three: Developing Your App Concept .109 Chapter 6: Exploring App Concepts 111 Creating a Design-Friendly Environment 112 Effective Brainstorming 113 Sketching Your Concepts 117 Common Questions 128 Summary 129 Case Study 3: Foodspotting 130 Case Study 4: Not For Tourists 132 Case Study 5: MUSE 134 Chapter 7: Prototyping App Concepts 137 Why Prototype? 138 Common Questions 139 Prototyping Approaches 142 Summary 157 Case Study 6: Prototyping at Dan4, Inc 158 Case Study 7: What’s Shakin’ 160 Chapter 8: Usability-Testing App Concepts 163 What Is Usability Testing? 164 Why Usability Testing? 164 Role of Context 166 Usability-Testing Methods 167 Usability-Testing Timeline 169 Planning Usability Tests 169 Recruiting Participants 173 Drafting the Discussion Guide 174 Pilot Session 177 Facilitating Usability Tests 178 Analyzing Usability Tests 179 Presenting Usability Findings 180 Guerrilla Usability Testing 181 Beta Testing 183 Choosing an Approach 184 Summary 184 Case Study 8: REALTOR.com 186 Part Four: Refining Your iPhone App 189 Chapter 9: User Interface Design 191 User Interface Best Practices 192 User Interface Q&A 207 Back-End UI Checklist 215 Summary 217 Case Study 9: Sonos 218 Case Study 10: FlightTrack 220 Chapter 10: Visual Design 223 The Importance of Visual Design 224 When Should Visual Design Begin? 224 Visual Structure 225 Color 230 Type 234 Icons and Other Imagery 237 Summary 245 Case Study 11: USA TODAY 246 Case Study 12: Voices 248 Case Study 13: Convertbot 250 Chapter 11: Branding and Advertising 253 What Is Branding? 254 Brand Expressions 257 Mobile Advertising Formats 261 Summary 263 Chapter 12: Accessibility and Localization 265 Accessibility 266 Internationalization and Localization 270 Summary 273 Looking to the Future 275 Handheld Forms Will Evolve 276 Mobile Payments Will Become Ubiquitous 277 Health Care Monitoring and Delivery Will Improve 277 Environmental Monitoring Will Lead to Scientific Discoveries 278 Privacy Issues Will Come to a Head 278 Conclusion 279 Index 281

About the Author :
Suzanne Ginsburg is a user experience consultant based in San Francisco, California. She helps companies conceptualize and design software. She works with many different kinds of organizations, from established technology companies to small iPhone startups. One of her favorite aspects of user experience design is exploratory user research which helps uncovers users’ unmet needs and inspires innovation. She has conducted exploratory research for online communities, home networking software, and several iPhone apps. Sketching and prototyping also play a big role in her design process. Suzanne is constantly exploring new approaches and evolving her prototyping tool kit. Suzanne is most passionate about products that connect people, such as messaging and social media. These projects often involve cross-platform design which looks at the user experience across the web, desktop and iPhone. Suzanne is also interested in the field of augmented environments, particularly software that helps users learn about the people, objects, and places around them. Suzanne is an experienced speaker and writer. She regularly presents at meetups, UX book clubs, and conferences. She also maintains a UX blog, iPhone UX Reviews, where she reviews iPhone apps and provides advice on iPhone app design. Suzanne has a Masters Degree in User Interface Design from UC Berkeley’s iSchool and an undergraduate degree in Business Management from Cornell University. You can learn more about Suzanne at Ginsburg Design.


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Product Details
  • ISBN-13: 9780321699572
  • Publisher: Pearson Education (US)
  • Publisher Imprint: Addison-Wesley Educational Publishers Inc
  • Language: English
  • Sub Title: A User-Centered Approach to Sketching and Prototyping iPhone Apps
  • ISBN-10: 0321699572
  • Publisher Date: 12 Aug 2010
  • Binding: Digital download
  • No of Pages: 333
  • Weight: 1 gr


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Designing the iPhone User Experience: A User-Centered Approach to Sketching and Prototyping iPhone Apps
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