teams/Introductions/Announcements (30 mins) • Lecture of about creating & nurturing an idea. Understanding markets. Understanding motivation of users. (15mins) • Breakout Session 1: Idea work (15mins of discussion + 15mins of presenting) • Lecture on basic design principles, Apple's HIG, sketching out ideas. (20mins) • Breakout Session 2: Design. (30mins) • Lecture on various techniques for wire-framing and comping. (30mins) • Breakout Session 3: Iterate (45mins) • Teams who want to win $25 iTunes gift card can show their for feedback. (30mins) • Voting for best app work (I'm employing what I call Sketch Battle rules. Its simple. Raise your hand if you like the idea.) (15mins) • Closing statements, Q&A and Thanks. (15 mins)
to provide some context and guidance of what is and may not be possible on the iOS platform. Tomato designed by <a href="http://www.thenounproject.com/marianamargheurita">Mariana Margheurita Fonseca</a> from the <a href="http:// www.thenounproject.com">Noun Project</a>
of which was cooked under a wealth of experience. This will be a workshop in the purest sense. Lecture is meant to spark your imagination & provides some basic guidance on what you can and cannot do on the iOS or Mac platform. Think of your TAs as personal CTOs. They can provide technical points of views and how far reaching an idea might be.
other opinions. Second rule of workshop: We do not to BLATANTLY STEAL each other’s ideas. Third rule of workshop: If its your first time, you must participate.
from here? Jony Ive once said “he better than anyone (Steve Jobs) understood that while ideas ultimately can be so powerful, they begin as fragile, barely formed thoughts. So easily missed, so easily compromised, so easily just squished.” Idea designed by <a href="http://www.thenounproject.com/edward">Edward Boatman</a> from the <a href="http://www.thenounproject.com">Noun Project</a>
actively worked on that showed up on the app store. Each served distinct design purposes. - Neat app was originally just going to be an extension of their cloud services. It later became the focal point. - Docphin was an app that pull exist web content and provide an easy way to view it on a mobile device. - Retro Sparkle was more of a tool for personal education & advertisement for my company. Most of my version 1.0 apps will act as that conduit for self- expression.
what’s on the market today. - Download your competitor’s apps and review their features. - Figure out what you bring to the app store that’s different (better design, different technology, etc.,.) - See if its profitable.
Viable Product - somewhat of a joke in our industry but a useful term to get what you can out the door. In his book 'Designing for Emotion', Aarron Walter applies the idea of Abraham Maslow’s hierarchy of needs to web design (which are fair bit can be applied to mobile), remapping the pyramid like so: Functional: the most fundamental ‘need’ of users is that the design works — that the print is good, the sign fits and the app works. Reliable: it’s no good if the design works once. For users to be able to trust and for the design to be successful, it needs to function well every time it’s needed. Usable: an all too often overlooked layer. Users have to be able to use the design for it to work. This could be sufficiently readable type size in a manual, intuitive navigation or having step free access to a station platform.
for discussion/feedback. Arcade Game designed by <a href="http://www.thenounproject.com/bravo">Juan Pablo Bravo</a> from the <a href="http:// www.thenounproject.com">Noun Project</a>
texture, and space. If the design was a scale, these elements should be balanced to make a design feel stable. In symmetrical balance, the elements used on one side of the design are similar to those on the other side; in asymmetrical balance, the sides are different but still look balanced. In radial balance, the elements are arranged around a central point and may be similar.
attention. Usually the artist will make one area stand out by contrasting it with other areas. The area could be different in size, color, texture, shape, etc. Call to Action buttons tend to use this to great effects.
amounts, or number) relate well with each other. When drawing the human figure, proportion can refer to the size of the head compared to the rest of the body.
in a nutshell. Deference. The UI helps people understand and interact with the content, but never competes with it. Clarity. Text is legible at every size, icons are precise and lucid, adornments are subtle and appropriate, and a sharpened focus on functionality motivates the design. Depth. Visual layers and realistic motion impart vitality and heighten people’s delight and understanding.
icons since its a familiar point of references for the iOS user, Be careful when you implement a icon without words. They should be obvious at what they do.
understand their current place in the app. Be consistent about the to and froms. It also helps add personality to your app. - Communicate status and provide feedback - Enhance the sense of direct manipulation - Help people visualize the results of their actions This in many ways took the place of skeumorphism.
your best to respect the platform. Take advantage of each platform’s strength and don’t make cheap compromises that piss off that platform’s users. iOS has a ton of interesting technologies to take advantage of. CloudKit, HealthKit, Sprite Kit, Game Center, iAds, etc.,.
details. Focus of the functionality. On flow. On good transitions. This is the way you should sketch out ideas and nothing should be off limits. Its inexpensive and fun.
the idea. Use this time to get feedback from your colleagues and TAs. Exit designed by <a href="http://www.thenounproject.com/Luis">Luis Prado</a> from the <a href="http://www.thenounproject.com">Noun Project</a>
feedback from various sources. Innovation designed by <a href="http://www.thenounproject.com/dayabaran1980">william dayabaran</a> from the <a href="http:// www.thenounproject.com">Noun Project</a>
a sense of branding for your app. They can also highlight certain key points in an app. Use the color wheel to identify each color’s ying and yang. And tertiary color which gives the color a secondary usage.
your app. San-serif fonts can be deemed more modern and clean. Serif fonts can be looked at as classic and timeline. Most of all, make sure to use text that legible. Usually should not be smaller than 11pts (though tons of apps break that).
usually requires understanding context of the copy. Every font has a distinct personality and history. They also have historical significance so be sure to understand to connotations of using a specific font.
clients who want to have a really good idea what the final product would look like. It can be deceiving sometimes because most of the time it won’t look like that because the design is impractical.
different because of either constrain of the game, producers style changes, or the complexity of the model itself. So never assume that comps are final final.
the idea. Use this time to get feedback from your colleagues and TAs. Idea designed by <a href="http://www.thenounproject.com/edward">Edward Boatman</a> from the <a href="http://www.thenounproject.com">Noun Project</a>
Icon Audio Accessibility Branding Marketing Apple Specific Technology Graph designed by <a href="http://www.thenounproject.com/garrett.knoll">Garrett Knoll</a> from the <a href="http:// www.thenounproject.com">Noun Project</a> Brand Identity designed by <a href="http://www.thenounproject.com/caisleydesign">Matt Caisley</a> from the <a href="http:// www.thenounproject.com">Noun Project</a>
vote if you like it or not. Feedback can be requested post voting. Gift Card designed by <a href="http://www.thenounproject.com/Martin LEBRETON">Martin LEBRETON</a> from the <a href="http:// www.thenounproject.com">Noun Project</a>
<a href="http://www.thenounproject.com/marianamargheurita">Mariana Margheurita Fonseca</a> from the <a href="http:// www.thenounproject.com">Noun Project</a>