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PRACTICAL Presented by Roger Peters Atlanta Mobile Developers Group October 8th, 2013 MOBILE UI / UX FOR DEVELOPERS

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ALL MOBILE Roger Peters (@SmartyP) Independent Mobile Developer AllMobileEverything.com SmartyPantsCoding.com SmartyP.net EVERYTHING

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OVERVIEW Creative Process Sketching Wireframing Mobile Design Basics Creating Assets

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CREATIVE PROCESS

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CREATIVE PROCESS explore explore refine refine

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CREATIVE PROCESS h"p://www.lostgarden.com/2010/08/visualizing-­‐crea=ve-­‐process.html

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SKETCHING

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SKETCHING THE APP Every app starts with a sketch. If you don’t have any sketches yet, then it’s little more than an idea. • Draw what the primary screens of the app might look like (repeat, repeat, repeat) • Nail down functionality of the app, how a user might use it, and navigational flows • Initially focus on quantity, not quality • Work towards final screens

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GETTING STARTED SKETCHING It’s simple - just draw a rectangle and go from there. • Focus on functional elements (buttons, text fields, labels, menus, etc.) • Iterate, iterate, iterate - evolve from a loose idea to one (or several) series of screens that illustrate how the app might function

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FANCY SKETCHING TEMPLATES Free swag at all major conferences

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PRACTICAL SKETCHING TEMPLATES These work just as well

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EXAMPLES

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EXAMPLES

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MORE ON SKETCHING Sketching tips • Start early, better to do over time than quickly • Use a bound notebook over loose-paper • If you’re using grid paper, a 2-to-3 ratio (ex: 16x24) matches the older size of iPhones (320x480) • Print templates online (konigi.com/tools/graph-paper) More information • Attend local UX meetups (IxDA Atlanta, Chi*Atlanta), attend regional UX conferences (SXSW, Big Design, etc.) or find presentation recordings on sketching • Attend local sketching workshops • Plenty of books on the subject

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WIREFRAMING

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WIREFRAMING TOOLS Balsamiq Indigo Studio

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fluid.com proto.io WIREFRAMING TOOLS

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MORE ON WIREFRAMING More information • Attend local UX meetups (IxDA Atlanta, Chi*Atlanta), attend regional UX conferences (SXSW, Big Design, etc.) or find presentation recordings on wireframing • Attend local wireframing workshops • Plenty of books on the subject

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MOBILE DESIGN BASICS

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GETTING STARTED WITH MOBILE Review each platform’s design docs: • iOS Human Interface Guidelines https://developer.apple.com/library/ios/documentation/ userexperience/conceptual/mobilehig/ • Android Design http://developer.android.com/design/index.html • Windows Phone http://developer.windowsphone.com/en-us/design

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GETTING STARTED WITH MOBILE Get familiar with mobile design • Spend time looking at all the apps you use from a design perspective. • Seek out and frequently use apps which are getting buzz. Look at how they are differentiating themselves. • Stay on top of industry trends • Collect screenshots of apps you find interesting, consider storing them in something like Evernote.

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DESIGN PATTERNS & INSPIRATION pttrns.com

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DESIGN PATTERNS & INSPIRATION mobile-patterns.com

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DESIGN PATTERNS & INSPIRATION dribbble.com

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DESIGN PATTERNS & INSPIRATION Many more • patterntap.com • lovelyui.com • inspired-ui.com • tappgala.com • mobilemozaic.com • etc. Source: http://www.webresourcesdepot.com/12-mobile-app-design-galleries-for-inspiration/

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EVERYTHING IS FUZZY Everything you design today should be designed with flexibility of screen size in mind. There are no fixed sizes.

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STACKED VIEWS / TABLE VIEWS A large majority of views in mobile apps use stacked views inside of vertically scrolling areas. This allows for a (mostly) fixed height per row, and limits scaling to vertical (which tends to have smaller variance). Note: Row heights can change per row, not illustrated above

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iPHONE PSEUDO-FIXED-SIZE LAYOUTS Since all iPhones have the same width, iPhone designs can always assume a specific width. Combined with vertically scrollable areas, fixed-sized layouts can be achieved.

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STACKED VIEWS / TABLE VIEWS (Examples) Facebook Settings

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Scoutmob STACKED VIEWS / TABLE VIEWS (Examples)

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RELATIVE LAYOUTS Based on relationships between elements and the containing frame. Largely consists of docks and fills.

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NAVIGATION Off-screen navigation Tabs One of the biggest mistakes in poorly designed apps is a confusion of various navigation schemes. Be sure you understand the difference between these items: Action bar

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Make sure you understand your navigational flows. Consider how users drill into, and back out of your screens and how tabs or other navigational elements factor in. NAVIGATION

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DESIGN ON THE RIGHT CANVAS The single biggest mistake you can make when designing for mobile is to never see it on a mobile device until you’re finished.

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LiveView (iOS) LiveView for iPhone & iPad: http://www.zambetti.com/projects/liveview/

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Android Design Preview Android Design Preview - http://code.google.com/p/android-ui-utils/

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DESIGN TIPS • Be weary of contrast, brightness, and color variance across devices and screen types • Screen protectors (often used with Otter- boxes) make the screen seem sparkly and small text harder to read

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TIP: TRANSPARENCY PAPER FTW Use transparency paper to trace successive passes at what you have in mind. Gradually evolve into a refined structure.

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KEEP IT SIMPLE Keep as close to the native stylings and interactions as possible with limited but intentional branding.

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CREATING ASSETS

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PHOTOSHOP TEMPLATES iOS7 GUI PSD - www.teehanlax.com/tools/ios7

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ILLUSTRATOR TEMPLATES iOS7 Wireframing Kit for Illustrator - blakeperdue.com/ios7-wireframe-kit

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http://graphicriver.net/item/retina-app-icons-creator/2478159 ICON STARTER TEMPLATES

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ICON ASSETS Glyphish - www.glyphish.com

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IMAGE ASSETS You will need every image in your app in numerous resolutions. • iOS is a bit easier in that you know the width of the screen to render at, and just have to provide retina (@2x) and non-retina images • Android has a lot of screen variance, so it supports defining various layouts for based on screen width or classification • Android supports numerous image sizes to support low memory devices to tablets. You typically will have 2-4 versions of each image at various resolutions (ex: 75%, 100% (baseline), 150%, 200%)

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IMAGE ASSETS (Continued) Tips for dealing with image sizes: • Use image scaling automation whenever possible. • There are scripts for Photoshop and Fireworks for generating ldpi (0.75x), mdpi (1.0x), hdpi (1.5x), and xhdpi (2.0x) sizes for Android. • Icons • There are numerous templates for generating icon sizes from one master 1024x1024 or 2048x2048 image • You will likely need to touchup any smaller icon images that are generated

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www.pixelresort.com/blog/app-icon-template ICON TEMPLATES

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IMAGE ASSETS (Continued) Image source: http://unitid.nl/2012/07/10-free-tips-to-create-perfect-visual-assets-for-ios-and-android-tablet-and-mobile/ 9-patches are useful on Android to ensure higher- fidelity image scaling. This is useful for background images on scalable areas for example.

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IMAGE ASSETS (Continued) Android Resources: Android Asset Studio http://android-ui-utils.googlecode.com/hg/asset- studio/dist/index.html Supporting Multiple Screens http://developer.android.com/guide/practices/ screens_support.html

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PROMO IMAGES placeit.net

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MARKETPLACE ASSETS iTunes App Store allows images other than screenshots. Make sure to spend time creating any ‘featured app’ assets as well.

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THANK YOU!

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Q&A

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ALL MOBILE Roger Peters (@SmartyP) Independent Mobile Developer AllMobileEverything.com SmartyPantsCoding.com SmartyP.net EVERYTHING