In this talk we covered the basics of sketching, wireframing, creative process, and practical advice on creating graphical assets for your mobile apps and games.
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
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
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
(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
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.
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
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%)
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