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“This book contains everything you need to know to create awesome, life-altering applications. . . . I pride myself on knowing a lot about design, but when reading this book, I probably didn’t encounter a single page that didn’t offer at least one interesting idea, new concept, or clever design technique. It’s also written in a way that prevents you from putting it down. . . . You’re in for a treat.”
–From the Foreword by LUKAS MATHIS, author of ignorethecode.net
Transform Your Ideas into Intuitive, Delightful iOS Apps!
As an app developer, you know design is important. But where do you start? Learning iOS Design will help you think systematically about the art and science of design, and consistently design apps that users will appreciate–and love.
Pioneering Omni Group user experience expert William Van Hecke first explains what design really means, and why effective app design matters so much. Next, using a sample concept, he walks through transforming a vague idea into a fleshed-out design, moving from outlines to sketches, wireframes to mockups, prototypes to finished apps.
Building on universal design principles, he offers practical advice for thinking carefully, critically, and cleverly about your own projects, and provides exercises to guide you step-by-step through planning your own app’s design. An accompanying website (learningiosdesign.com) provides professional-grade sketches, wireframes, and mockups you can study and play with to inspire your own new project.
Coverage includes
Register your book at informit.com/register to gain access to a supplemental chapter in which Bill Van Hecke discusses the design changes made in iOS 7.
Respect Your Users: Making the Most of Notification Center in iOS
Please visit the author's sites metalbat.com and learningiosdesign.com.
Learning iOS Design: Outlining Your Ideas to Get Started
Download the sample pages (includes Chapter 4 and Index)
Foreword xix
Preface xxi
Acknowledgments xxix
About the Author xxxi
Part I: Turning Ideas into Software 1
Chapter 1: The Outlines 3
The Process: Nonlinear but Orderly 3
Writing about Software 4
The Mental Sweep 6
More Inputs to Outlining 7
Outlining Requirements 8
Antirequirements 9
Define a Platform 10
Listing Ramifications 11
iOS and Featurefulness 11
Reducing Problems 12
Outlining Architecture 13
Your Outline Is Your To-Do List 14
Summary 14
Exercises 14
Chapter 2: The Sketches 15
Thinking by Drawing 15
Design Happens in Conversations 16
Tools for Sketching 18
Sketches Are Sketchy 19
When to Sketch 20
Using Precedents 21
Playing Devil’s Advocate 22
Sketching Interfaces 22
Sketching Interactions 24
Sketching Workflows 26
Summary 29
Exercises 29
Chapter 3: Getting Familiar with iOS 31
Navigation: Screen to Screen 31
Advice on the Standard Elements 41
Custom Controls 52
Summary 53
Exercises 53
Chapter 4: The Wireframes 55
Thinking in Screens 56
Thinking in Points 57
Optical Measurements 57
Tools for Wireframing 61
Principles of Layout 63
Typography 72
Layout: A Place for Everything… 74
Summary 79
Exercises 80
Chapter 5: The Mockups 81
When to Mock Up 81
Styling: The Apparent Design Discipline 82
Mockup Tools 85
Color: Thinking in HSB 86
Get Serious about Value 88
Contrast: Thinking in Figure/Ground Relationships 89
Styling for Good Contrast and Visual Weight 89
Good Backgrounds 92
Transparency 93
1+1 = 3 94
Presenting Image Content 95
Evaluating Contrast: Posterize It 95
Contrast Examples 98
Birth of a Button 100
Mockup Assembly 106
Resizable Images 107
Retina Resources 107
Designing for Layers 108
Summary 109
Exercises 109
Chapter 6: The Prototypes 111