Top 5.5 Design Mistakes in iPhone Apps
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Top 5.5 Design Mistakes in iPhone Apps

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First presented at BarCamp Charlotte 4, we talk about some common mistakes that prevent good apps from becoming great apps. By avoiding these errors, you can increase your chances for word of......

First presented at BarCamp Charlotte 4, we talk about some common mistakes that prevent good apps from becoming great apps. By avoiding these errors, you can increase your chances for word of mouth, press, or being featured by Apple.

Without the context of my commentary or the transitions, some of the slides aren't going to make a lot of sense (for example, I am by no means saying that ConvertBot is an example of over-designing). Sorry about that. Look forward to a full article on these and more mistakes on uxmag.com in the near future.

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  • By the way, I gave quite a few 'background' slides. If you want to skip straight to the meat, start on slide 42.
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  • Without the context of my commentary or the transitions, some of the slides aren’t going to make a lot of sense (for example, I am by no means saying that ConvertBot is an example of over-designing). Sorry about that. Look forward to a full article on these and more mistakes on uxmag.com in the near future.
    Are you sure you want to
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  • 1. Top 5½ iPhone app design mistakes Jeremy Olson - @jerols skookum.com - @skookum Saturday, October 16, 2010
  • 2. About you? Saturday, October 16, 2010
  • 3. About me, me, me, me! (nap time) Saturday, October 16, 2010
  • 4. Designer/Developer/Marketer at Saturday, October 16, 2010
  • 5. p.s. I like radial gradients Saturday, October 16, 2010
  • 6. Creator of Grades Saturday, October 16, 2010
  • 7. Saturday, October 16, 2010
  • 8. Launch! Saturday, October 16, 2010
  • 9. Launch! Saturday, October 16, 2010
  • 10. Launch! Saturday, October 16, 2010
  • 11. Launch! Saturday, October 16, 2010
  • 12. Launch! Saturday, October 16, 2010
  • 13. Launch! Saturday, October 16, 2010
  • 14. Launch! Saturday, October 16, 2010
  • 15. Launch! Saturday, October 16, 2010
  • 16. Launch! Saturday, October 16, 2010
  • 17. FTW! Launch! Saturday, October 16, 2010
  • 18. Saturday, October 16, 2010
  • 19. Saturday, October 16, 2010
  • 20. Saturday, October 16, 2010
  • 21. Saturday, October 16, 2010
  • 22. How? Saturday, October 16, 2010
  • 23. Great Idea Saturday, October 16, 2010
  • 24. Great Idea + Saturday, October 16, 2010
  • 25. Great Idea + Great Marketing Saturday, October 16, 2010
  • 26. Great Idea + Great Marketing + Saturday, October 16, 2010
  • 27. Great Design. Saturday, October 16, 2010
  • 28. Well, that’s unfortunate Saturday, October 16, 2010
  • 29. But. Saturday, October 16, 2010
  • 30. Design can be learned. Saturday, October 16, 2010
  • 31. David Barnard Saturday, October 16, 2010
  • 32. Saturday, October 16, 2010
  • 33. Vikas and Jeff Saturday, October 16, 2010
  • 34. Saturday, October 16, 2010
  • 35. Saturday, October 16, 2010
  • 36. Saturday, October 16, 2010
  • 37. Saturday, October 16, 2010
  • 38. Saturday, October 16, 2010
  • 39. Even “designers” have stuff to learn Saturday, October 16, 2010
  • 40. So let’s see what we can learn. Saturday, October 16, 2010
  • 41. Top 5½ iPhone app design mistakes Saturday, October 16, 2010
  • 42. 1. Saturday, October 16, 2010
  • 43. Not matching user mental models expectations Saturday, October 16, 2010
  • 44. Saturday, October 16, 2010
  • 45. “A mental model is an explanation of someone's thought process about how something works in the real world.” Saturday, October 16, 2010
  • 46. “A mental model is an explanation of someone's thought process about how something works in the real world.” -Not Donald Norman Saturday, October 16, 2010
  • 47. Saturday, October 16, 2010
  • 48. RedLaser 1 Saturday, October 16, 2010
  • 49. RedLaser 1 Saturday, October 16, 2010
  • 50. RedLaser 1 RedLaser 2 Saturday, October 16, 2010
  • 51. 2. Saturday, October 16, 2010
  • 52. Information Overload Saturday, October 16, 2010
  • 53. Saturday, October 16, 2010
  • 54. Saturday, October 16, 2010
  • 55. Saturday, October 16, 2010
  • 56. Saturday, October 16, 2010
  • 57. But wait, there’s a manual! Saturday, October 16, 2010
  • 58. Saturday, October 16, 2010
  • 59. Tips so you won’t be “that guy” Saturday, October 16, 2010
  • 60. Tips so you won’t be “that guy” • Obliterate unessential features Saturday, October 16, 2010
  • 61. Tips so you won’t be “that guy” • Obliterate unessential features • Break your interface up into logical screens Saturday, October 16, 2010
  • 62. Tips so you won’t be “that guy” • Obliterate unessential features • Break your interface up into logical screens • On each screen show only what is essential for that particular screen Saturday, October 16, 2010
  • 63. Saturday, October 16, 2010
  • 64. Saturday, October 16, 2010
  • 65. Saturday, October 16, 2010
  • 66. Saturday, October 16, 2010
  • 67. 3. Saturday, October 16, 2010
  • 68. Overdoing it Saturday, October 16, 2010
  • 69. Saturday, October 16, 2010
  • 70. Saturday, October 16, 2010
  • 71. Saturday, October 16, 2010
  • 72. Saturday, October 16, 2010
  • 73. Keep it simple, stupid. Saturday, October 16, 2010
  • 74. Saturday, October 16, 2010
  • 75. Saturday, October 16, 2010
  • 76. Saturday, October 16, 2010
  • 77. 4. Saturday, October 16, 2010
  • 78. Breaking Conventions Saturday, October 16, 2010
  • 79. Don’t break a rule unless you understand why it exists. Saturday, October 16, 2010
  • 80. Buttons Saturday, October 16, 2010
  • 81. Buttons Saturday, October 16, 2010
  • 82. Animation Saturday, October 16, 2010
  • 83. Animation Saturday, October 16, 2010
  • 84. Interactions Saturday, October 16, 2010
  • 85. Interactions Saturday, October 16, 2010
  • 86. 5. Saturday, October 16, 2010
  • 87. Basic Graphic Design Flaws Saturday, October 16, 2010
  • 88. 4 Principles Saturday, October 16, 2010
  • 89. 4 Principles Contrast : Hello Hello Saturday, October 16, 2010
  • 90. 4 Principles Contrast : Hello Hello -Color is -Color is Repetition : -Just one way 2. Just one way -To Repeat *To Repeat Saturday, October 16, 2010
  • 91. 4 Principles Contrast : Hello Hello -Color is -Color is Repetition : -Just one way 2. Just one way -To Repeat *To Repeat Alignment : Saturday, October 16, 2010
  • 92. 4 Principles Contrast : Hello Hello -Color is -Color is Repetition : -Just one way 2. Just one way -To Repeat *To Repeat Alignment : < Back Delete Proximity: Here is some text that can be edited Here is some text that can be edited Edit Delete Edit < Back Saturday, October 16, 2010
  • 93. Saturday, October 16, 2010
  • 94. Saturday, October 16, 2010
  • 95. Saturday, October 16, 2010
  • 96. Saturday, October 16, 2010
  • 97. Saturday, October 16, 2010
  • 98. 1/2 5 Saturday, October 16, 2010
  • 99. User Testing Saturday, October 16, 2010
  • 100. And much, more more... Saturday, October 16, 2010
  • 101. Free things you can do for starters. 1. Read Apple’s Human Interface Guidelines (HIG) - developer.apple.com/iphone 2. Watch Apple’s WWDC session videos relating to design & building successful apps: developer.apple.com/videos/ 3. Browse the app store every week - always check out the apps Apple features and think about why Apple might have featured them Saturday, October 16, 2010
  • 102. Honorable Mentions Saturday, October 16, 2010
  • 103. Saturday, October 16, 2010
  • 104. Saturday, October 16, 2010
  • 105. Saturday, October 16, 2010
  • 106. Top 5½ iPhone app design mistakes • My Company: @skookum - skookum.com • Jeremy Olson (that’s me): @jerols - tapity.com • My app: @gradesapp - gradesapp.com • Catch the article later on: UXMag.com • The Design of Every Day Things, Don Norman • The Non Designers Design Book, Robin Williams • Tapworthy, Josh Clark • App Savvy, Ken Yarmosh (pre-order, it’s really good) Saturday, October 16, 2010