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Designing iPhone Apps


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Brian Fling is a certified genius when it comes to strategy, design, and development of apps for the world of mobile devices. Here's the deck from his recent SVC workshop on the subject.

Brian Fling is a certified genius when it comes to strategy, design, and development of apps for the world of mobile devices. Here's the deck from his recent SVC workshop on the subject.

Published in: Technology, Business

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  • 3. Available SOON
  • 4. WHO AM I?
  • 5. How I got here... 1975 Born ...some time passed 1993 Graduated High School 1993 Trained as a Barista 1994 Started at Starbucks 1995 Married my wife 1996 My “Jerry McGuire” moment 1997 Quit Starbucks 1998 Made an animated series 1999 My first web & mobile job 2000 Lost my job. 2000 Got my first mobile phone 2001 September 11
  • 6. How I got here... 2002 Started at Children’s Hospital 2004 Started at Classmates 2004 Started at Dwango 2005 Fired then sued 2005 Cameron Moll’s articles 2005 Mobile or Web? 2006 Created Blue Flavor 2007 Wrote dotMobi Guide 2008 Created Leaflets 2008 Focused on iPhone 2009 Started my Book 2009 Created pinch/zoom 2009 Here today
  • 7. AGENDA Why Mobile? Types of Mobile Apps New Rules Context Exercise Design Process <lunch> Designing for Context <break>
  • 8. AGENDA Mobile IA iPhone Web Apps Mobile Design Supporting Devices (maybe?) Web Apps vs. Native Apps <break> Mobile 2.0 Mobile Web Dev
  • 9. HOUSEKEEPING These slides are available upon request (available on Slideshare around 9/5) @fling
  • 10. What do you want to learn?
  • 11. What is Mobile Design?
  • 12. JARGON ALERT Mobile Design The creation of user experiences for the mobile context.
  • 13. It doesn’t start with Photoshop
  • 14. Part 1: Why Mobile?
  • 15. What’s Next?
  • 16. Generation Y 97% own a computer 94% own a mobile phone 76% use Instant Messaging 69% use Facebook 56% own an iPod
  • 17. Generation Z Born in the modern digital age. Technology is infused at birth. The iPhone is to them as the Macintosh was to us.
  • 18. The Mobile Generation 2009 2010 2011 2012 2013 2014 2015 Everyone Else source: us census bureau
  • 19. In less five years, the mobile generation could have more buying power than all other demographics
  • 20. Part 2: New Rules
  • 21. Rule Forg #1 et W You hat Thin You k Kno w
  • 22. Rule Belie #2 ve W You hat See, Wha Not t You Read
  • 23. Rule Con #3 strai Nev nts er C ome First
  • 24. Rule #4 Focu s on Con text, Goa ls an Nee d ds
  • 25. Rule You #5 Can Supp ’t Ever ort ythin g
  • 26. Rule #6 Don Con ’t vert Crea , te
  • 27. Rule #7 Keep Simp It le
  • 28. Part 3: Design Process
  • 29. IDEA The first thing we need is an idea that inspires us.
  • 30. NEED Identify a basic need with our desired user.
  • 31. CONTEXT The circumstances where information can add value.
  • 32. STRATEGY How we can add value to the business.
  • 33. DEVICES Choose the devices to support that best serves our audience.
  • 34. DESIGN Create a compelling user experience based around needs.
  • 35. DEV Put all the pieces together.
  • 36. TEST And test, and test, and test some more.
  • 37. OPTIMIZE Reduce all assets to its lowest possible size.
  • 38. PORT Adapt for other devices that fit our strategy.
  • 39. Part 4: Context
  • 40. Context with a capital C Context is how the user will derive BIG C value from something they are currently doing. In other words, the understanding of circumstance. It is the mental model they will establish to form understanding.
  • 41. context with a lowercase context c is the mode, medium, little c or environment in which we perform a task or the circumstances of understanding. • our present location • our device of access • our state of mind
  • 42. My present location. Physical My physical context will Context dictate how I access information and therefore how I derive value from it.
  • 43. My device of access. Media The media context isn’t Context just about the immediacy of the information we receive—but also how to engage people in real time.
  • 44. Our present state of Modal mind. Context • Where should I eat? • Should I buy it now or later? • Is this safe or not?
  • 45. Example
  • 46. Exercise: Defining the Context
  • 47. Lunch
  • 49. Part 5: Types of Apps
  • 50. Type s App of A pps licat Med ion ium
  • 51. SMS Experiences where the goal is to alert users of new information.
  • 52. WEBSITE Experiences that provide the user with simple informational data.
  • 53. WIDGETS Experiences that are based on an existing multi-platform framework.
  • 54. WEB APPS When you want to employ a cross-platform application strategy.
  • 55. NATIVE APPS Experiences that take advantage of the native features of the device.
  • 56. GAMES Experiences that entertain.
  • 57. MEDIUM MATRIX Device User Offline Device Long Term Complexity Language Initial Cost Support Experience Support Features Cost SMS All Simple Limited N/A No None Low High Mobile All Simple Limited HTML No None Low Low Websites Mobile Web Some Medium Great HTML Limited Limited Low Low Widgets Mobile HTML, CSS, Web Some Medium Great Limited Limited Mid Low JS Application Native All Complex Excellent Various Yes Yes High Mid Application Games All Complex Excellent Various Yes Yes Very High High
  • 58. Type s App of A pps licat Con ion text
  • 59. UTILITY
  • 60. LOCALE
  • 63. IMMERSI VE
  • 64. CONTEXT MATRIX User Experience Type Task Type Task Duration Combine with Utility At-a-Glance Information Recall Very Short Immersive Locale Location-based Contextual Information Quick Immersive Informative Content-based Seek Information Quick Locale Productivity Task-based Content Management Long Utility Immersive Full Screen Entertainment Long Utility, Locale
  • 65. Part 6: Mobile IA
  • 67. SITEMAPS
  • 69. Start ? No View Option View Option Yes Action Yes ? No Action Action Maybe ? No ? No Yes Yes No Action View View No No View ? Yes ? Yes View View Finish
  • 74. Back Title New Content Navigation
  • 75. Exercise: IA Critique
  • 76. Part 7: Mobile Design
  • 77. The Tent Pole The business goal of a tent-pole production is to support or prop up the losses from other productions. However, to create a tent-pole production, the creators involved must make an artistic work that they know will appeal to the largest possible audience, providing something for everyone.
  • 78. vs.
  • 79. Best Possible Experience In mobile development, the risks and costs of creating that tent- pole product are just too high. This lesson is so easily seen through bad or just plain uninspired mobile design. Asking creative people to create uninspiring work is a fast track to mediocrity.
  • 80. vs. iPhone The Rest
  • 81. Elements of Mobile Design | CONTEXT | MESSAGE | LOOK & FEEL | LAYOUT | COLOR | TYPE | GRAPHICS
  • 82. Context Who are the users? Where are the users? What do you know about them? Are they in a public space or a private space? Are they inside or outside? What type of behavior can you assume or predict about the users? Is it day or is it night? What is happening? Why will they use your app? What are the circumstances in which What value will they gain from your the users will best absorb the content content or services in their present you intend to present? situation? When will they interact? How are they using their mobile Are they at home and have large device? amounts of time? Are they at work Is it held in their hand or in their where they have short periods of time? pocket? Will they have idle periods of time How are they holding it? while waiting for a train, for example? Open or closed? Portrait or landscape?
  • 83. Message What you are trying to say about your site or application visually? Your message is the overall mental impression you create explicitly through visual design. How someone will react to your design? If you take a step back, and look at a design from a distance, what is your impression?
  • 84. Look & Feel Look & Feel is used to describe the appearance As in “I want a clean look and feel” or “I want a usable look and feel.” The problem is: As a mobile designer, what does it mean?
  • 85. Layout How the user will visually process the page The structural and visual components of layout often get merged together, creating confusion and making your design more difficult to produce.
  • 86. Color The most common obstacle you encounter when dealing with color is mobile screens. When complex designs are displayed on different mobile devices, the limited color depth on one device can cause banding, or unwanted posterization in the image.
  • 87. Typography How type is rendered on mobile screens: subpixel-based screens A subpixel is the division of each pixel into a red, green, and blue (or RGB) unit at a microscopic level, enabling for a greater level of antialiasing for each font character or glyph.
  • 88. Typography How type is rendered on mobile screens: pixel density or greater pixels per inch (PPI) The pixel density is determined by dividing width of the display area in pixels, by width of the display area in inches.
  • 89. Graphics Use of images that are used to establish or aid a visual experience. Graphics can be used to supplement the look and feel, or as content displayed inline with the text. • Iconography • Photos & Images
  • 90. Different Screen Sizes Mobile devices come in all shapes and sizes. Choice is great for consumers, but bad for design. It can be incredibly difficult to create that best possible experience for a plethora of different screen sizes.
  • 91. The Right Device The truly skilled designer doesn’t create just one product—they translate ideas into experiences. The spirit of your design should be able to be adapted to multiple devices. The days of tent-poles are gone.
  • 92. Exercise: Design Critique
  • 93. Part 8: Web Apps vs. Native Apps
  • 94. The Ubiquity Principle
  • 95. JARGON ALERT Ubiquity Principle The easiest it is to produce quality content and services for the largest available market will always win.
  • 96. Reas Frag on # 1 mentat ion
  • 97. Getting your application on one platform is a snap, but getting it on two is a challenge, five a costly headache, and supporting fifty virtually impossible.
  • 98. Reas on # The 2 Web
  • 99. Anyone who’s betting against the Web right now is an idiot. Daniel Appelquist, Co-Chair W3C Mobile Web Initiative
  • 100. Reas on # Con 3 trol
  • 101. Mobile application distribution cannot and will likely never be under the control of the developer.
  • 102. Reas on # Con 4 Expe sum er ctati ons
  • 103. Consumers expect things to just work.
  • 105. When to make a native application?
  • 107. GAMES
  • 108. Game Game Game Game Game Game Game Game Game Game Game Game Game
  • 111. LOCATION
  • 112. CAMERA
  • 115. OFFLINE
  • 116. An initiative is defining new interfaces (Javascript APIs) and a security framework to enable the access to mobile phone functionalities. • Application Invocation • Messaging • Application Settings • Persistent Data • Camera • Personal Information • Communications Log • Phone Status • Gallery • User Interaction • Location
  • 117. So what is the deal with BONDI?
  • 118. When to make a Mobile Web App?
  • 119. Part 9: Mobile 2.0
  • 120. Web 1.0 Web 2.0 Proprietary Standards Walled Gardens Web Services First to market Web as a Platform Brand-centered User-centered
  • 121. What I Learned at Mobile 2.0 #1 Mobile 2.0 = The web The Mobile User Experience Sucks The mobile web browser is the next killer app Mobile Widgets are the next big thing Mobile Web Applications are the future The Carrier is the new “C” word Javascript is the next frontier Mobile Needs to Check Its Ego Rich Interactions kill battery life We are creators not consumers
  • 122. JARGON ALERT Mobile 2.0 The convergence of mobile services and web services. The promise of Mobile 2.0 is to add portability, ubiquitous connectivity and location- based services to enhance information and services found on the web.
  • 123. Enterprise Mobile Advertising Microblogging Location-based Audio Imaging Video App Stores Messaging Media Sharing Point of Sale Widgets VoIP Search Shopping Transactions Social Media QR Codes Platforms
  • 124. Hot Trends sensoring augmented reality biometrics mobile connected games transactions location-based social media lifestreaming retail proximity media recommendation consumption image recognition
  • 125. Mobile 1.0 Mobile 2.0 Proprietary Standards Walled Gardens Web Services First to market Web as a Platform Brand-centered User-centered
  • 126. Mobile Evolution Brick Era Candy Bar Era Feature Phone Era Smart Phone Era Touch Era 1970 1980 1990 2000 2010
  • 127. Change occurs because there is a gap between what is and what should be. — Craig McCaw
  • 128. the mythical “Future-Phone”
  • 129. Part 10: Mobile Web Dev
  • 130. Using Web Standards
  • 131. Multiple Mobile Browsers Designing and • Being able to visualize developing for how your designs will multiple mobile be rendered on a browsers variety of devices in simultaneously is a your head, as you lay challenge, but not an down code. impossibility. • It requires looking at your designs and code from many contexts.
  • 132. Progressive Enhancement
  • 133. LAYOUT
  • 134. Fixed vs. Fluid
  • 135. Multiple vs. Single Column Layouts
  • 137. Class A Browsers Excellent XHTML 1.0 support positioning, floats, and • Good HTML5 support; complex CSS-based layouts specifically, the canvas • Support for image element and offline storage replacement techniques • Excellent CSS support, • Excellent JavaScript support including most of CSS Level • Ability to toggle the display 2.1 (scores 90 percent or property higher • Support for DOM events, • on the ACID2 test) and the including Ajax majority of CSS Level 3 (scores • Considered comparable to a 75 percent or higher on the “desktop-grade” browser ACID3 test) • Support for web standards layouts, including absolute
  • 138. Class B Browsers Excellent XHTML 1.0 support • Can support complex tables— • Good CSS Level 2.1 support not necessarily nested tables— (scores 75 percent or higher on up to four cells in a row the ACID2 test) • Setting a font size of 10 pixels • Padding, border, and margin or more produces readable properties are correctly text applied • Has limited JavaScript • Can reliably apply colors to support, being at least able to links, text, and background toggle the display property • Supports image replacement techniques • Minimum screen width: 164 pixels
  • 139. Class C Browsers Good XHTML 1.0 support • Limited CSS Level 2.1 support (scores 50 percent or higher on the ACID2 test) • Limited or no JavaScript support
  • 140. Class D Browsers Basic XHTML • “Width” expressed as a • Limited CSS support percentage may be (CSS Level 1, or does not unreliable recognize cascading) • Minimum screen width: 120 pixels • Hyperlinks may not be colorable by CSS • Basic table support: 2!2 or more • colspan and rowspan may not be supported • No JavaScript support
  • 141. Class F Browsers No (or very unreliable) CSS support • Poor table support or none at all • Basic forms: text field, select option, submit button • May not be able to support input mask on fields • No JavaScript support
  • 142. The Device Matrix Class Markup CSS Javascript Class A XHTML, XHTML-MP, HTML5 CSS2, CSS3 Great, includes DHTML, Ajax Class B XHTML, XHTML-MP CSS2 (Decent) Limited, some DHTML Class C XHTML, XHTML-MP CSS2 (Limited) Limited Class D XHTML-MP CSS2 (Basic) None Class F XHTML-MP, WML None None
  • 143. MARKUP
  • 144. XHTML The same XHTML we use in web browsers every day has worked in most mobile browsers for over five years.
  • 145. XHTML-MP A mobile version of XHTML is supported on virtually all modern mobile browsers. It is practically the same as XHTML Basic.
  • 146. HTML5 While HTML5 is still being defined, it is only supported by a handful of Class A browsers.
  • 147. CSS
  • 148. CSS-MP
  • 149. THE BOX MODEL The box model is one of the key concepts of CSS design, and therefore the first thing that tends to go wrong in mobile devices. The box model is the imaginary box that is around every element in
  • 150. THE BOX MODEL Class A Class B Class C Class D Class F Box Model Great Good OK Poor Fail
  • 151. SELECTORS The selector is used to tell which markup elements it should apply rules to— basically, what makes CSS work to control the presentation.
  • 152. SELECTORS Class A Class B Class C Class D Class F Universal Yes Yes Yes Yes Yes Type Yes Yes Yes Yes Flaky Descendent Yes Yes Flaky Flaky No Child Yes Yes Flaky Flaky No Adjacent Yes Yes Flaky No No Class Yes Yes Yes Yes Flaky ID Yes Yes Yes Yes Flaky Simple Attribute Yes Flaky No No No Advanced Attribute Yes No No No No Pseudoselector Yes Flaky No No No
  • 153. FONTS & TEXT The typography options on mobile devices can be less than stellar, but like most things CSS-related, we are seeing mobile browsers move closer to their desktop cousins in this respect.
  • 154. FONTS & TEXT Class A Class B Class C Class D Class F Sans-serif and Sans-serif and Sans-serif and Available Fonts Web-safe Web-safe serif serif serif Font Size Any Any Keyword Keyword Keyword Font-weight Yes Yes Yes Yes Limited Font-style Yes Yes Yes Yes Limited Text-transform Yes Yes Yes Yes Limited Text-decoration Yes Yes Yes Yes Flaky Line-height Yes Yes Yes Yes Flaky Text-align Yes Yes Yes Yes Yes White-space Yes Yes Yes Limited Flaky Text Shadow Yes No No No No Font replacement Limited No No No No
  • 155. BOX PROPERTIES Being able to style the box area around an element is a crucial part of web standards design. Basic CSS level 2 box styling techniques work well on most mobile devices, allowing you to style content with some level of precision.
  • 156. BOX PROPERTIES Class A Class B Class C Class D Class F Height & Width Yes Yes Limited Flaky Flaky Min & Max dim Yes Flaky No No No Margins Yes Yes Yes Yes Limited Padding Yes Yes Yes Flaky Flaky Borders Advanced Limited Limited Flaky Flaky Box Shadow Yes No No No No
  • 157. COLOR Styling an element means defining colors and background images. Relying on CSS instead of images to create desired visual effects reduces time to download as well
  • 158. COLOR Class A Class B Class C Class D Class F Background color Yes Yes Yes Yes Yes Background image Yes Yes Yes Flaky Flaky Multiple Yes No No No No background images
  • 159. PAGE FLOW CSS can also be used to define the design layout of the page. Using positioning and page flow attributes, we can add style to the page and help make it easier to read or interact with on small screens.
  • 160. PAGE FLOW Class A Class B Class C Class D Class F Display Yes Yes Yes Yes Flaky Toggle Display Yes Yes Limited No No Floats Yes Yes Limited Limited Flaky Clearing Yes Yes Limited Limited Flaky Positioning Yes Yes Limited Flaky No Overflow Yes Limited Flaky No No Stacking Order Yes Yes Limited Flaky No
  • 161. JAVA- SCRIPT
  • 162. JAVASCRIPT Class A Class B Class C Class D Class F Javascript Support Yes Some No No No DHTML Yes Limited No No No Ajax Yes Limited No No No
  • 163. Don’t count on it.
  • 164. Part 11: iPhone Web Apps
  • 165. What makes a Mobile Web App?
  • 166. URL Bar Browser Controls
  • 167. What is WebKit?
  • 168. Android Palm webOS Nokia S60
  • 170. MARKUP
  • 171. XHTML The iPhone and WebKit support the XHTML 1.0 Strict and Transitional doctype, which is the recommended language for writing iPhone web apps.
  • 172. XHTML-MP The iPhone will render XHTML Basic and XHTML-MP pages, but it won’t like it. Given the option to render a desktop version, or a mobile or WAP version of a site, the iPhone will render the desktop version.
  • 173. HTML5 HTML5 creates some interesting new opportunities for mobile web applications, like the canvas element, offline storage, document editing, and media
  • 174. CANVAS The canvas element allows designers and developers to essentially draw content within your HTML page. The canvas HTML tag defines a custom drawing area within your content that you can then access as a JavaScript object and draw upon.
  • 175. OFFLINE DATA Also part of HTML5 and supported by WebKit and the iPhone is the ability to create client-side data storage systems, which essentially allow you to create web applications that work when offline.
  • 176. CSS
  • 177. CSS2 The iPhone has excellent CSS2 support for a mobile browser. In fact, the iPhone might render CSS a bit better than the desktop web browser you’re using these days.
  • 178. CSS3 The iPhone supports the majority of the CSS3 specification, allowing us to create visually stunning and bandwidth- friendly designs using minimal amounts of code.
  • 179. JAVA- SCRIPT
  • 180. Supported!
  • 181. Demos CSS Image Effects CSS Transforms Frameworks Fixed Footer Scrolling Multi-touch Standalone Mode
  • 182. Part 12: Now What?
  • 183. RAWK Be in the App Store. Charge money for your app. Be in full control of your app. Be able to define the design how ever you want. Spend less making your app. Increase your profitability. Support multiple devices.
  • 184. Conclusion: What’s Next
  • 186. TOMORROW Tomorrow’s innovations will not only involve mobile technology, but they will come from the mobile investments that are made today. This won’t be because of the iPhone or Android phones, operators, or the big device makers, but because of people.
  • 187. 1985 The Web is supposed to bring us together, but people feel more isolated than ever. In a survey conducted in 1985, respondents said that they had at least three close friends they felt they could talk to about important issues.
  • 188. 2006 In 2006, a Duke University study found that the number of friends people felt they could talk to was down to two people. 25 percent stated they had no close friends at all.
  • 189. Mobile technology by its Go nature is designed to Mobile! facilitate interaction between people. It is portable, personal, and ubiquitously connected. It enables us to not just to communicate in real time, but to collaborate.
  • 190. neurolinguistic programming
  • 191. Lear ni ng T Aud ype 20% itory o f all conn ect w peop is al ith oth le conn l they n ers verb ecte eed d an to fe ally with d pro el othe ductive rs
  • 192. Lear ni ng T Visu ype 35% al of al Bein g ab l peop illus trate le to see c le char ts an d as dia oncepts for t d gra gram his m phs s or ajor is he ity le lpful type arni . ng
  • 193. Lear ni Kine ng T ype sthe 45% of al t ic incorp orat l peop and hand e muscl le proc -eye e me ess a movem mory nd re ent t infor tain o mat new ion
  • 194. The Mobile Generation 2009 2010 2011 2012 2013 2014 2015 Everyone Else source: us census bureau
  • 195. Today’s investors, boardrooms, and entrepreneurs are looking for value in all the wrong places. Facebook’s game of musical chairs won’t solve big economic problems— and neither will making token investments in green tech. Where is the next industrial revolution crying out for revolutionaries? Simple: in industries dominated by clear, durable, structural barriers to efficiency and productivity. —Umair Haque, 21st Century Industrial Revolution
  • 196. IN 100 YEARS We need a new Industrial Revolution that will define the stepping stones for the next hundred years. We need a deep examination of the impact that the Information Age will have on real people for generations to come.
  • 198. MOBILE IS... ...the introduction to the larger concepts of how to address the user’s context in a multi-device environment to deal with data portability ...about making content accessible to all people, regardless of location, education, or ability to leverage the mobile web, the social web, the desktop web, desktop software, and other emerging technologies to the benefit of your users.
  • 199. What do you think?
  • 200.
  • 201. THANK YOU My name is Brian Fling and I’m a Mobile Designer company: blog: Fonts used: Archer & Avenir Illustrations by Simon Oxley (