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Mobile Design in the Weeds @MobdUP


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From The Mobile Design Uprising ( Conference at San Diego State University -- Video of this talk (with these slides interwoven) is available at -- From when the Apple AppStore first launched back in 2008, we have had the official HIG (Human Interface Guidelines, for mobile apps. It told us what to do to ensure that your app would not only pass Apple screeners to be on the AppStore, but also what really makes a killer app -- so killer that Apple would think about featuring it. But what gems are hidden in the HIG? It is after all a daunting 219 pages. Do you know the mistake 95% of companies make in regards to the launch image (aka "splash screen") in iOS apps)? Do you know exactly how many icons and how many pixels in dimension need to be provided just to submit an app? In the last year, Google has published their version of the HIG, called Android Design, that goes a long way towards taming the "wild west" of Android apps. Is it enough? What's a "dp" (density-independent pixel) and what does that mean for the actual pixels of assets I need to submit to Google Play for my app? -- Besides all of that, what even makes a good mobile icon? What metaphor should I use for navigating through my app? Can I design the next Instagram for Video superstar app? Get the answers to all of these questions and more at the "Mobile Design in the Weeds" workshop at Mob'd Up with @philohme. -- 27 July 2013

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Mobile Design in the Weeds @MobdUP

  1. 1. @philohme The mobile design uprising Phil Ohme 27 July 2013 Design Strategist & Interaction Designer, Intuit Mobile Design in the 1 Video at
  2. 2. @philohme What do you want to get out of this workshop? • What are some words you use when in the “weeds”? • Pixels • AppStore submission • AppStore rejection • Detailed horror stories • Platform use of audience (phone): • iPhone - 90% • Android - 10% • Windows Phone - 0% • Blackberry - 0% • Feature Phone - 0.01% (1 person) 2
  3. 3. @philohme My Mobile Journey 3 Ericsson R520m Motorola RAZR Nokia 6800Sony Ericsson T68i Motorola A630 Nokia E61i
  4. 4. @philohme My Mobile Journey (cont’d) 4 iPhone 3G HTC One X iPhone 4 Samsung Galaxy SIII iPhone 5
  5. 5. @philohme Client List Screen 5
  6. 6. @philohme Changes E-File Status View (Swipe also changes) Toggles Individual On / Off Toggles Business On / Off Activates Search Activates Quick- Contact Views 6
  7. 7. @philohme 7
  8. 8. @philohme Standard Quick-Contact Screen 8
  9. 9. @philohme Menu Button Pressed 9
  10. 10. @philohme Refresh button Settings button 10
  11. 11. @philohme 11
  12. 12. @philohme Search Activated 12
  13. 13. @philohme Voice dictation button 13
  14. 14. @philohme 14
  15. 15. @philohme Search Query Added 15
  16. 16. @philohme Clear Query button 16
  17. 17. @philohme Client Overview Screen 17
  18. 18. @philohme 18
  19. 19. @philohme What the heck is “dp” though? • Density-independent pixel (dp) • A virtual pixel unit that you should use when defining UI layout, to express layout dimensions or position in a density-independent way. • The density-independent pixel is equivalent to one physical pixel on a 160 dpi screen, which is the baseline density assumed by the system for a "medium" density screen. At runtime, the system transparently handles any scaling of the dp units, as necessary, based on the actual density of the screen in use. The conversion of dp units to screen pixels is simple: px = dp * (dpi / 160). For example, on a 240 dpi screen, 1 dp equals 1.5 physical pixels. You should always use dp units when defining your application's UI, to ensure proper display of your UI on screens with different densities. 19
  20. 20. @philohme but why? • To make objects appear roughly the same size on various screen sizes • A set of four generalized sizes: small, normal, large, xlarge • A set of four generalized densities: ldpi (low), mdpi (medium), hdpi (high), xhdpi (extra high) • Illustration of how Android roughly maps actual sizes and densities to generalized sizes and densities (figures are not exact): 20
  21. 21. @philohme More Weeds and the dirty work of mobile 21
  22. 22. @philohme 22 Launch Image (aka Splash Screen)
  23. 23. @philohme 22 Launch Image (aka Splash Screen)
  24. 24. @philohme Launch Image (aka Splash Screen) 23
  25. 25. @philohme Launch Image (aka Splash Screen) 24
  26. 26. @philohme App Icons / Launcher Icons • iOS - name it whatever you want • Android - must be the same name (just in different folders) • Over-invest • Don’t reuse your iOS icon for Android • Same but different 25
  27. 27. @philohme Ratings and Reviews 26
  28. 28. @philohme Ratings and Reviews 26
  29. 29. @philohme Ratings and Reviews 27
  30. 30. @philohme Pop Quiz: Android Versions 28
  31. 31. @philohme Pop Quiz: Android Versions 28
  32. 32. @philohme Pop Quiz: Android Versions 28
  33. 33. @philohme Pop Quiz: Android Versions 28
  34. 34. @philohme Pop Quiz: Android Versions 28
  35. 35. @philohme Pop Quiz: Android Versions 28
  36. 36. @philohme Pop Quiz: Android Versions 28
  37. 37. @philohme Pop Quiz: Android Versions 28
  38. 38. @philohme Pop Quiz: Android Versions 28
  39. 39. @philohme iOS Human Interface Guidelines (HIG) 29
  40. 40. @philohme Android Design Guidelines 30
  41. 41. @philohme 31
  42. 42. @philohme In Summation • iOS and Android matter • Specs & getting into the nitty-gritty • iOS uses pixels (px) • Android uses density independent pixels (dp) • Don’t make a splash, use natural launch images • The app icon - over-invest, for each platform • A better way for getting Ratings and Reviews • Android version numbers and “Tasty Treat” nicknames • User Interface Guidelines • Apple HIG • Android Design • Flat vs. Deep, Skeuomorphic vs. Stylized 32
  43. 43. @philohme The mobile design uprising Thank You! 33 Video at