The document discusses Microsoft HoloLens, which is an augmented reality headset that allows users to see and interact with holograms overlaid in the real world. HoloLens uses spatial sound and high-definition lenses to create an immersive mixed reality experience without needing to be connected to a PC. Potential applications include remote instruction, 3D design, gaming, and virtual interfaces. While promising, HoloLens also faces challenges like cost, battery life, and limited field of view. The document concludes that HoloLens points to an exciting future of holographic computing and its capabilities are only limited by our imagination.
Joe and I have given our talk about innovation in mobile design conference MIX 2015 at Taiwan. The content has been updated with more latest E-commerce app design cases.
Accessibility Empathy - SXSW 2017 ProposalYvonne So
This panel discusses the importance of accessibility and empathy in design. It aims to help attendees understand different types of disabilities, gain empathy for users' experiences, and learn tools to design inclusively. Attendees will try accessibility simulators, discuss turning empathy into solutions, and walk away understanding how to keep accessibility central to their work. The panelists are UX designers who advocate for accessible design and helping people with disabilities.
Reflecting on over 20 years of designing around mobile technology, products and services, Jason descibes some of the lessons he has learned along the way. He then uses these as a basis to help identify how these might help us identify new opportunities and tackle key challenges as we cerate new mobile solutions.
The document discusses user experience (UX) and user interface (UI) design. It begins by defining UX and UI, noting that UX focuses on putting the user at the center and ensuring a system meets their needs, while UI relates to the layout and design of application controls. The document then discusses why UX/UI is important, providing examples of how poor design can negatively impact user adoption and satisfaction. It outlines principles of user-centered design and techniques for evaluating UX like interviewing and observing users. The rest of the document discusses methods for designing interfaces like paper prototyping and wireframing, as well as principles for good UI design such as consistency and providing feedback.
Mobile UX London - Mobile Usability Hands-on by SABRINA DUDAMobileUXLondon
MUXL is a community of experience creators and innovators working in UX, Product, Mobile, Design & Development, collaborating to diffuse ideas and knowledge in a supportive and creative environment. https://mobileuxlondon.com
What are the latest facts and figures on mobile retail? How do you perform a user experience design evaluation?
This workshop will start with a short overview of mobile retail stats, mobile design principles and a basic framework for user experience evaluation. We will then get hands-ons working in groups of 3 to 4 people to analyze a mobile shop in order to apply our learnings and also share our experiences.
A challenging review of the future of user interfaces, and a plea to better focus and shun the shiny:
– triangulate through experts
– observe emergent behaviour
– and track a range of trends.
Get out the echochamber and avoid the human centipede of digital rhetoric. Listen harder with your eyes and critique better with your mind.
The document discusses Microsoft HoloLens, which is an augmented reality headset that allows users to see and interact with holograms overlaid in the real world. HoloLens uses spatial sound and high-definition lenses to create an immersive mixed reality experience without needing to be connected to a PC. Potential applications include remote instruction, 3D design, gaming, and virtual interfaces. While promising, HoloLens also faces challenges like cost, battery life, and limited field of view. The document concludes that HoloLens points to an exciting future of holographic computing and its capabilities are only limited by our imagination.
Joe and I have given our talk about innovation in mobile design conference MIX 2015 at Taiwan. The content has been updated with more latest E-commerce app design cases.
Accessibility Empathy - SXSW 2017 ProposalYvonne So
This panel discusses the importance of accessibility and empathy in design. It aims to help attendees understand different types of disabilities, gain empathy for users' experiences, and learn tools to design inclusively. Attendees will try accessibility simulators, discuss turning empathy into solutions, and walk away understanding how to keep accessibility central to their work. The panelists are UX designers who advocate for accessible design and helping people with disabilities.
Reflecting on over 20 years of designing around mobile technology, products and services, Jason descibes some of the lessons he has learned along the way. He then uses these as a basis to help identify how these might help us identify new opportunities and tackle key challenges as we cerate new mobile solutions.
The document discusses user experience (UX) and user interface (UI) design. It begins by defining UX and UI, noting that UX focuses on putting the user at the center and ensuring a system meets their needs, while UI relates to the layout and design of application controls. The document then discusses why UX/UI is important, providing examples of how poor design can negatively impact user adoption and satisfaction. It outlines principles of user-centered design and techniques for evaluating UX like interviewing and observing users. The rest of the document discusses methods for designing interfaces like paper prototyping and wireframing, as well as principles for good UI design such as consistency and providing feedback.
Mobile UX London - Mobile Usability Hands-on by SABRINA DUDAMobileUXLondon
MUXL is a community of experience creators and innovators working in UX, Product, Mobile, Design & Development, collaborating to diffuse ideas and knowledge in a supportive and creative environment. https://mobileuxlondon.com
What are the latest facts and figures on mobile retail? How do you perform a user experience design evaluation?
This workshop will start with a short overview of mobile retail stats, mobile design principles and a basic framework for user experience evaluation. We will then get hands-ons working in groups of 3 to 4 people to analyze a mobile shop in order to apply our learnings and also share our experiences.
A challenging review of the future of user interfaces, and a plea to better focus and shun the shiny:
– triangulate through experts
– observe emergent behaviour
– and track a range of trends.
Get out the echochamber and avoid the human centipede of digital rhetoric. Listen harder with your eyes and critique better with your mind.
The document summarizes the portfolio of an interactive design student named Matt Molloy. It includes examples of topics covered like web design, semiotics, graphic design, and ambient marketing strategies. It also describes how students are taught how interaction design relates to interface design and the expanded field of design. Students conduct research on designers working in interactive design and present on topics like Jonathan Ive, Don Norman, human factors, and ergonomics. The portfolio shows how interaction design aims to create meaningful relationships between people and the products/services they use.
Designing Immersive Experiences with Mixed RealityAdam Wisniewski
The document discusses designing immersive experiences using mixed reality. It begins by defining mixed reality as bringing together physical and digital worlds. It then discusses environment perception with the HoloLens mixed reality headset, which uses spatial mapping and understanding. Example use cases by industry are provided, including real estate, retail, transportation, construction, and healthcare. The document emphasizes optimizing the user experience by considering factors like application type, environment, user space, lighting, and ambient sound. It provides guidelines for optimal hologram placement and user comfort zones. Finally, it outlines tools and a three step process for getting started developing mixed reality applications.
This document provides an overview of Sugar, an open-source learning platform originally developed for the OLPC XO laptop. It discusses how Sugar is designed based on principles of learning-centric design to facilitate open-ended discovery, collaboration, and creativity for children. Key aspects of Sugar highlighted include its use of activities instead of applications, its journal/portfolio feature, and its emphasis on usability while allowing for complexity. The document also discusses Sugar's technical underpinnings and how its status as free and open-source software aligns with its goals of empowering student expression and creativity.
Design for Physical Thinking by Jody Medich of Kicker Studiojmedich
Talk by Jody Medich, Co-Founder and Creative Director of Kicker Studio, on designing for physical thinking: the importance of Physical Interface given at IDSA 2012 in Boston.
This document discusses the development of a mobile app concept for Tryg, a Danish insurance company. It begins with an introduction on the growing popularity of smartphones and mobile internet usage. It then discusses different types of mobile apps and considerations for achieving success, like solving problems for users. The document presents a concept for a "Tryg på Rejse" travel app that would provide insurance and travel assistance. It provides screenshots of prototype screens and discusses testing the concept. The benefits highlighted are improved customer experience and business outcomes for Tryg.
This document outlines 10 principles for design in the age of artificial intelligence. It discusses how design should solve important human problems, be context specific rather than relying on historical cliches, and enhance human abilities without replacing humans. Other principles discussed include designing for everyday use by everyone, discreet design that doesn't distract from meaningful experiences, designing platforms that grow over time, building long-term relationships without emotional dependency, leveraging machine learning to predict behavior, accelerating innovation, and removing complexity from life. The overall message is that good design with AI should focus on solving problems and augmenting humans rather than replacing them.
The document summarizes Michihito Mizutani's guest lecture at Aalto University on interaction design and emotion. The lecture included an introduction to interaction design, understanding emotion in design through case studies, and a group activity for students to design seductive user experiences with everyday objects. Students then presented their ideas to the class. The document provided context on defining interaction design and behaviors that shape everyday life through prototypes. It also explored understanding emotion in design using examples from literature and case studies on products for emotional communication and designing seductive user experiences.
User experience design: a term that we instantly associate with apps and websites. Especially when considering the typical job description of a UX designer, you’d be forgiven for thinking that it’s a purely modern concept.
Cognitive psychologist and designer Don Norman coined the term “user experience” in the 1990s—but UX predates its name by quite some decades.
Resources: The career foundry website.
In this new era of technological advancement, where we just don’t touch screens to command apps but also talk to our devices to make things work. Though that’s very exciting, but these technologies are meaningless if they aren’t humanized to build trust and relation with the consumer. Some of the large innovative companies who have advanced in AI & Robotics have already started thinking like a digital humanist and believing that technology is truly effective only when it allows people to accomplish things they didn’t know they could. Hence designers working on emerging technology should have the ability to apply basic human psychology and design from a place of empathy and humility. This imposes new ways and standards to design human interactions. Here am talking about the new opportunities taking shapes for UX designers to get prepared and address the challenges in humanizing the user experience for the emerging technologies.
The document discusses heads-up computing, a new interaction paradigm being explored by the NUS-HCI Lab. Heads-up computing aims to allow users to interact with devices seamlessly while engaged in daily activities without sacrificing posture or attention. The lab is developing wearable technology incorporating voice, gesture, and eye-tracking inputs to enable heads-up interactions. Examples of projects include systems for video learning on the go and voice-based editing of text and multimedia content. The vision is for an integrated heads-up solution to fundamentally improve how humans interact with technology.
The document discusses heads-up computing, a new interaction paradigm being explored by the NUS-HCI Lab. Heads-up computing aims to allow users to interact with devices seamlessly while engaged in daily activities without sacrificing posture or attention. The lab is developing wearable technology incorporating voice, gesture, and eye-tracking inputs to enable heads-up interactions. Examples of projects include systems for video learning on the go and voice-based editing of text and multimedia content. The vision is for an integrated heads-up solution to transform how humans interact with technology.
HCI is the study of the interaction between humans and computers. The goal of HCI is to improve this interaction by designing systems that are more user-friendly and responsive to user needs. Key principles of user interface design include structure, visibility, feedback, affordances, mapping, constraints, consistency, simplicity, and tolerance. Following these principles can help create intuitive interfaces that reduce barriers to users achieving their goals.
Android UX-UI Design for Fun and Profitpenanochizzo
Even though we are developers dealing with source code, it is good to know how to deal with UI/UX when building our user interfaces by applying tips and best practices.
So, in this session, we are gonna talk about android usability patterns, based on real cases and experiences with mobile development.
Android UX-UI Design for fun and profit | Fernando Cejas | Tuenti Smash Tech
Fernando Cejas gave a talk on user interface, user experience, and usability design for Android applications. He discussed key concepts like the difference between UI, UX, and usability. He also provided an overview of common Android design patterns for navigation, actions, and visual structure. Cejas emphasized testing designs with real users and following platform conventions to provide intuitive experiences.
Even though we are developers dealing with source code, it is good to know how to deal with UI/UX when building our user interfaces by applying tips and best practices.
So, in this session, we are gonna talk about android usability patterns, based on real cases and experiences with mobile development.
Mobile User Experience – A key to successful strategies in the mobile marketHenrik Hedegaard
Mobile User Experience – A key to successful strategies in the mobile market
Presented at Designit, Feb. 2013
In relation to annual guest lecture at the IT University in Copenhagen.
This document provides guidance on mobile app UX/UI design and development. It discusses understanding mobile users and their context, strategies for successful app UI/UX design, and tips for app UI/UX development. The agenda includes understanding mobile users, UI/UX design strategies for success, a mobile app UI/UX development guide, common issues, tips and techniques, and learning from development case studies. It also covers the differences between UI and UX, as well as mobile web vs. native apps. Design patterns and anti-patterns are discussed along with tips for finger-friendly and space-efficient design.
Dev fest ile ife 2014-ux, material design and trendsTunde Ojediran
This document discusses user experience design and trends. It covers the fundamentals of UX including focusing on users and prioritizing speed. Popular UX techniques like personas, wireframing, and user testing are explained. Material Design is introduced as Google's visual design language using concepts like color palettes and animations. Current design trends involving layered interfaces, simple color schemes, and thumb-focused interactions are reviewed. Emerging UX trends towards always-connected devices, smart watches and homes, and setup guides replacing manuals are also examined.
The document discusses key concepts in interaction design including usability principles, design principles, affordances, consistency, feedback and visibility. It explains that interaction design aims to develop usable products that involve users and optimize their experience through an understanding of activities, contexts and user needs. The design process requires evaluating prototypes and user testing to create satisfying, intuitive and enjoyable interactive experiences.
Talk by Sarit Arora, Yahoo, at the STC India UX Conference on Saturday, August 27, 2011, conducted at WE School, Bangalore.
https://sites.google.com/site/stcindiaux/speakers#Sarit
The document discusses user experience (UX) and user interface (UI) design. It begins by defining UX as focusing on the end user perspective and usability, while UI refers to the layout and design of application controls and how the application responds to user inputs. The document emphasizes that UX and UI are important because poor design can negatively impact user adoption and satisfaction. It recommends user-centered design approaches like interviews, observations, and iterative prototyping and testing to understand users and improve the design.
The document summarizes the portfolio of an interactive design student named Matt Molloy. It includes examples of topics covered like web design, semiotics, graphic design, and ambient marketing strategies. It also describes how students are taught how interaction design relates to interface design and the expanded field of design. Students conduct research on designers working in interactive design and present on topics like Jonathan Ive, Don Norman, human factors, and ergonomics. The portfolio shows how interaction design aims to create meaningful relationships between people and the products/services they use.
Designing Immersive Experiences with Mixed RealityAdam Wisniewski
The document discusses designing immersive experiences using mixed reality. It begins by defining mixed reality as bringing together physical and digital worlds. It then discusses environment perception with the HoloLens mixed reality headset, which uses spatial mapping and understanding. Example use cases by industry are provided, including real estate, retail, transportation, construction, and healthcare. The document emphasizes optimizing the user experience by considering factors like application type, environment, user space, lighting, and ambient sound. It provides guidelines for optimal hologram placement and user comfort zones. Finally, it outlines tools and a three step process for getting started developing mixed reality applications.
This document provides an overview of Sugar, an open-source learning platform originally developed for the OLPC XO laptop. It discusses how Sugar is designed based on principles of learning-centric design to facilitate open-ended discovery, collaboration, and creativity for children. Key aspects of Sugar highlighted include its use of activities instead of applications, its journal/portfolio feature, and its emphasis on usability while allowing for complexity. The document also discusses Sugar's technical underpinnings and how its status as free and open-source software aligns with its goals of empowering student expression and creativity.
Design for Physical Thinking by Jody Medich of Kicker Studiojmedich
Talk by Jody Medich, Co-Founder and Creative Director of Kicker Studio, on designing for physical thinking: the importance of Physical Interface given at IDSA 2012 in Boston.
This document discusses the development of a mobile app concept for Tryg, a Danish insurance company. It begins with an introduction on the growing popularity of smartphones and mobile internet usage. It then discusses different types of mobile apps and considerations for achieving success, like solving problems for users. The document presents a concept for a "Tryg på Rejse" travel app that would provide insurance and travel assistance. It provides screenshots of prototype screens and discusses testing the concept. The benefits highlighted are improved customer experience and business outcomes for Tryg.
This document outlines 10 principles for design in the age of artificial intelligence. It discusses how design should solve important human problems, be context specific rather than relying on historical cliches, and enhance human abilities without replacing humans. Other principles discussed include designing for everyday use by everyone, discreet design that doesn't distract from meaningful experiences, designing platforms that grow over time, building long-term relationships without emotional dependency, leveraging machine learning to predict behavior, accelerating innovation, and removing complexity from life. The overall message is that good design with AI should focus on solving problems and augmenting humans rather than replacing them.
The document summarizes Michihito Mizutani's guest lecture at Aalto University on interaction design and emotion. The lecture included an introduction to interaction design, understanding emotion in design through case studies, and a group activity for students to design seductive user experiences with everyday objects. Students then presented their ideas to the class. The document provided context on defining interaction design and behaviors that shape everyday life through prototypes. It also explored understanding emotion in design using examples from literature and case studies on products for emotional communication and designing seductive user experiences.
User experience design: a term that we instantly associate with apps and websites. Especially when considering the typical job description of a UX designer, you’d be forgiven for thinking that it’s a purely modern concept.
Cognitive psychologist and designer Don Norman coined the term “user experience” in the 1990s—but UX predates its name by quite some decades.
Resources: The career foundry website.
In this new era of technological advancement, where we just don’t touch screens to command apps but also talk to our devices to make things work. Though that’s very exciting, but these technologies are meaningless if they aren’t humanized to build trust and relation with the consumer. Some of the large innovative companies who have advanced in AI & Robotics have already started thinking like a digital humanist and believing that technology is truly effective only when it allows people to accomplish things they didn’t know they could. Hence designers working on emerging technology should have the ability to apply basic human psychology and design from a place of empathy and humility. This imposes new ways and standards to design human interactions. Here am talking about the new opportunities taking shapes for UX designers to get prepared and address the challenges in humanizing the user experience for the emerging technologies.
The document discusses heads-up computing, a new interaction paradigm being explored by the NUS-HCI Lab. Heads-up computing aims to allow users to interact with devices seamlessly while engaged in daily activities without sacrificing posture or attention. The lab is developing wearable technology incorporating voice, gesture, and eye-tracking inputs to enable heads-up interactions. Examples of projects include systems for video learning on the go and voice-based editing of text and multimedia content. The vision is for an integrated heads-up solution to fundamentally improve how humans interact with technology.
The document discusses heads-up computing, a new interaction paradigm being explored by the NUS-HCI Lab. Heads-up computing aims to allow users to interact with devices seamlessly while engaged in daily activities without sacrificing posture or attention. The lab is developing wearable technology incorporating voice, gesture, and eye-tracking inputs to enable heads-up interactions. Examples of projects include systems for video learning on the go and voice-based editing of text and multimedia content. The vision is for an integrated heads-up solution to transform how humans interact with technology.
HCI is the study of the interaction between humans and computers. The goal of HCI is to improve this interaction by designing systems that are more user-friendly and responsive to user needs. Key principles of user interface design include structure, visibility, feedback, affordances, mapping, constraints, consistency, simplicity, and tolerance. Following these principles can help create intuitive interfaces that reduce barriers to users achieving their goals.
Android UX-UI Design for Fun and Profitpenanochizzo
Even though we are developers dealing with source code, it is good to know how to deal with UI/UX when building our user interfaces by applying tips and best practices.
So, in this session, we are gonna talk about android usability patterns, based on real cases and experiences with mobile development.
Android UX-UI Design for fun and profit | Fernando Cejas | Tuenti Smash Tech
Fernando Cejas gave a talk on user interface, user experience, and usability design for Android applications. He discussed key concepts like the difference between UI, UX, and usability. He also provided an overview of common Android design patterns for navigation, actions, and visual structure. Cejas emphasized testing designs with real users and following platform conventions to provide intuitive experiences.
Even though we are developers dealing with source code, it is good to know how to deal with UI/UX when building our user interfaces by applying tips and best practices.
So, in this session, we are gonna talk about android usability patterns, based on real cases and experiences with mobile development.
Mobile User Experience – A key to successful strategies in the mobile marketHenrik Hedegaard
Mobile User Experience – A key to successful strategies in the mobile market
Presented at Designit, Feb. 2013
In relation to annual guest lecture at the IT University in Copenhagen.
This document provides guidance on mobile app UX/UI design and development. It discusses understanding mobile users and their context, strategies for successful app UI/UX design, and tips for app UI/UX development. The agenda includes understanding mobile users, UI/UX design strategies for success, a mobile app UI/UX development guide, common issues, tips and techniques, and learning from development case studies. It also covers the differences between UI and UX, as well as mobile web vs. native apps. Design patterns and anti-patterns are discussed along with tips for finger-friendly and space-efficient design.
Dev fest ile ife 2014-ux, material design and trendsTunde Ojediran
This document discusses user experience design and trends. It covers the fundamentals of UX including focusing on users and prioritizing speed. Popular UX techniques like personas, wireframing, and user testing are explained. Material Design is introduced as Google's visual design language using concepts like color palettes and animations. Current design trends involving layered interfaces, simple color schemes, and thumb-focused interactions are reviewed. Emerging UX trends towards always-connected devices, smart watches and homes, and setup guides replacing manuals are also examined.
The document discusses key concepts in interaction design including usability principles, design principles, affordances, consistency, feedback and visibility. It explains that interaction design aims to develop usable products that involve users and optimize their experience through an understanding of activities, contexts and user needs. The design process requires evaluating prototypes and user testing to create satisfying, intuitive and enjoyable interactive experiences.
Talk by Sarit Arora, Yahoo, at the STC India UX Conference on Saturday, August 27, 2011, conducted at WE School, Bangalore.
https://sites.google.com/site/stcindiaux/speakers#Sarit
The document discusses user experience (UX) and user interface (UI) design. It begins by defining UX as focusing on the end user perspective and usability, while UI refers to the layout and design of application controls and how the application responds to user inputs. The document emphasizes that UX and UI are important because poor design can negatively impact user adoption and satisfaction. It recommends user-centered design approaches like interviews, observations, and iterative prototyping and testing to understand users and improve the design.
The document outlines guidelines for designing user interfaces and experiences for iOS applications. It discusses key concepts like metaphors, gestures and touch interfaces. It provides best practices for aesthetics, functionality, usefulness and sharing across apps. It also details technical specifications for iOS screens, buttons, tabs and more. The most important guidelines emphasize instant load times, orientation support, minimal elements and preparing apps to stop at any time.
The document discusses the importance of user experience in business. It provides examples of companies like Netflix, iTunes, and iPhone that have achieved success through focus on user experience rather than just technological capabilities. The key aspects of successful experience design highlighted are that it is multidisciplinary, cultural, invisible when done right, and integrates user needs with business goals. Rapid prototyping and getting user feedback in short iterations is also emphasized.
The document discusses the importance of user experience (UX) and user interface (UI) in creating a great mobile app. It states that UX/UI is the difference between an average app and a great app. A great app embraces the principles of the platform it is being designed for, has a custom UX/UI tailored to its goals and features, and engages the user. The document emphasizes that offshore development may miss cultural understanding important for UX/UI, and that Apple in particular has set standards for high-quality user experience with their Human Interface Guidelines.
The document outlines an Ocean Observations user experience session on designing for a startup weekend, including introductions of the presenters, an overview of Ocean Observations and its process for UX design. The session covers principles of user experience design like structure, simplicity and feedback and provides a graphic design crash course covering topics like wireframes, inspiration, iteration and delivering on time.
This document discusses various user interface design patterns used in popular mobile apps. It begins by defining UI design patterns as reusable solutions to common user problems. It then highlights some key interactive patterns like gestures and animations that power many new mobile UI designs. The document also summarizes input patterns such as smart keyboards, default values and autocomplete, immediate immersion to bypass signups, action bars for quick access to actions, and social login. Additional patterns covered include huge buttons, swiping for actions, and notifications.
1) The document discusses the distinction between user interface (UI) and user experience (UX), with UI referring to how a product is arranged and organized visually, while UX encompasses the overall interaction and experience with a product.
2) It provides examples of how the same task of buying gum can have different UIs but also different UXs based on aspects like the interaction with employees.
3) The document argues that developers need to consider UX because they are responsible for designing the overall user flow, features, and personality of a product, not just the visual interface, and that UX is important for user retention and satisfaction.
Presentation on distinction between UI and UX, why developers should be aware of UX designing and participate, what are the simple tips to incorporate and what are the upcoming trends on UX design. Presented at the Developer Meet Nepal on May 12th at islington college, Kathmandu, Nepal.
Similar to App Design – Size Makes a difference (20)
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1. Hello!
Appare Designit
Design
We
Størrelsen GØR en forskel
Henrik Hedegaard
Information Architect
@henrikhedegaard (yes, I’m on twitter!)
2. About
Born 1991 – in Aarhus
Today 180+ Designits
9 offices across Europe – strategic-creative zoo
Aarhus, Copenhagen, Munich, Oslo, London, Madrid, Barcelona, Gothenburg & Shanghai
19 nationalities – multi-cultural
Average age 33
3. Product Design Digital Design
Instructional Design Brand & Communication
Design Research
Service Innovation
4.
5. Banking apps
Bankboks JB’s bankmiljø Tegnebog Personlig mobilbank
Bank Bruger
53. UX MAG
1. Support All Orientations
2. Enhance Interactivity (Don’t Just Add Features)
3. Flatten Your Information Hierarchy
4. Reduce Full-Screen Transitions
1.
5. Support All Orientations
Enable Collaboration and Connectedness
6. Add Physicality and Heightened Realism
2.
7. Add Physicality and Heightened Realism
Delight People with Stunning Graphics
8. De-emphasize User Interface Controls
3.
9.
Delight People with Stunning Graphics
Minimize Modality
4.
10. De-emphasize User Interface Controls
Rethink Your Lists
11. Consider Multi-finger Gestures
5.
12. Rethink Your Lists
Consider Popovers for Some Modal Tasks
13. Restrict Complexity in Modal Tasks
14. Downplay File-Handling Operations
15. Ask People to Save Only When Necessary
16. Start Instantly
17. Always Be Prepared to Stop
66. Apple HIG
Physicality and textures
give affordances and signifiers of
how to use the app
67. Scroll metaphor is strong
- A content pane
- Physical movement
- Move content pane
- Show new content
Because:
Equal affordances as
the physical object
78. Designing for iPad: Reality Check
Information Architects
iPad vs. iPhone: A User Experience Study
UX Magazine
iPad User Experience Guidelines
UX Magazine
App Store Review Guidelines
Apple