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Apples’ iPhone, iPod touch and
iPad Application Programming.
In this course you will learn to develop and deploy mobile
applications on Apple’s iPhone, iPod touch and iPad




                                                   Prof. Dr. Jan Bochers
                                                          Florian Heller
                                                   Leonhard Lichtschlag

                     RWTH AACHEN University



                                                                                                                   Violeta Salas’ Notes
                                                                                                                            April ‘2012
                      Write down this url to get all slides and lecture videos that are available on iTunesU http://hci.rwth-aachen.de/iphone
Class 1 - Introduction

Mobile Characteristics and Interaction Design
Principles
Class Goals


• Understand the differences between desktop
  and mobile development.
• Look at a software frame work designed from
  scratch.
• Illustrate how established software engineering
  patterns are applied in the real world.
Format

• Lecture
  – 9:00 to 11:30 am online class.
  – Reading assignments.
• Programming
  – 4:00 – 6:00 pm.
  – 7 programming assignments.
  – Final project with presentation.
Class Topics

•   Mobile application design principles.
•   iOS development basics.
•   View Controllers & Dialogs.
•   Input techniques.
•   Networking.
•   Multimedia.
•   Performance tweaking (rendimiento).
•   iPad programming.
Requirements

• Oop experience.
• No Mac required.
  – We will supply Macs & Ipods fro the lab.
• You must register for this course in Campus.
• To apply for the lab spot, you must fill out the
  onlube survey at
  http://tinyurl.com/iPhoneLab2011
Developing for Mobile Platforms

The iOS Family            Mobile Device
                          Characteristics
                         • Screen size is compact.
                         • Memory is limited.
                         • Users interact with one
                           screen at a time.
                         • Users interact with one
                           application at a time
                         • Onscreen help is
                           minimal.
                         • Context is key (task
                           focus, peripheral use).
9 Golden Rules of Interface Design
(see DIS I)
•   Keep the interface simple.
•   Speak the user’s language.
•   Be consistent and predictable.
•   Provide feedback.
•   Minimize memory load.
•   Avoid errors, help to recover, offer Undo.
•   Design clear exists and close dialogs.
•   Include help and documentation.
•   Offer shortcuts for experts.
Life as an App

•   The iPhone is an app-centric environment.
•   One app per task.
•   Do one thing but do it well.
•   Data is stored per app.
•   Data exchange between apps is difficult.
•   Define the task that users want to accomplish
    with your app.
Designing the UI

• Make it obvious how to use
  your application.
• Sort information from the top
  to the bottom.
• Minimize text input.
• Express information
  succinctly.
• Provide fingertip-size targets.
Interaction Design

•   Multitouch interaction is still new.
•   Interaction patterns not established yet.
•   Follow Apple’s examples if possible.
•   If you use complex gestures, help the user.
Standard Gestures
Designing the UI

• Three resolutions: iPhone, iPhone 4(S),
  iPad(2)
  – (320*480, 640*960, 1024*768)
• Device orientation:
  – Portrait or landscape.
• Designing for the iPad requires more than
  increasing the resolution.
Example: Mail

Desktop         Iphone version




                Different design for the same application, it depends of
                the context.
Example: IPhoto

Desktop           Iphone version
Starting

• Apps should start quickly to
  provide a fluid user experience.
• Show a launch image that closely
  resembles the first screen of your
  app.
• Restore the state of last run.
• By default, launch in portrait
  orientation.
Stop

• No Quit button or menu item.
• Be prepared to quit at any time.
• Program flow interrupted by external events.
  – Incoming phone call
• Store state when stopping.
• Application moved to background.
Application Styles



     Productivity    Utility   Immersive
Productivity Applications

• Organizing and managing detailed
  information.
• Often organize data hierarchically.
• Organizing the list, add or remove items.
• Examples: Contacts, Photos.
Utility Applications

• Simple task, minimum user input.
• Customized, visually attractive UI that enhances
  the displayed information.
• Data is organized in flattened list of items.
• Examples: Weather, Stocks.

                                         The elements.
Immersive Applications

•   Full-screen, visually rich UI.
•   Focussed on content and user experience.
•   Tends to hide much of the device’s user interface.
•   Custom navigational methods.
•   Examples: Living Earth, Carpenter.
iOs Overview
Cocoa Touch Architecture
iPhone OS Frameworks
Summary

• Keep hardware restrictions in mind.
• Carefully design the user experience.

Reading assignment: iPhone Human Interface
Guidelines.

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Apples’ iPhone, iPod touch and iPad Application Programming - CLASS 1

  • 1. Apples’ iPhone, iPod touch and iPad Application Programming. In this course you will learn to develop and deploy mobile applications on Apple’s iPhone, iPod touch and iPad Prof. Dr. Jan Bochers Florian Heller Leonhard Lichtschlag RWTH AACHEN University Violeta Salas’ Notes April ‘2012 Write down this url to get all slides and lecture videos that are available on iTunesU http://hci.rwth-aachen.de/iphone
  • 2. Class 1 - Introduction Mobile Characteristics and Interaction Design Principles
  • 3. Class Goals • Understand the differences between desktop and mobile development. • Look at a software frame work designed from scratch. • Illustrate how established software engineering patterns are applied in the real world.
  • 4. Format • Lecture – 9:00 to 11:30 am online class. – Reading assignments. • Programming – 4:00 – 6:00 pm. – 7 programming assignments. – Final project with presentation.
  • 5. Class Topics • Mobile application design principles. • iOS development basics. • View Controllers & Dialogs. • Input techniques. • Networking. • Multimedia. • Performance tweaking (rendimiento). • iPad programming.
  • 6. Requirements • Oop experience. • No Mac required. – We will supply Macs & Ipods fro the lab. • You must register for this course in Campus. • To apply for the lab spot, you must fill out the onlube survey at http://tinyurl.com/iPhoneLab2011
  • 7. Developing for Mobile Platforms The iOS Family Mobile Device Characteristics • Screen size is compact. • Memory is limited. • Users interact with one screen at a time. • Users interact with one application at a time • Onscreen help is minimal. • Context is key (task focus, peripheral use).
  • 8. 9 Golden Rules of Interface Design (see DIS I) • Keep the interface simple. • Speak the user’s language. • Be consistent and predictable. • Provide feedback. • Minimize memory load. • Avoid errors, help to recover, offer Undo. • Design clear exists and close dialogs. • Include help and documentation. • Offer shortcuts for experts.
  • 9. Life as an App • The iPhone is an app-centric environment. • One app per task. • Do one thing but do it well. • Data is stored per app. • Data exchange between apps is difficult. • Define the task that users want to accomplish with your app.
  • 10. Designing the UI • Make it obvious how to use your application. • Sort information from the top to the bottom. • Minimize text input. • Express information succinctly. • Provide fingertip-size targets.
  • 11. Interaction Design • Multitouch interaction is still new. • Interaction patterns not established yet. • Follow Apple’s examples if possible. • If you use complex gestures, help the user.
  • 13. Designing the UI • Three resolutions: iPhone, iPhone 4(S), iPad(2) – (320*480, 640*960, 1024*768) • Device orientation: – Portrait or landscape. • Designing for the iPad requires more than increasing the resolution.
  • 14. Example: Mail Desktop Iphone version Different design for the same application, it depends of the context.
  • 15. Example: IPhoto Desktop Iphone version
  • 16. Starting • Apps should start quickly to provide a fluid user experience. • Show a launch image that closely resembles the first screen of your app. • Restore the state of last run. • By default, launch in portrait orientation.
  • 17. Stop • No Quit button or menu item. • Be prepared to quit at any time. • Program flow interrupted by external events. – Incoming phone call • Store state when stopping. • Application moved to background.
  • 18. Application Styles Productivity Utility Immersive
  • 19. Productivity Applications • Organizing and managing detailed information. • Often organize data hierarchically. • Organizing the list, add or remove items. • Examples: Contacts, Photos.
  • 20. Utility Applications • Simple task, minimum user input. • Customized, visually attractive UI that enhances the displayed information. • Data is organized in flattened list of items. • Examples: Weather, Stocks. The elements.
  • 21. Immersive Applications • Full-screen, visually rich UI. • Focussed on content and user experience. • Tends to hide much of the device’s user interface. • Custom navigational methods. • Examples: Living Earth, Carpenter.
  • 25. Summary • Keep hardware restrictions in mind. • Carefully design the user experience. Reading assignment: iPhone Human Interface Guidelines.