iOS Wow Factor: UX Design Techniques for iPhone and iPad by Timothy Wood

By Timothy Wood

With the hundreds of thousands of apps within the crowded Apple iTunes App shop, it may be tricky to get your apps spotted. how will you make your app stick out from the group and get it the experiences it merits?

iOS Wow Factor exhibits you ways to get spotted! It explains the best way to transcend the fundamentals and the place to "break the foundations" to provide your clients a "wow" adventure! you are going to learn how to use normal controls, in addition to to create non-standard controls and high-impact customized interactions to achieve really compelling app designs.

Get grounded in Apple's Human Interface directions (HIG) that you should delight in all its knowledge. From that very good origin, movement past the HIG and find out how to make sure that your entire apps have that "wow" issue. research all approximately consumer adventure (UX) layout suggestions, with and past Apple's HIG, and the way to maneuver your apps out of mundane layout and into cutting edge consumer reports. research the features and constraints of the iOS platform and the way to leverage its strengths to greatest impression on your apps.

iOS Wow Factor explains what makes a winning cellular app layout, and the way to use these rules of luck in your personal apps. when you get the iOS Wow Factor into your apps, you could watch your app adoption expense raise and achieve the traction it must be triumphant and earn a revenue within the Apple iTunes App Store.

discover every little thing you have to to "wow" your destiny customers!

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Additional info for iOS Wow Factor: UX Design Techniques for iPhone and iPad

Sample text

In the past, working with software or accessing the internet were chair-bound activities that limited you to a specific place and time. You had to be at home or at work to take advantage of applications or to browse the internet. Even while at home, the setting and mode of interaction with the computing environment was a highly formalized affair, with keyboard and mouse arranged just so in a special room or nook dedicated to the activity. Generally speaking, computer usage at home or at work was primarily task driven, with only a small portion of that time open to leisure activities.

There is a lot of sophistication associated with how games are positioned in the mobile space, and there are many schools of thought around what kind of gameplay is most successful on the various mobile platforms. For the purposes of this book, we won’t delve into the esoteric aspects of gaming interactions, though many of the ideas that I have reviewed so far are applicable to the creation of games for iOS. Aside from gaming, you have to recognize that content consumption, in all it’s various forms, is a very large component of any entertainment-oriented use-case.

Before those devices came to market, capacitive touchscreen interface technology was not something that the general public understood or desired. Without any demand, there really wasn’t any push to integrate that technology into products beyond a few experimental instances or poorly executed commercial products. Then the iPhone came to market and demonstrated the power of that technology when combined with simple and straightforward interaction. The initial impact of those multitouch interactions generated quite a splash in the consciousness of the consumer.

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