Want to create an iPhone app that truly delights its users? Learn how to go from initial idea to exceptional app with this 8-session video course. You’ll discover how to “think iPhone” as you plan and create app interfaces in tune with the ergonomics, psychology, and culture of an audience on the go. Experienced designers and newcomers alike will learn the techniques and mindset required to craft a tapworthy iPhone app.
Presented by expert developer Josh Clark, author of Tapworthy: Designing Great iPhone Apps (O’Reilly), this course is ideal for everyone involved in the app design process—designers, programmers, managers, marketers, clients—as well as iPhone enthusiasts curious about what goes into a great app. Learn how to use aesthetic, technical, and usability options to create fun and useful user experiences.
Session 1: Choose app features according to user needs, mobility, and the iPhone’s strict economies of time, attention, and screen space
Session 2: Design a physical interface that accommodates a user’s fingers and thumbs
Session 3: Organize your app’s collection of multiple screens by looking at the big picture
Session 4: Learn best practices and usability gotchas for using the iPhone’s standard controls
Session 5: Craft your app’s visual identity and style
Session 6: Design your app icon, launch image, and introductory screen to make a good first impression
Session 7: Use a broad range of gestures and reinforce them by providing users with cues and feedback
Session 8: Design iPad apps, based on iPad ergonomics and observed behavior of its users
Once you purchase this video package, you’ll be able to download each session only days after it’s presented live. You’ll also have access to course examples and slide presentations. If you want to participate in these live online sessions—which run for 8 consecutive weeks from January 26 to March 16, 2011—check out the O’Reilly Training Site to register.
App design isn't just about pretty pixels: it's about understanding the mobile context, user needs, and the iPhone's strict economies of time, attention, and screen space. The beauty of great apps derives from function: every interface element has to be focused on helping users do what they're there to do. The session provides a framework for creating a clear mission statement that you can use to filter and winnow features. You'll follow a case study to see how a popular app evolved from concept to finished product.
Because the iPhone is handheld and works by touch, you're doing something more sophisticated than organizing pixels. You're designing a physical interface that will be explored by human hands, manipulated in a way that desktop software never is. This session explores the common iPhone grip and how fingers (and especially thumbs) roam the screen. You'll discover ergonomic guidelines for comfortable tapping and how that affects the visual layout of the app.
As you begin planning your app, consider how it works-its big picture organizational design. You'll see that its essential operation depends on easy movement from screen to screen. All but the most simple iPhone apps consist of multiple screens, each one dedicated to an individual task or to specific content. How you string those screens together determines how people will steer their way through your app. In this session, you'll tour iPhone navigation styles and explore options for arranging an app's content and tools.
Standard iPhone controls are the buttons, text fields, list views, keyboards, and icons that comfortingly appear in app after app. They provide a rich and varied set of options for manipulating an app, but because they're commonplace, they're often taken for granted and are sometimes dismissed as visually dull. Don't underestimate how delicious they can be. This session reviews these crucial building blocks and explains the dos and don'ts for each.
For all our talk about the importance of efficiency and focus in iPhone app design, there's also the elusive matter of style. Because we use iPhone everywhere, apps are personal in a way that software has never been before. The interface choices you make affect not only what customers can do with their iPhones, but also how they feel about them. This session explores strategies for crafting your app's visual identity. You'll discover techniques for adding color and texture to standard controls, crafting toolbar icons, and creating a sense of luxury by conjuring real-world materials.
An app's success often depends on its first impression. To draw people in and put them at ease, your app should be attractive, trustworthy, and approachable from the get-go. Elements that you might consider mere accessories-the app icon, launch image, and introductory screen-are essential to a good first impression. In this session, you'll understand how crucial the app icon is to marketing and usability. You'll also explore the importance of the launch image, first screen, and orientations for first-time users, along with techniques for approaching each.
The iPhone enables a broad range of gestures, the taps and swipes that make the phone do our bidding. Some gestures are immediately evident (tap a button), and others are quickly discovered (swipe a screen to move to the next). But gestures that don't borrow from familiar physical interactions aren't as easy to guess, and some multifinger gestures are just plain awkward. In this session, you'll explore how tapworthy design provides cues and feedback to reinforce gestures. You'll determine which gestures can be figure out right away and what you can do to help people discover new gestures on their own.
Although it's commonly described as "a big iPod Touch," the iPad's form and context create entirely different use cases than its smaller cousins. This session helps you understand of how people use an iPad, including how the iPad's ergonomics demand entirely different rules for an app's visual layout.
Josh Clark is a writer, designer, and developer who helps creative people clear technical hassles to share their ideas with the world. As speaker and consultant, he has helped scores of companies build effective websites and mobile apps. When he's not writing or speaking about clever design and humane software, he's building it. Josh is the creator of Big Medium, friendly software that actually makes it fun to manage a website. He's also the author of Best iPhone Apps and iWork '09: The Missing Manual, both published by O'Reilly. Before the rise of the Web, Josh worked on a slew of national PBS programs at WGBH-TV in Boston. He shared his three words of Russian with Mikhail Gorbachev, strolled the ranch with Nancy Reagan, hobnobbed with Rockefellers, and wrote trivia questions for a primetime game show. Now Josh makes words and spins code at his hypertext laboratory globalmoxie.com. He divides his time between Providence, Rhode Island, and Paris, France.
When you start to developing an application, one that should conquer the world, you will probably ask yourself quite a loot of questions related to UI. How to design it the best, most efficient way. How to attract users. How to make users use it longer than just few taps after downloading it. You have here, basically, two options. Either you try to reinvent the wheel by yourself, or, alternatively, you can base your development on some others' experience.
If you decide to go for Tapworthy, make sure you have quite a loot of time for the lessons. There are many of them. Josh goes through most of the topics that are important when it comes to UI design. He tries to provide you with the information that might help you develop better application.
Designing for iPhone is slightly different than developing for regular computer. You have to pay attention to things like screen size, memory amount, responsiveness, gestures, language related issues and so on. Josh covers these matters by providing relevant examples. However, there are few issues when it comes to this course.
First of all, sound quality is not good. Josh sounds like he was using some sort of phone mic all the time. I wonder why Josh haven't decided to use high quality microphone during podcast recording. It would be much, much better. I can compare this podcast to many other podcasts you can find at iTunes and there is a huge difference. I think, that in case of podcast, you have to pay attention to sound quality. There is another issue here. Sections are too long. I found myself to lost concentration periodically when I was listening to the podcast. It is said that single part of the podcast should last ~5 minutes - after that time, listeners start to loos their concentrations. And this is the case of this podcast. After being involved into particular section form more than 15 minutes you simply start to focus on the environment instead of the podcast.
In general, I have mixed feelings. At some point I value this course, because Josh presents material that is worth mentioning. On the other hand, he presents it such way, that you can find yourself thinking about everything but the course while listening to it. Mind says 'yes' while heart says 'no'. You have to decide for yourself.
Bottom Line No, I would not recommend this to a friend