
Master iOS Design Master iOS Design is unlike any other iPhone design course you will come across. While most courses just jump straight into Photoshop or Sketch, Master iOS Design starts with the fundamentals of design. As the course progresses you will start to see how these different design principles get applied across a number of different applications. @makerscabin what a GREAT course you made! It is just awesome... @RichZertuche Finally, we dive into actual iPhone app design, using Sketch, to understand common design patterns along with areas where we can flex our design muscles and try out new things. The standard for iPhone applications is quite high due to how easily people can install and delete apps. Finally, we dive into actual iPhone app design, using Sketch, to understand common design patterns along with areas where we can flex our design muscles and try out new things.
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alooma - modern data plumbing How Do Users Really Hold Mobile Devices? For years, I’ve been referring to my own research and observations on mobile device use, which indicate that people grasp their mobile phones in many ways—not always one handed. But some of my data was getting very old, so included a lot of information about hardware input methods using keyboard- and keypad-driven devices that accommodate the limited reach of fingers or thumbs. These old mobile phones differ greatly from the touchscreen devices that many are now using. Modern Mobile Phones Are Different Everything changes with touchscreens. So, I’ve carried out a fresh study of the way people naturally hold and interact with their mobile devices. What My Data Does Not Tell You Before I get too far, I want to emphasize what the data from this study is not. Most important, there is no count of the total number of people that we encountered. Since we made our observations in public, we encountered very few tablets, so these are not part of the data set. What We Do Know One-Handed Use
Touch Target Sizes People interact with touch-based user interfaces with their fingers. So user interface controls have to be big enough to capture fingertip actions without frustrating users with erroneous actions and tiny targets. Ok, so how big? In the iPhone Human Interface Guidelines, Apple recommends a minimum target size of 44 pixels wide 44 pixels tall. Since physical pixel size can vary by screen density, Apple's pixel specifications apply best to the iPhone's 320 by 480 pixel, 3.5 inch display (164ppi). Since the release of the iPhone 4's Retina Display (326ppi) Apple has updated these specs to points instead of pixels. In the Windows Phone UI Design and Interaction Guide (PDF), Microsoft goes further and suggests: a recommended touch target size of 9mm/34px; a minimum touch target size of 7mm/26px; a minimum spacing between elements of 2mm/8px; and the visual size of a UI control to be 60-100% of the touch target size. Know of any other resources for touch target sizes?
Responsive Navigation: Optimizing for Touch Across Devices As more diverse devices embrace touch as a primary input method, it may be time to revisit navigation standards on the Web. How can a navigation menu be designed to work across a wide range of touch screen sizes? In these demos, Jason Weaver and I decided to find out. The Demos Why do these navigation menus work across a wide range of touch screen sizes? Across Screen Sizes First, why do we care about touch across a wide range of screen sizes? Tablets are no different. And the very notion of what defines a tablet is being challenged by laptop/tablet convertibles and touch-enabled Ultrabooks. Even beyond 13 inches, touch and gesture interfaces are possible. Accounting For Touch So what does it mean to consider touch across all screen sizes? Touch target sizes are relatively easy: just make things big enough to prevent accidental taps and errors. Designing towards touch really forces us to simplify and decide what's most important- what needs to stay on the screen. An Adaptive Solution
How to design for thumbs in the Era of Huge Screens - Scott Hurff After years of resistance, Apple’s iPhone 6 announcement last week officially signaled the Dawn of the Era of Huge Screens. And it’s going to crash into existence in a big way. Just this Monday, Apple announced that they’d sold over four million pre-orders for the phones the opening night of pre-orders. In only one night, they sold almost half of what they sold the entire opening weekend last year for iPhone 5s and 5c. So it’s looking like the 3.5” and 4” screens of yore will start their inevitable decline very quickly. The decline is already in motion. That means that learning how to design for thumbs is now more important than ever. Apple’s changes will make our lives easier as smaller screen sizes die off. If not, the future is going to be pretty painful for those thumbs. This is especially important for those of us who’ve only been building iOS apps. Apple's TV ad entitled "Thumb" from 2012. Designing for Thumbs? What does it mean to design for thumbs? But this gets complicated.