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Sizes of iPhone UI Elements

Sizes of iPhone UI Elements
How to detect the current device size and kind Other dimensions common to all screen sizes: Points vs. Pixels Apple introduced retina displays starting with the iPhone 4. You don't have to modify your code to support high-res displays; the iOS coordinate system uses points rather than pixels, so the dimensions and position in points of all UI elements remains the same across all devices. iOS supports high resolution displays via the scale property on UIScreen, UIView, UIImage, and CALayer classes. To refer to an image in your code (or in Interface Builder), use the filename of the standard sized image. iOS will automatically detect and use the @2x version if the device supports it: imageView.image = [UIImage imageNamed:@"button.png"]; Adjusting Sizes Click here to see how to adjust View Frames and Bounds. Additional References Apple Documentation: Points vs.

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Apple Publishes iOS 7 Transition Guide To Help Developers Adopt Flat Design As expected, Apple is introducing a completely new design language for iOS 7. For developers, this means they will have to adapt their apps to match the rest of the operating system if they don’t want them to look antiquated. Thankfully, Apple today also published a pretty extensive guide to designing for iOS 7 and transitioning apps to the new version that helps developers understand how they should use new UI elements like borderless buttons, translucent bars and full-screen layouts for their apps. As Apple notes, iOS 7 provides “a rare opportunity to revisit the way apps communicate their core purpose and functionality to users.”

A shorthand for designing UI flows by Ryan of 37signals Flows are just as important to good interfaces as individual screens are. Customers don’t land on screens from out of nowhere. Specific sequences of actions lead customers through your app as they try to accomplish their tasks. 50 Beautiful Mobile UI Design with Amazing User Experience The actual fact of User Interface (UI) as well as User Experience (UX) is that both UI/UX are the two sides of the same coin. Both are keeping up the relationship between the users and their products. The User Interface (UI) describes the dealing with the as well as and the products, while another, the user experience (UX) is dealing with the user’s experience and the observation of the products. Moreover, simply saying, the User Interface (UI) deals with technical as well as formal features of a site and the user experience (UX) is dealing with the understanding and response to the user. The most beautiful, modern and amazing Mobile UI Design is right here. Today we’re picked up 50 Beautiful Mobile UI Design with Amazing User Experience from behance and dribbble for inspiration.

UIColor: Understanding Colour in iOS Something as trivial as changing a colour or adding a colour should be pretty simple to achieve, one that shouldn’t take long to do or much thinking. Sadly with iOS this isn’t as straight forward as you assume at first and because of this i thought i would throw together a really simple tutorial explaining how colours work. This really is the most basic tutorial i can think of, i mean i think someone who’d recently suffered a massive head injury could come to terms with UIColor on iOS after this tutorial. So lets get to it. How Colours Work

s Blog » Blog Archive » Getting a “Shake” Event on the iPhone with Flash CS5 February 8th, 2010 by Gabor Wraight If you need to find out if a User shakes his iPhone the following might help: var accel:Accelerometer = new Accelerometer(); accel.addEventListener(AccelerometerEvent.UPDATE, onAccelUpdate); var lastAccelX:Number;var lastAccelY:Number;var lastAccelZ:Number;

10 things designers need to know about iOS 7 Apple has long been criticised for the slightly haphazard approach it's taken to the user interface design of its apps, and the iOS platform in general. Some apps have featured heavily skeuomorphic design, while others have been purely functional with little or no design flourish. Yesterday, though, that all changed. Design Mistakes We Made in Our iPhone App This year at FreshBooks, we released our first iPhone app. Our company’s been around for almost 10 years, and this is truly our first new product since the launch of our cloud accounting web application. We treated the development of our iPhone app like a blank canvas where we could apply some of our team’s most recent design principles. We also wanted to reinforce the lessons we’ve learned during the development our product. But ultimately, the creation of our official iPhone app was an opportunity for us to learn and grow.

UX Design: guiding before selling Post promoted by Mays Digital. We can say many designers don’t have any idea of UX design, and it is understandable when you think about it: although this is not a recent discipline, website design didn’t focus on user experience as a whole, but it focused into creating beautiful interfaces no matter the result. But websites became businesses themselves: they became marketplaces of all sorts of products and services, and you no longer needed just a beautiful site, but a functional one that converts users into customers. UX design is about making the experience of using a website easy and fun for the user, and it is a way of creating a bond between the website and the user; this means both entities understanding each other: devices knowing what users require, and users understanding how the website performs easily.

Starter's Guide to iOS Design As someone who does work on both the development and design side of iOS apps I find that many designers struggle with the transition to UI work, or with the different processes involved in iPhone and iPad app design. In this guide I'll describe the deliverables you'll be expected to produce, outline the constraints of the medium and introduce fundamental iOS and UI design concepts. The Medium Knowing your medium and its quirks is an important part of being a good designer. I'm sure you've been witness to large print-outs with horrible pixelation artefacts - the result of misunderstanding print media. The Unofficial Guide to the New iPad 3 Retina Display and Adobe AIR Apple has been traditionally very good at introducing new features you initially didn’t know you would desire. The new iPad (aka iPad 3) with the Retina display is one of those examples. What does this mean for your Adobe AIR applications? The bad news upfront: without modifications, your existing applications will look worse than on the iPad 1/2 (scaled), and a purely CPU rendered UI won’t scale to such a high resolution without dropping frames – the good news: there are solutions. How to enable Retina support with AIR 3.2 Applications build with the iOS 5.1 SDK will automatically switch to Retina mode once they start on the iPad 3.

5 Things to Know When Designing for iOS Based on our experience creating great iOS apps, we’ve come up with a list of 5 things we believe designers should keep in mind while conceptualizing interfaces for iOS. While the focus of this article is only on iOS apps, much of the advice here translates directly to other mobile platforms. 1. Understand Your Medium This seems obvious, but designing apps instead of websites actually represents a huge shift in mindsets. Apps aren’t websites and shouldn’t be designed like them, either. Lessons We Learned from Our Biggest UX and Design Mistakes We’ve finally hit the 500,000-user mark at Buffer, a product that helps you share on your social media networks more efficiently. About two years ago when we started on our path to building Buffer, we knew we’d be meeting obstacles and making mistakes along the way. One of the main things we’ve kept in mind is that making mistakes is unavoidable and that if we choose to learn from them, they’ll be helpful in giving us good guidance on how to move forward more effectively. And I believe that it’s partly because of these mistakes that we were able to get to where we are today. The Experience That Shaped How We Build Our Product

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