Designing for the iPad: Building Applications that Sell (Paperback)

Chris Stevens

  • 出版商: Wiley
  • 出版日期: 2011-01-31
  • 定價: $1,400
  • 售價: 2.1$299
  • 語言: 英文
  • 頁數: 352
  • 裝訂: Paperback
  • ISBN: 0470976780
  • ISBN-13: 9780470976784
  • 立即出貨

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商品描述

Get in the game of developing successful apps for the iPad

Designing for the iPad presents unique challenges for developers and requires an entirely different mindset of elements to consider when creating apps. Written by a highly successful iPad software developer, this book teaches you how to think about the creation process differently when designing iPad apps and escorts you through the process of building applications that have the best chance for success. You'll learn how to take advantage of the iPad's exciting new features and tackle an array of new design challenges so that you can make your app look spectacular, work intuitively, and sell, sell, sell!

  • Bestselling iPad app developer Chris Stevens shares insight and tips for creating a unique and sellable iPad app
  • Walks you through sketching out an app, refining ideas, prototyping designs, organizing a collaborative project, and more
  • Highlights new code frameworks and discusses interface design choices
  • Offers insider advice on using the latest coding options to make your app a surefire success
  • Details iPad design philosophies, the difference between industrial and retail apps, and ways to design for multiple screen orientations

Designing for the iPad escorts you through the steps of developing apps for the iPad, from pencil sketch all the way through to the iPad App Store.

From the Author: The Top Three Reasons Why iPad Apps Fail, and How You Can Succeed

Design Apps for Fingers
  1. The App Wasn’t Really Designed for Fingers
    This is the number one reason why an iPad app will be laid out on the mortuary table. The iPad is operated by fingers, and human fingers are nothing like a mouse and pointer. If you want to ship half-a-million iPad apps, like Alice for the iPad, you must not design your touch interfaces like you design mouse interfaces. Don’t be a Photoshop jockey, get out there and physically test your app designs on the iPad hardware from the point you make your very first pencil sketch. Touch-screens have almost nothing in common with the desktop computer paradigm, but you wouldn’t know it judging by some of the monstrosities on the app store. The mouse and pointer interface that most of us grew up with is a system of “indirect manipulation” -- this means that the user’s hand operates a mouse, which then moves a pointer, which then presses a button, or moves a window etc. However, the iPad uses a system of direct manipulation -- your hand directly touches the object it’s interacting with.

    This small shift in interaction from indirect to direct-manipulation raises all kinds of issues for the designer. Now that objects can be manipulated directly, user’s hands can obscure parts of the scene. There is also the need for target areas with greater tolerance because the human finger is a podgy sausage of flesh, not a pixel-specific arrow. While the mouse pointer is pixel-specific, the human finger is amorphous. But this is not to say that the finger is any less powerful. In fact, with good interface design, the finger can be made infinitely more versatile than any mouse pointer. Sadly, many iPad designers have made the mistake of assuming that their knowledge of desktop computer user-interface design will apply to creating iPad apps. If you do this, you’ll end up making apps that aren’t really designed for touch. You can avoid the problem by testing and retesting your designs on actual iPad devices.

  2. It Offers Too Many Options
    Don’t offer choices to your users; make decisions for them. There is a popular capitalist mythology that assumes that the more choices you offer a customer, the more they will enjoy their experience. This might be true when you pick toppings in an ice cream parlour, but in the world of iPad apps, too much choice will kill you. Psychologists have found that the more options you present a consumer with, the more time it takes them to make a decision. But you won’t just slow down your users by offering lots of settings and choices, you’ll create a state of doubt in their mind. For every option that is available, you sow in their minds the unsettling possibility that an alternative option was potentially a better choice. Settings and choices are also often an excuse for bad design. If you are tempted to provide an iPad user with an option, consider picking the best choice for them instead and removing the option. The iPad is no place for nested menus or multiple settings -- not only is screen real-estate limited, but you’re probably packing too much functionality into your app if you need lots of buttons and settings.

  3. It’s Hard to Explain
    If you can’t explain your app idea less than ten words, then forget it, you’ve already lost. In the trench warfare of the app store only the clear and concise survive. The best iPad apps tend to do one task and do it well. If a customer cannot grasp the purpose of your app almost instantly, then it will spiral down the drain of the App Store, never to be seen again. Make it dangerously obvious what your app does, and shout about it. Before you write a single line of code or make a single sketch, have a long hard think about whether anyone will understand what it is you’re selling. You might have the greatest idea in the world on paper, but if the story of your app is not clear and compelling, nobody will share it and nobody will buy your app. Avoid this by discarding ideas that require a complex story to explain.

    Don’t sell features, sell the story of the features: how will people actually use your app? When Apple launched Facetime, they didn’t ramble on about the resolution of the video or the specifications of the VOIP technology behind it, they focused purely on family members calling each other and sharing news in a heartwarming fiesta of emotion. People in real situations make strong, easy-to-explain stories but spec sheets are meaningless to the majority of consumers. To win the iPad goldrush, you need to explain the emotional story to the majority of customers, don’t try and sell the technical story to spec sheet fetishists -- they’re a tiny market. The paradox is that to make an iPad app simple is actually very hard, but you can do it!

商品描述(中文翻譯)

進入開發成功iPad應用程式的遊戲

設計iPad應用程式對開發者來說帶來獨特的挑戰,需要在創建應用程式時考慮完全不同的元素。這本書由一位非常成功的iPad軟體開發者撰寫,教導您在設計iPad應用程式時如何以不同的思維方式思考創作過程,並引導您建立具有最佳成功機會的應用程式。您將學習如何充分利用iPad的令人興奮的新功能,應對各種新的設計挑戰,使您的應用程式外觀出色、操作直觀並且銷售得好。

- 熱銷iPad應用程式開發者Chris Stevens分享創建獨特且有銷售價值的iPad應用程式的見解和技巧
- 引導您進行應用程式的草圖、完善想法、原型設計、組織協作項目等過程
- 強調新的程式碼框架並討論介面設計選擇
- 提供內部建議,使用最新的編碼選項使您的應用程式成為一個確定成功的選擇
- 詳細介紹iPad設計理念、工業和零售應用程式之間的差異,以及多個螢幕方向的設計方法

《設計iPad應用程式》將引導您從鉛筆草圖一直到iPad應用程式商店的開發過程。

從作者的角度來看:iPad應用程式失敗的前三個原因,以及您如何成功

- 應用程式並非真正為手指設計

這是iPad應用程式失敗的首要原因。iPad是由手指操作的,而人類的手指與滑鼠和指標完全不同。如果您想像iPad上的Alice應用程式一樣出貨數十萬個應用程式,您不能像設計滑鼠介面一樣設計觸控介面。不要只是在Photoshop上操作,拿出iPad硬體,從您的第一個鉛筆草圖開始實際測試您的應用程式設計。觸控螢幕與桌面電腦範例幾乎沒有共同之處,但是從應用程式商店上的一些怪物應用程式來看,您不會知道這一點。我們大多數人成長的滑鼠和指標介面是一種“間接操作”系統-這意味著用戶的手操作滑鼠,然後移動指標,然後按下按鈕或移動視窗等等。然而,iPad使用的是直接操作系統-您的手直接觸摸與之互動的物體。


這種從間接操作到直接操作的小變化為設計師帶來了各種問題。現在,物體可以直接操作,用戶的手可能會遮擋部分場景。還需要更大容差的目標區域,因為人類的手指是肥胖的香腸,而不是像素特定的箭頭。雖然滑鼠指標是像素特定的,但人類的手指是無定形的。但這並不意味著手指的功能較差。事實上,通過良好的介面設計,手指可以比任何滑鼠指標更具多功能性。可悲的是,許多iPad設計師犯了一個錯誤,他們認為他們對桌面電腦用戶介面設計的了解也適用於創建iPad應用程式。如果您這樣做,您最終會製作出真正不適合觸控的應用程式。您可以通過在實際的iPad設備上進行測試和反復測試設計來避免這個問題。

- 提供了太多選項

不要提供太多選項,因為這會讓用戶感到困惑。