designing apps for ios based on its human interface guidelines

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Designing apps for iOS based on its human interface guidelines Frederick van Amstel @fredvanamstel Architecture and Design School www.fredvanamstel.com

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Page 1: Designing apps for iOS based on its human interface guidelines

Designing apps for iOS based on its human interface guidelines

Frederick van Amstel @fredvanamstelArchitecture and Design School

www.fredvanamstel.com

Page 2: Designing apps for iOS based on its human interface guidelines

iOS Human Interface Guidelines provides guidance for creating great app experiences, according to Apple

Page 3: Designing apps for iOS based on its human interface guidelines

Design principles

• Aesthetic Integrity

• Consistency

• Direct Manipulation

• Feedback

• Metaphors

• User Control

Page 4: Designing apps for iOS based on its human interface guidelines

What happens if you do not follow these principles?

(you get an Android interface)

Page 5: Designing apps for iOS based on its human interface guidelines

Android interfaces lack consistency across devices

Page 6: Designing apps for iOS based on its human interface guidelines

Android apps typically do not strive for aesthetic integrity (form follows function)

Page 7: Designing apps for iOS based on its human interface guidelines

RetroArch NES shows a virtual joystick which affords indirect manipulation of the game

Page 8: Designing apps for iOS based on its human interface guidelines

Android SMS app does not provide enough feedback about the message status

Page 9: Designing apps for iOS based on its human interface guidelines

The paper stack metaphor of Material Design locks Android users within the limits of physical manipulation

Page 10: Designing apps for iOS based on its human interface guidelines

CM Launcher adds custom themes to Android, however, the user loses control

Page 11: Designing apps for iOS based on its human interface guidelines

Where do these design principles comes from?

19921987

Page 12: Designing apps for iOS based on its human interface guidelines

Apple design philosophy

Page 13: Designing apps for iOS based on its human interface guidelines

User-centered design leadership

Xerox Star, 1982 Apple Lisa, 1983

Steve Jobs

Page 14: Designing apps for iOS based on its human interface guidelines

Have a vision for the future

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Drive for simplicity

Page 16: Designing apps for iOS based on its human interface guidelines

Taking inspiration from great designers of the past (e.g. Dieter Rams)

Page 17: Designing apps for iOS based on its human interface guidelines

Crafting details that matter (MagSafe)

Page 18: Designing apps for iOS based on its human interface guidelines

Less features, better experiences

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Consistent experience across hardware, software, retail and services

Page 20: Designing apps for iOS based on its human interface guidelines

Apple would like to have an integrated iOS experience across all apps in the App Store, hence the guidelines

Page 21: Designing apps for iOS based on its human interface guidelines

Reading between the lines: “please, do not screw our carefully crafted experience with a cluttered interface.”

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Diving into the iOS interface guidelines

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Navigation bar Window

Assembled views

Custom view hierarchy

Tab bar or Toolbar

Page 24: Designing apps for iOS based on its human interface guidelines

Navigation bar examples

Segmented controls

System buttons

System icons

Page 25: Designing apps for iOS based on its human interface guidelines

Tab bar example from Luke Wroblewski

Page 26: Designing apps for iOS based on its human interface guidelines

Tab bars and toolbars have different functions and should not be combined in the same screen

Toolbar

Tab bar

Tab bar

Page 27: Designing apps for iOS based on its human interface guidelines

Action sheets may offer options for special tools

Page 28: Designing apps for iOS based on its human interface guidelines

Collections display a content set in a visual way

Page 29: Designing apps for iOS based on its human interface guidelines

Popovers display detailed options for an item. It is supposed to be used in iPads not in iPhones.

Page 30: Designing apps for iOS based on its human interface guidelines

Splitview works only in iPads

Page 31: Designing apps for iOS based on its human interface guidelines

Tables can be used for menus and lists

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UI controls let users input or transform data

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Modality interrupts the user to focus on something

Alert Modal view

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Widgets adds specific app functionality to home screen

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Notifications and icon badges provides a means to interact with an app without opening the app

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San Francisco is the system font family

Page 37: Designing apps for iOS based on its human interface guidelines

Image resolution should be 3 times higher for a retina screen than for a regular screen

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There is more to it

• Animation, 3D Touch, Siri commands, Haptic feedback, Navigation...

• Check the full guidelinehttp://developer.apple.com/ios/human-interface-guidelines/

Page 39: Designing apps for iOS based on its human interface guidelines

When to break the rules

• Immersive experiences

• Games

• Branding

• New devices

Page 40: Designing apps for iOS based on its human interface guidelines

Steve Jobs appreciated thinking outside the box, however, he pursued no ordinary idea

Page 41: Designing apps for iOS based on its human interface guidelines

Thank you!Frederick van Amstel @fredvanamstel

Architecture and Design School www.fredvanamstel.com