UI Design Guidelines for iPhone and Android

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This is a presentation covering the main aspects a developer should pay attention to while designing the interface of an application for iPhone or Android smartphones.

Transcript of UI Design Guidelines for iPhone and Android

Ozan Can Çalı

SWE 551 – Lightweight Client Programming

Presented to: Roy Küçükateş

• To help developers design the best possible

user interface & user experience

What are UI Guidelines for?

User Interface:

A connection between equipment and people, which help people interact with the

system.

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What does a good interface have?

• intuitiveness • ease of use • ability to handle tasks more

efficiently

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Types of User Interfaces

• GUI (graphical user interface) in use for years

• NUI (natural user interface) multi-touch, gesture, motion

• OUI (organic user interface) • BCI (brain-computer interface)

in great demand thanks to

smartphones

technologies of the future

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Positive User Experience Principles

1) Make it fast

2) Make it clear

3) Make it easy

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5 Deadly Sins 1) Sloth

– Be fast and responsive

– Give immediate feedback to the user

– Give feedback for every user action

– Never make the user think the application has crashed, even if it does!

– max. response time: 5 seconds

– Broadcast receiver in max 10 seconds

– Users perceive a lag longer than 100 to 200 ms

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5 Deadly Sins

– Prefer lists to textboxes

– Use Threads and AsyncTasks within Services

– People want to make adjustments / enter

information only once at the beginning

– Minimize required inputs, try to find info yourself!

– Give users a logical path to follow

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5 Deadly Sins

2) Gluttony

– Use memory responsibly, this is not a desktop application!

– Memory management

– If you can do it with less memory, then do it so! -no matter how hard it is!

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5 Deadly Sins 3) Hostility

– The customer is always right!

– Provide positive user experience

– Respect the expectations

– Stick to the procedures and guidelines

– Do not try to teach users new things, let them use the way they know

– Always utilize native icons, the back button, the menu button

– Users like to touch everything on the screen and see interaction! Also, invite touches!

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5 Deadly Sins

4) Arrogance

– Do not fight the system!

– Do not use untrusted APIs

– No hard-coding! Put them into the resources file!

– Do it the recommended/usual way, not the way you like this is not your personal app!

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5 Deadly Sins

5) Discrimination

– Design for a child & a 80-year-old

– Design for all platforms (especially for Android)

http://erictric.com/tag/android/ 11 SWE513 - UI Design Guidelines

Key Points for a Good App. Dev.

1) Beauty - Aesthetic integrity: Good

balance of the appearance & functionality of the interface

- Focus is ALWAYS on content, but without a decent quality of the app-artwork, the content will not be easily consumable

2) Generosity share + consume - Let your app interact with other

apps (i.e Babylon iPhone app interacts

with Biletix web app) 12 SWE513 - UI Design Guidelines

Key Points for a Good App. Dev.

3) Ubiquity app should be more than an icon; i.e put a widget on the home screen about an interesting feature

4) Utility be useful, be interesting, try to be the both!

-Utilize innovations such as live wallpapers!

http://www.androidal.pl/widgety-na-android-15/1042

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Technical Information on iPhone UI

• Status bar: at the upper edge – Display the status bar as much as possible!

• Navigation bar:

below the status bar

• Toolbar: at the bottom edge

• Tab bar: at the bottom edge

• Make the minimum size of a tappable element 44x44 px

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Screen sizes of some iOS-based devices (in pixels)

Device Portrait Landscape

iPhone 4 640 x 960 960 x 640

iPad 768 x 1024 1024 x 768

iPod touch / older iPhones

320 x 480 480 x 320

Technical Information on Android UI

Design with respect to different screen resolutions of different devices:

• LDPI (low density screen)

• MDPI (medium density screen)

• HDPI (high density screen)

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Technical Information on Android UI

• Dashboard

– quick intro about app

– include the most used features

– highlight new content

– full screen

– organize (by features, categories or accounts)

• Action Bar

– together with title bar

http://newsrob.blogspot.com/ 17 SWE513 - UI Design Guidelines

Technical Information on Android UI

• Quick actions

– popup window from an onscreen target (similar to popover in iPad / Facebook)

– make it compact – easy to manipulate

if this is clear enough

label is not needed

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Technical Information on Android UI

• Search bar – if provided, partially overlaps the action bar when

activated

– a quick action node next to search bar

– keyboard appears when activated

• Companion widget – show the key functionality of the app in the home

screen, too

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• Users see one screen at a time (an app has a single window but can have multiple screens)

• Orientation can change, landscape orientation should be both-sided!

• Add physicality and realism! (the voice recorder may look like a real microphone)

• Do not fill the form with a lot of elements • Do not ask a lot of questions (regarding

updates, saving etc.) • Icons: app & store icons + launch images

required

Common Information on iPhone & Android UI

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Common Information on iPhone & Android UI

• Use every possible technology to make the

app more appealing (gestures, sensors,

multitasking)

• Start instantly

• Always be prepared to stop

• Never quit an app programatically 21 SWE513 - UI Design Guidelines

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References

• Google I/O 2010 – A Beginner’s Guide to Android (http://www.youtube.com/watch?v=yqCj83leYRE)

• Google I/O 2010 – Android UI Design Patterns (http://www.youtube.com/watch?v=M1ZBjlCRfz0)

• Android Developers Center – SDKs, UI Design Guidelines (http://developer.android.com)

• IPhone User Interface Guidelines (http://www.upsidelearning.com/blog/index.php/2010/06/24/iphone-user-interface-

guidelines-part-i/ )

• iOS Human Interface Guidelines (http://developer.apple.com/library/ios/documentation/userexperience/conceptual/mobilehig/MobileHIG.pdf)

• The Age of the Interface by Richard Yonck / The Futurist Magazine,

May-June 2010

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