Icon design is crucial when designing an application in the iPhone platform. Some important components of designing an icon are to not include words, do not use their standard gloss when you can create the effect yourself. Simple is good because simple is clear. Simple does not mean plain looking, however. Details are important. Consistency between icons in an app is professional, clean, and will come across as a legit app.
When it comes to creating your first iPhone app, it is important to first start with making a goal clear to yourself and your team. Then get a handle on your expectations by talking to existing app developers and finding out how much they make. Finding out where you should begin is starting by having your idea evaluated. Develop a monetization and marketing plan, sign up for a developer account, sketch your application, identify the work to be outsourced. Then hire your team!
Wednesday, November 28, 2012
Lo-Fi for Book Website
An eye will be the big box, and the type will be stretched to fit the eye lid. |
This is once you click on the eye to enter the site, this is the next window. |
Wednesday, November 14, 2012
Unit 6 Reading
Don't Make Me Think
Chapter 10
There is a reservoir of goodwill when it comes to people's patience with your website. If they can't navigate, find what they're looking for easily, their reservoir slowly depletes and they will leave the site. Things that diminish goodwill are hiding information they want, punishing them for not doing things your way, asking them for their information when they don't really need it, shucking and jiving, putting shizzle in their way, and having the site look amateur.
Things that increase goodwill are knowing the main thing people want from the site and providing it, telling them what they want to know, saving them steps wherever possible, putting effort in, knowing the questions the customer is likely to have and answering them, providing printer-friendly pages, making recovering from errors easy, and apologizing where necessary.
Chapter 11
Designers come up with the interface while developers code and provide usability. As they present their work to their clients, they fear hearing criticism about the design because they have put effort into usability. It could mean more work & compromised design. Five things you can do right now is fix the usability problems that confuse everyone, read an article, read a book, start cascading style sheets, and go for the low hanging fruit.
Chapter 10
There is a reservoir of goodwill when it comes to people's patience with your website. If they can't navigate, find what they're looking for easily, their reservoir slowly depletes and they will leave the site. Things that diminish goodwill are hiding information they want, punishing them for not doing things your way, asking them for their information when they don't really need it, shucking and jiving, putting shizzle in their way, and having the site look amateur.
Things that increase goodwill are knowing the main thing people want from the site and providing it, telling them what they want to know, saving them steps wherever possible, putting effort in, knowing the questions the customer is likely to have and answering them, providing printer-friendly pages, making recovering from errors easy, and apologizing where necessary.
Chapter 11
Designers come up with the interface while developers code and provide usability. As they present their work to their clients, they fear hearing criticism about the design because they have put effort into usability. It could mean more work & compromised design. Five things you can do right now is fix the usability problems that confuse everyone, read an article, read a book, start cascading style sheets, and go for the low hanging fruit.
Possible Books to Promote.
Far From The Tree
http://www.amazon.com/Far-From-Tree-Children-Identity/dp/0743236718/ref=zg_bsnr_books_19/177-5329370-3202613
Mastery
http://www.amazon.com/Mastery-Robert-Greene/dp/0670024961/ref=zg_bsnr_books_36
Hallucinations
http://www.amazon.com/Hallucinations-Oliver-Sacks/dp/0307957241/ref=zg_bsnr_books_37
http://www.amazon.com/Far-From-Tree-Children-Identity/dp/0743236718/ref=zg_bsnr_books_19/177-5329370-3202613
Mastery
http://www.amazon.com/Mastery-Robert-Greene/dp/0670024961/ref=zg_bsnr_books_36
Hallucinations
http://www.amazon.com/Hallucinations-Oliver-Sacks/dp/0307957241/ref=zg_bsnr_books_37
Wednesday, November 7, 2012
Unit 5 Reading
Don't Make Me Think
Chapter 8
Everyone who works on web sites have one thing in common-we're also web users. We all tend to have strong feelings about what we like and don't like about web sites. This tends to lead rooms full of individuals with strong personal convictions about what makes a good website.
Don't Make Me Think
Chapter 9
Usability testing needs to be done throughout the process, not at the very last minute before launch. If you want a great site, you've got to test. Testing one user is 100 percent more effective than testing none. Testing one user early in the project is better than testing 50 near the end. When conducting tests, do them with people who are like the people who will be using you site. Testing is to inform your judgement, not to prove or disprove something. You need to test, fix, and test again. Review the test results right away. You'll have the triage, which is reviewing the problems people saw and deciding which ones needed to be fixed, and also figuring out how to fix them.
Some typical problems you will face is that users are unclear on the concept, the words their looking for aren't there, and there is just too much going on.
Chapter 8
Everyone who works on web sites have one thing in common-we're also web users. We all tend to have strong feelings about what we like and don't like about web sites. This tends to lead rooms full of individuals with strong personal convictions about what makes a good website.
Don't Make Me Think
Chapter 9
Usability testing needs to be done throughout the process, not at the very last minute before launch. If you want a great site, you've got to test. Testing one user is 100 percent more effective than testing none. Testing one user early in the project is better than testing 50 near the end. When conducting tests, do them with people who are like the people who will be using you site. Testing is to inform your judgement, not to prove or disprove something. You need to test, fix, and test again. Review the test results right away. You'll have the triage, which is reviewing the problems people saw and deciding which ones needed to be fixed, and also figuring out how to fix them.
Some typical problems you will face is that users are unclear on the concept, the words their looking for aren't there, and there is just too much going on.
Unit 4 Reading
Don't Make Me Think
Chapter 7
A homepage has to accommodate site identity and mission, site hierarchy, search, teases, content promos, feature promos, timely content, deals, shortcuts, registration, show me what I'm looking for, and what I'm not looking for, show me where to start, and establish credibility and trust. The home page is the one place almost every visitor sees, so things promoted on the home page get much more traffic. The home page is what everyone will have an opinion about and the home page will interest everyone, so one size must fit all.
Conveying the big picture is important and must not be forgotten in the compromises of constructing a home page. The "tagline" is a phrase visually connected to the ID. It's generally a description to what the site is about. The "welcome blurb" is a description of the site, displayed in prominent block on the homepage and it visible without scrolling. A couple of guidelines to keep in mind are using as much space as necessary, but not any more than necessary. Keep it short, but enough to get the point across. Do not use a mission statement as a welcome blurb. Always test the welcome blurb on others to ensure you made the right design choices.
A tagline is a phrase that characterizes the whole enterprise. Its a summary. Good taglines are good and informative. They convey differentiation and a clear benefit. They are personable, lively, and sometimes clever. Taglines are not needed for companies with established household word status. The trouble with pull-down menus is that you have to seek it out,they are hard to scan, and they're twitchy. They do save space however.
Chapter 7
A homepage has to accommodate site identity and mission, site hierarchy, search, teases, content promos, feature promos, timely content, deals, shortcuts, registration, show me what I'm looking for, and what I'm not looking for, show me where to start, and establish credibility and trust. The home page is the one place almost every visitor sees, so things promoted on the home page get much more traffic. The home page is what everyone will have an opinion about and the home page will interest everyone, so one size must fit all.
Conveying the big picture is important and must not be forgotten in the compromises of constructing a home page. The "tagline" is a phrase visually connected to the ID. It's generally a description to what the site is about. The "welcome blurb" is a description of the site, displayed in prominent block on the homepage and it visible without scrolling. A couple of guidelines to keep in mind are using as much space as necessary, but not any more than necessary. Keep it short, but enough to get the point across. Do not use a mission statement as a welcome blurb. Always test the welcome blurb on others to ensure you made the right design choices.
A tagline is a phrase that characterizes the whole enterprise. Its a summary. Good taglines are good and informative. They convey differentiation and a clear benefit. They are personable, lively, and sometimes clever. Taglines are not needed for companies with established household word status. The trouble with pull-down menus is that you have to seek it out,they are hard to scan, and they're twitchy. They do save space however.
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