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week 10: tapworthy

  • Writer: Rachelle Vassoler
    Rachelle Vassoler
  • Nov 22, 2023
  • 3 min read

Chapter 5

This chapter starts by addressing the universal standardization of iphone buttons, toolbars, and icons. A standard point of reference is important as a user needs to know how to navigate different apps. While this can sometimes lead to boring design, there’s always tweaks and modification the designer can apply to have a successful yet universally readable outcome. The navigation bar helps the user move up and down an app’s structure of information. It’s divided into three sections, with the left always being the back button, the middle displaying an app’s name, and the right being open to choice. The toolbar acts as an onscreen toolbox, providing the user with everything they need to edit, change, or share content. It’s usually placed on the bottom and filled with an array of icons and text buttons. Apple reccommemds to use five icons in a toolbar. Icons should be universally recognizable, direct and efficient. Save the clever design to other areas of an app. Apple also provides premade icons for this purpose. In relation to both the toolbar and navigation bar, the search bar fits right inbetween them. Keyboards can get away with slight altercations depending on the information asked for. Phone numbers, emails, name, or addresses boxes can be filled with sample text to help the user fill out this information. Answer pickers, button switches, and lists also follow this same standardization effect. This chapter provides useful information on how to include universally understandable design in an app. 


Chapter 6

Chapter 6 starts by stating creativity liberties are definitely possible while designing n app everyone can understand. We’re reminded to keep in mind the impression we want to give the user when crafting an app’s personality. How warm and cold color schemes have vastly different effects vs how different textures have an effect as well. One must take into consideration the look and feel an app should have. The chosen style should be consistent throughout the interface, upholding a visual identity. Each page of information should look like it belongs next to the last. Textures and graphics help the user connect with app, giving them the impression that what they’re looking at feels real. Uniqueness is important but always remember to stick to the aesthetic guidelines for an app to prevent messiness and illegibility.


Chapter 7

Chapter 7 is all about impressions and how to make a good one. The first thing about an app the user sees is it’s icon. The icon is sandwiched in between every other icon on the iphone’s home screen. It’s important to have it stand out while communicating the purpose or intent of an app. An icon should also visually apply to all the sizes it can be viewed as. Big, medium, and small, the icon must be legible in all sizes. An app’s name isn’t as important as you may think. Users won’t think nearly as deeply about it, yet for marketing purposes is where it should count. Picking a shorter, simple name helps maintain it’s identity in the eyes of an auidence. Once the user downloads and clicks on the app, they wait. Launch images give the impression an app is running sooner than it actually is. Don’t be too flashy with this imagery though, something more dull is perfectly suitable. While an introduction screen helps guide users through your app, they shouldn’t have to require a manual to use it. Their first time using an app should be seemly and easy to pick up. First impressions are incredibly important and this chapter highlights all the ways to make sure you have a good one. 


Chapter 8

Chapter 8 focuses on the many gestures the iphone has to offer. Tapping, pinching, and flicking are some of the many ways the user navigates the app, all with different outcomes. Some gestures are glaringly obvious while others are a little harder to figure out. Gestures should be easy to recognize and not leave your audience continuously guessing. The less a movement resembles something done to a physical object, the more difficult it is for a user to learn. Keep in mind gestures are invisible and unlabeled to the user. Create your design according to the paths people follow. Remember the common sense that comes with one trying to figure out how to make an app do what they want. Piggybacking helps users discover unfamiliar gestures by being based off easier, existing ones. Visual feedback also helps communicate what the user has just done. And always keep in mind how easy it is to execute a very permanent effect on the phone’s screen. A simple swipe to delete important information can be detrimental to the user. This chapter serves as a great look into creating smart and easily discoverable navigation via invisible actions.

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