week 9: tapworthy
- Rachelle Vassoler
- Nov 8, 2023
- 3 min read
Chapter 1
In the introduction, we are introduced to the text before moving on to chapter 1. Chapter 1 starts by discussing important concepts and introducing the idea that good design can be overlooked by the average iphone user. No matter how good a design is, the user is only looking for what reflects their main focus. This chapter also raises the idea that apps not only have to blend in with their counterparts but also compete against them. While simplistic design is key, engaging design is a must as well. There’s a lot that goes into designing an app not everyone thinks about. Intent, engagement, functionality, and popularity are all incredibly important. Basic concepts and ideas are further addressed in this chapter.
Chapter 2
Chapter 2 opens by asking the question “is it worth it?” What about your design is enticing to the average user? One must keep in mind their audience and have a good understanding of their goals when designing. An app should not only reward the user at every tap but answer the five W’s, who, what, where, when, and why to clearly identify the audience’s attributes and needs. When designing, take advantage of the uniqueness an app can have. This chapter describes the intricacies of apps and their purposes as well as making a mobile, engaging experience for the user.
Chapter 3
In chapter 3, they start by emphasizing just how small a phone screen in, how you’re only working with a space that’s a matter of inches wide, as compared to the wide space of a desktop screen. They also introduce the idea of the physical world in relation to the digital one. How you can fling, tap, bounce, and tug and watch the screen react almost identically to the real world. It’s important to design with these ideas in mind and creating something that impresses the user with it’s realism. Because of the limited screen size, its important to remeber the thumb and the role it plays in small scale interfaces. Iphones can be used with one hand, one finger even, so it’s crucial to think of the user’s thumb and what it can reach on its own when creating a layout. 44 x 44 pixels is the ideal size of icons because of this. Fingertips are only so big, so this size is considered idea for buttons and tap targets. If need be, 40 x 30 pixels is acceptable. This concern of size also goes for toolbars, as its the standard to have five buttons on icons inside each one. Any more, and you run the risk of them being to close and users pressing the wrong ones. To help remember these important principles, there are five guidelines to follow:
Place important information at the top, sink controls to the bottom
Design to a 44 pixel rhythm
Create at glance displays that avoid scrolling
Onscreen elements to the bare minimum
Advanced tools and controls pushed to the background
The issues of screen sized, tap-friendly, and successful ergonomic design are the highlights of this chapter.
Chapter 4
Chapter 4 focuses on app organization and navigation styles in relation to arranging content. For guidelines to refer to, Apple created the iphone Human Interface Guidelines (HIG) outlining the best practices and behaviors of users. They state that there’s four types of navigation styles, flat pages, tab bar, tree structure, and non of the above. Flat pages work great for utility apps and features most of the information on one screen. With multiple pages, the screen flips like a deck of cards would, shuffling through information. The tab bar is a dock on the bottom of the screen with options for the user to choose from. This categorizes different information into neat silos and when selected, the corresponding menu button lights up. Tree structures work great for funneling vast amounts of information, much like a filing cabinet. It’s borrowed from desktop navigation for the same uses. These methods can be combined throughout a single app and act as a way to organize all kinds of information. Another form called modal views is good to take into account as well. Modal views hijack your current screen, allowing an app to behave differently than normal. A screen may pop up to let the user complete a task and then disappear once finished. Before creating digitally, it’s important to storyboard your app on paper, making sure all pathways are clear and thought out. Mapping out helps you determine if you’ve chosen the right navigation method for your concept and understand how the interface will function.
Comments