As someone who does work on both the development and design side of iOS apps I find that many designers struggle with the transition to UI work, or with the different processes involved in iPhone and iPad app design. In this guide I’ll describe the deliverables you’ll be expected to produce, outline the constraints of the medium and introduce fundamental iOS and UI design concepts.
Incredible comprehensive guide for everyone looking into design for native mobile (read: iOS) devices.
For a group of individuals who so loudly declare that design isn’t how it looks, designers really don’t know how to present their work. What we show off is the end of the process—the pretty picture posted to a portfolio website. Today we’re taking a step towards fixing that.
Well, that’s a whole new approach of “designing in the open”. Interesting.
To me, there is a distinct movement towards a particular style and I would be very surprised if Apple were ignorant of it. It’s not ‘flat design’ per se and it’s certainly nowhere near the ‘Metro’ levels that people are suggesting they may follow, but it’s a mellowing out of the visual indicators that people need to trigger the idea of a tappable element. Why? Because this is not 2007 anymore, and we are all now fully aware of the medium and the process; we don’t need to be led garishly by the hand. There is still a sense of depth and tactility but done in a refined and suggestive way, sensitive to the changed perceptions that people have of interacting with touchscreens.
The first post on “Apple goes flat” I’ve read that’s not just saying “it may be flat”. Tim also points out that “flat” does not equal “flat”. There are subtle varieties and it sure won’t look the way most of Dribbble thinks it will.
Flat ≠ no gradients, no effects, no everything.
We all know the problem: There is no hover event on touch devices. So what happens on those devices with dropdown menus and other content that gets revealed only by an hover event?
Over the past few days I heard different people say different things so I put together a simple CodePen to check what happens. This is what I found out:
Martin took a bit of his time to once and for all solve the mystery around :hover states on touch devices, a topic designers have to keep in mind as well.
Who, What, Where, When, Why (and How – it ends with a “w” cut me some slack). In school we were taught that these fundamental questions must be addressed in the process of creating a strong argument and delivering a legitimate story. In the world of User Experience, being able to accurately answer these 5 questions can be the difference between a product that instantly resonates with the customer and one that quickly makes its’ way to the Startup Graveyard.
Two years old but still true. In fact all of the 52 articles on that site are worth reading.
In the short time since I started designing, I have had a bunch of titles to describe my role; some I chose myself when freelancing, and some were given by the companies that I worked for. I have been a web designer, a user interface designer, an interaction designer, a user experience designer and most recently, a product designer. As I have moved from one title to the other, the industry has evolved and it is much easier to see some of those patterns in hindsight. What does your role, really encompass when you say you are a designer at a startup, or more importantly what all can it encompass that will help you be better at what you are trying to be? What does it mean to be a designer for the digital medium? What does it mean to design a digital product?
This piece describes my daily routine fairly good.
So to summarize; if you’ve been using Fireworks, and for a chance you want to use an app that’s in active development, by a team that’s fully committed to the app, give Sketch a try.
A 15-day free trial is available on our website or buy it on the Mac App Store. And to give everybody an extra reason to try Sketch now; we’re running a sale for just one day; 50% off at $24! (This sale ends at 11PM GMT on May 8th)
Sketch is no Photoshop but it’s amazing and for only 24 hours pretty cheap. Take a look at it and invest a bit of money to support the development of something that is going to be a big thing.
Over the last couple of years, there has been an increasing amount of overlap in the functionality between Fireworks and both existing and new programs like Photoshop, Illustrator, and Edge Reflow. At the same time we have shifted to focus our engineering teams on building smaller, more modular, tools and services for specific tasks in web design. Due to this overlap and as well as our change in our product development focus, we have decided not to update Fireworks to CC and instead will focus on developing new tools to meet our customers needs.
Thanks to all of you who tried to persuade me to switch from Photoshop to Fireworks in the last couple of years. Have fun switching to PS or Sketch. :five
The purpose of prototyping in Xcode is to be able to create a super high fidelity flow using the exact same software that builds iOS Apps. In Xcode, there is no limit. You can embed beautiful interactions, transitions, animations and sounds to produce a true native experience. In this tutorial, I will focus on the Storyboard feature, a powerful tool in Xcode that allows you to build an App without a single line of code. You will be able to create a functional prototype in a matter of hours.
What sounds like a crazy idea is actually quite brilliant. Doesn’t hurt you to get to know Xcode a bit better than “The thing the developer spends all day in”.