design

360iDev Conference: iOS Tech, Design, Business, and Mariachi Bands

Last week I attended 360iDev, an iOS developers conference, in Denver. In my last post I covered all the great things that happened as a result of attending conferences. Not only are they valuable education, but also a indirect marketing benefit. Nearly every person I spoke with at the conference this week agreed that the return on investment, although unmeasurable, easily covers the cost of attending the conference. 360iDev is not only a conference focused on technical sessions for developers, but also runs the gamut of sessions from UI/UX design, to graphics design, to management, to great business-side information from contracting, to marketing, to business models. In this post, I'll go through some of the tips and tricks I picked up from this year's conference.

Making Choices in UI Design: You Can't Please Everyone

Designing an iPhone UI for a productivity app can take many directions and each time you make a choice, someone will not like it, yet others may think it's brilliant. (Of course, you hope the latter are the ones leaving reviews.) Today the landscape in the app store affects how you design your UI—you need to stand out to get noticed. However, the other edge of the sword is that if you go totally radical, people won't have that comfort feeling of familiarity of a iOS app. So the key is to get a balance of familiar, with a dose of 'zazz. Of course, it helps to have some luck of being in the right place at the right time, so someone with influence also sees your app, but this post is going to tackle areas WITHIN your control—the design of the User Interface (UI).

Designing the Right Icons and Graphics for your Apps

What's in an icon? App icons are one of the first things a potential customer sees. A good icon will catch an eye, stand out from the rest. It will make your customer take notice, will entice them to click for more info. Your app's icon is one of the most important graphics for your app and can make a big difference in attracting more customers.

When developing many apps, you might also want to opt for branding, either for your company, or for a series of related apps. A key element of branding is to determine a design element that you want to use throughout each icon. This element could be a style, an border, or something more specific. This post will walk through examples of how we've tackled branding for our apps, including our Trip Boss suite, and briefly discuss the difference an icon can make in sales.

Trip Boss Evolution – from Palm to iPhone, a behind-the-scenes look at the design process

Recently we released phase 1 of Trip Boss travel manager for iPhone. We've been working towards its release since the AppStore opened 2-1/2 years ago in 2008. Although we released other iOS apps prior to Trip Boss, with each app we learned something new that we could use in Trip Boss. Full time focus on Trip Boss took about 7 months and we expect another 3-4 months to release the remaining phases, or “modules”. In comparison, Trip Boss for the PalmOS, the initial release, took over a year to write. Some of the subsequent additions and enhancements (such as itinerary) took another year each to release. This post will show you some of the history behind Trip Boss' design and some of the insight behind the design decisions for the iOS release.

Trip Boss main screenshot

Serving Sizer recipe converter--the Visual Design Process

We put a lot of thought into the aesthetics for our iPhone app, Serving Sizer recipe converter. We wanted the app to follow Apple's Human Interface Guidelines, but also set itself apart by polishing the basics to an appealing, graphically designed user interface. Let me take a little time to give insight into our design process in this post.

Syndicate content