Saturday, 4 January 2014

[E383.Ebook] PDF Ebook Designing for the iPad: Building Applications that Sell, by Chris Stevens

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Designing for the iPad: Building Applications that Sell, by Chris Stevens

Designing for the iPad: Building Applications that Sell, by Chris Stevens



Designing for the iPad: Building Applications that Sell, by Chris Stevens

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Designing for the iPad: Building Applications that Sell, by Chris Stevens

Get in the game of developing successful apps for the iPad

Designing for the iPad presents unique challenges for developers and requires an entirely different mindset of elements to consider when creating apps. Written by a highly successful iPad software developer, this book teaches you how to think about the creation process differently when designing iPad apps and escorts you through the process of building applications that have the best chance for success. You'll learn how to take advantage of the iPad's exciting new features and tackle an array of new design challenges so that you can make your app look spectacular, work intuitively, and sell, sell, sell!

  • Bestselling iPad app developer Chris Stevens shares insight and tips for creating a unique and sellable iPad app
  • Walks you through sketching out an app, refining ideas, prototyping designs, organizing a collaborative project, and more
  • Highlights new code frameworks and discusses interface design choices
  • Offers insider advice on using the latest coding options to make your app a surefire success
  • Details iPad design philosophies, the difference between industrial and retail apps, and ways to design for multiple screen orientations

Designing for the iPad escorts you through the steps of developing apps for the iPad, from pencil sketch all the way through to the iPad App Store. From the Author: The Top Three Reasons Why iPad Apps Fail, and How You Can Succeed Design Apps for Fingers

  • The App Wasn’t Really Designed for Fingers This is the number one reason why an iPad app will be laid out on the mortuary table. The iPad is operated by fingers, and human fingers are nothing like a mouse and pointer. If you want to ship half-a-million iPad apps, like Alice for the iPad, you must not design your touch interfaces like you design mouse interfaces. Don’t be a Photoshop jockey, get out there and physically test your app designs on the iPad hardware from the point you make your very first pencil sketch. Touch-screens have almost nothing in common with the desktop computer paradigm, but you wouldn’t know it judging by some of the monstrosities on the app store. The mouse and pointer interface that most of us grew up with is a system of “indirect manipulation” -- this means that the user’s hand operates a mouse, which then moves a pointer, which then presses a button, or moves a window etc. However, the iPad uses a system of direct manipulation -- your hand directly touches the object it’s interacting with. This small shift in interaction from indirect to direct-manipulation raises all kinds of issues for the designer. Now that objects can be manipulated directly, user’s hands can obscure parts of the scene. There is also the need for target areas with greater tolerance because the human finger is a podgy sausage of flesh, not a pixel-specific arrow. While the mouse pointer is pixel-specific, the human finger is amorphous. But this is not to say that the finger is any less powerful. In fact, with good interface design, the finger can be made infinitely more versatile than any mouse pointer. Sadly, many iPad designers have made the mistake of assuming that their knowledge of desktop computer user-interface design will apply to creating iPad apps. If you do this, you’ll end up making apps that aren’t really designed for touch. You can avoid the problem by testing and retesting your designs on actual iPad devices.
  • It Offers Too Many Options Don’t offer choices to your users; make decisions for them. There is a popular capitalist mythology that assumes that the more choices you offer a customer, the more they will enjoy their experience. This might be true when you pick toppings in an ice cream parlour, but in the world of iPad apps, too much choice will kill you. Psychologists have found that the more options you present a consumer with, the more time it takes them to make a decision. But you won’t just slow down your users by offering lots of settings and choices, you’ll create a state of doubt in their mind. For every option that is available, you sow in their minds the unsettling possibility that an alternative option was potentially a better choice. Settings and choices are also often an excuse for bad design. If you are tempted to provide an iPad user with an option, consider picking the best choice for them instead and removing the option. The iPad is no place for nested menus or multiple settings -- not only is screen real-estate limited, but you’re probably packing too much functionality into your app if you need lots of buttons and settings.
  • It’s Hard to Explain If you can’t explain your app idea less than ten words, then forget it, you’ve already lost. In the trench warfare of the app store only the clear and concise survive. The best iPad apps tend to do one task and do it well. If a customer cannot grasp the purpose of your app almost instantly, then it will spiral down the drain of the App Store, never to be seen again. Make it dangerously obvious what your app does, and shout about it. Before you write a single line of code or make a single sketch, have a long hard think about whether anyone will understand what it is you’re selling. You might have the greatest idea in the world on paper, but if the story of your app is not clear and compelling, nobody will share it and nobody will buy your app. Avoid this by discarding ideas that require a complex story to explain. Don’t sell features, sell the story of the features: how will people actually use your app? When Apple launched Facetime, they didn’t ramble on about the resolution of the video or the specifications of the VOIP technology behind it, they focused purely on family members calling each other and sharing news in a heartwarming fiesta of emotion. People in real situations make strong, easy-to-explain stories but spec sheets are meaningless to the majority of consumers. To win the iPad goldrush, you need to explain the emotional story to the majority of customers, don’t try and sell the technical story to spec sheet fetishists -- they’re a tiny market. The paradox is that to make an iPad app simple is actually very hard, but you can do it!

    • Sales Rank: #2565252 in Books
    • Published on: 2011-01-31
    • Original language: English
    • Number of items: 1
    • Dimensions: 9.28" h x .72" w x 7.40" l, 1.78 pounds
    • Binding: Paperback
    • 352 pages

    From the Back Cover
    The iPad is the world’s hottest new gadget, but it represents some radical design challenges. Designing for the iPad shows you how to take advantage of the iPad’s exciting new features and turn your app into a hit. Inside, Chris Stevens, creator of the bestselling app, Alice for the iPad, explains how to take app from a pencil sketch all the way to the App Store. Stevens’ apps are on over 500,000 iPad devices and now, for the first time, he reveals the professional secrets behind his success that will help you grab a lead in the app gold rush. You’ll learn exactly how to make you app look beautiful, work intuitively, and storm up the charts in the App Store.

    Designing for the iPad includes detailed, tried-and-tested methods of creating a sellable idea, sketching out an app, refining ideas, prototyping designs, and organizing a collaborative project as well as exclusive insider tips on how to market your app. Stevens also explores the new code libraries you can use to make exceptional apps, discusses interface design choices, and explains why the iPad is unlike any computer that has gone before.

    Topics includes:

    • Five key iPad design philosophies explained
    • Xcode for designers
    • Why children make the best app testers
    • Why the iPad is not a big iPhone – rethinking ergonomics
    • Knowing when to use the stock UI (and when not to)
    • Designing for multiple screen orientations
    • Engineering games for the iPad
    • Designing books and magazines
    • Making educational apps for the iPad
    • Marketing your app
    • Using Cocos2D, Chipmunk physics, an other code libraries
    • Implementing sound in an iPad app
    • Going to war in the iPad Store and more…

    Designing for the iPad focuses on practical steps, not vague suggestions. So, whether you’re managing a team designing iPad apps, a designer looking for advice, or a programmer who wants to understand the design process behind a globally iPad app, this book will guide you towards iPad success.

    Most helpful customer reviews

    0 of 0 people found the following review helpful.
    How to start developing your iPhone/iPad app
    By Ian
    While it's getting a little long in the tooth, this is a very good guide to the *process* of developing for an iPad. It's not a technical book, per se, nor is it a design book - it neatly fills the gap between the two. If you're thinking about developing an iPhone or iPad application, but aren't sure how or where to start, this book will answer your questions (including some you might not have known to ask!) and get you on the road to success. While some of the details are a bit outdated, the book is generally very useful. It would be nice if Chris Stevens updated it!

    2 of 3 people found the following review helpful.
    "Designing for the iPad" is a book about DESIGN ... not coding
    By David Schwartz
    It's easy to create an app for the iPad. Find a public-domain book in electronic form, wrap an e-reader around it, and put it up on the app store.

    You'll be lucky to give away more than a hundred copies the first month.

    If that's your schtick, then don't buy this book.

    There are several things that make the experience of using a tablet like the iPad different than a plain old ebook:

    1) the size -- it's similar to a book

    2) it's "alive" -- the difference between a passive "book" and an interactive "app"

    3) the reading surface IS the control surface -- you can also touch it and it will respond

    4) an accelerometer -- it knows where the device is in space, and can respond to movements

    The author took a public domain book, "Alice in Wonderland", tweaked it to take advantage of these four degrees of freedom, and published it as an app. Then he got a call to appear on the Oprah show after she chose it as her recommended Book of the week or some such honor. It has also won a number of other awards and kudos.

    Try THAT with a regular eBook!

    The author goes through a ton of stuff that can help you DESIGN an app that stands out from the crowd. I personally think this is one of the best books on design that I've ever seen. It's easy to read and understand; not at all academic; and extremely practical.

    Just to be clear, it's not about creating fancy eBooks. It's all about what goes into making an application that PEOPLE WILL WANT TO BUY. If nobody wants to buy your app, then you've missed the mark. You start your design at the beginning ... long before you've written your first line of code. And if you're smart, you'll buy this book to learn a few things from what Chris has learned; if not, you'll probably learn them from the school of hard knocks.

    0 of 1 people found the following review helpful.
    good guide
    By Krisztian Sonberger
    If someone wants to learn the coding part, just choose an other books. I really like this guide. It really helps me to concretize my ideas about publishing an interactive epub. :)

    See all 21 customer reviews...

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