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Page 1: Making Great iOS Experiences

Making Great iOS Experiences

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What we will cover

•  Prerequisites •  Process steps •  Specific examples •  Common pitfalls

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What is an

experience?

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What happens to a user while he or she interacts with your product

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Entire experiences…

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Small experiences…

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In the case of your iOS product…

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Overall experience will be remembered

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And it is made of all the little experiences

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What makes an experience

great?

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Simplicity

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Simplicity (helps with usability)

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Transparency

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Transparency Tell what’s happening and why (creates comfort and trust)

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Depth

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Depth (makes it lovable)

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Unity

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Unity (makes each little experience add to the main experience)

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Prerequisites

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Know Your User

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Common Tools

•  Personas

•  User Stories

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It’s not about - tons of info - unnecessary context

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The point is to really… truly…

understand who is using your

product and why

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This is an absolute requirement. If you don’t have this, stop everything until you do.

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Knowing your user influences every other aspect of design

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Common pitfalls

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Need some help from…

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App Cat

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This product is for puffy gray cats who like to build apps.

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This product is for puffy gray cats who like to build apps.

Let’s rock! I know what to do. I AM the user.

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This product is for middle-aged moms with bilingual children.

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This product is for middle-aged moms with bilingual children.

Perfect. Let’s get started. I AM the user!

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I’ve been in this industry for 8 years. I know what the user wants.

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The Team

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Understand Key Value

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Key value: The thing your user gets that is important to them.

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Key values differ from one little experience to the next

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They are often (but not always) things about your product that are unique.

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Key value: Seeing things you said you wanted to read later.

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If you have a clear key value, you can coordinate everything around it.

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The way you describe a key value should be clear and constant.

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Everyone should talk about it the same way.

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Have a Design Theme

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A design theme is a concept that sets the overall tone…

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… and also defines how little details are going to work.

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Sounds like it would be a big, detailed thing with lots of specifications and rules

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It’s totally the opposite

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A good design theme can be described in 1 or 2 sentences.

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Safari in iOS 7 design theme: “Floating cards”

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WeaveScape for iPad design theme: “2D landscape with amazing people and interesting locations”

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The design theme sets up a real space… a miniature world in which things make sense together.

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Back to iOS 7 Safari: If it’s a world of floating cards (one for each browser window), then…

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When we are looking at them from a distance, we should be able to see what’s on them.

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Could have been like this

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In this case, choosing a card would require it to “open up” or “flip over”

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If the content is not on the surface, then where is it? On the back? Inside it?

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In the real version, tapping a card makes it flip up and fill our whole view… and that makes sense. We are now looking at a card more closely.

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In addition, we have the parallax effect… looking behind cards or seeing them angle as they roll by.

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That’s why the design theme is “floating cards” and not just “cards”.

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We see a card fly out to the left when we tap the “x” to get rid of it. Very consistent with the design theme!

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If a card just disappeared when I tapped “x”, that wouldn’t make sense. Where did it go? How would the other cards respond to this?

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Process steps

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Make the key value central and sacred

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Goal is to orient all of the little details around the key value. Be in support of it.

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Key value: Finding a good place to eat while out walking through a neighborhood

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What’s important here?

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Speed of use is probably important.

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Should we ask the user to create an account before we allow them to find a place to eat?

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No! That interferes with the key value. Either they already have an account or they create one later… but not now!

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Use design theme to create depth

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This is where you go beyond the purely functional to create some magic.

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A design theme allows you to brainstorm interesting ways that interactions can take place… that fit with the theme.

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Some actual depth examples in a moment… Still some more steps…

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Design with someone else

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Anyone.

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Review the design theme together… then talk about the interactions that need to happen between the user and the product.

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You should have already filtered out any interactions that don’t support the key value… so now it’s just the good stuff!

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Should be fun and creative.

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Everyone can participate. Rules are: 1. Support creativity and exploration 2. Everything must make sense with the design theme

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Why do you have to design with someone else, by the way?

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Simplicity and quality

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Simplicity and quality

Shortcuts

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Simplicity and quality

Shortcuts

Confusing experiences

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Simplicity and quality

Shortcuts

Confusing experiences

Passion & uniqueness

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So now that you are: - Designing with someone else - Creating depth with the design theme - Making key value central and sacred

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You can: 1. Talk 2. Design 3. Prototype 4. Play (very important) 5. Build for keeps

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These steps (plus the prerequisites) should result in a more unified set of experiences.

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Depth techniques

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Waiting states / loading

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I needed 1.2 seconds to load stuff. How can that be tied into the design theme to create depth?

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Screen transitions (no more “cover vertical”)

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UIViewController - presentViewController UITabBarController - setSelectedViewController - setSelectedIndex UINavigationController - pushViewController - popViewController - setViewControllers

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Conform to this protocol: <UIViewControllerAnimatedTransitioning> Methods: - (void) animateTransition: - (NSTimeInterval) transitionDuration: - (void) animationEnded:

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Don’t forget about interaction control! <UIViewControllerInteractiveTransitioning> Handle percent complete, cancellation, and finished transition… all driven by the user’s interaction with the product.

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UICollectionView inserts and deletes (default fade is shallow)

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This situation is particularly relevant. Items are coming in and out of your world… does the animation fit with your design theme?

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Easiest customization is to set layout attributes and let iOS do the tweening: - (UICollectionViewLayoutAttributes*)initialLayoutAttributesForAppearingItemAtIndexPath: -(UICollectionViewLayoutAttributes*)finalLayoutAttributesForDisappearingItemAtIndexPath:

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Example: Our new photo app. Design theme is “stacks of family pictures”

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CollectionView animation: New pictures fall from above onto the stack. Deleting a picture makes it fall all the way off the bottom of the screen.

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Add some physics with UIKit Dynamics and you’ve got a great experience with depth!

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More pitfalls

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Branding

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Feature defense

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We love the app. It would be cool if it auto-posted to Facebook, though.

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And I’m all about Google Calendar integration. You planning that soon?

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Oh, yeah. Definitely! You’re using the beta. In the full version we got all that.

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Simplicity is hard.

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What you don’t build is as important as what you build. Defend against bloat.

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Feline.io has an awesome interactive tutorial when you open the app.

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And Mice.me has a parallax video on the background of their mobile Website and it knows your location.

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We’ve talked about this a dozen times. Those things are not relevant to our key value. Can we start designing OUR app and stop copying others?

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App Cat took one for the team here.

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Looking around for inspiration and keeping up to date is important.

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But all that really matters – in the end – is delivering your key value in the form of a great experience.

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You won’t find that anywhere except within your own amazing talent.

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What we covered

•  Prerequisites -  Know your user -  Understand key value -  Have a design theme

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What we covered •  Process steps

-  Make key value center & sacred -  Use design theme to make depth -  Design with someone else -  Talk, design, prototype, play -  Then finally build for keeps

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What we covered

•  Specific examples -  Screen transitions -  UICollectionView adds / deletes -  Wait states & loading stuff

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thx!


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