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Given the fiercely competitive state of the iPhone app landscape, it has become increasingly challenging for app designers and developers to differentiate their apps. The days are long gone when it was possible to crank out an app over the weekend and refine it after receiving a few not so flattering user reviews. Users now have choices -- lots of them. If your app is difficult to use or doesn't meet their needs, finding another one is just a tap away.
To illustrate, consider the ever-growing field of Twitter clients. There are hundreds of variations in the App Store but only a handful stand out from the pack (such as Tweetie or Twitterific). For most apps, it boils down to one thing: the user experience. The same is true for countless other categories within the App Store; well-designed apps are more likely to attract and retain users. Of course there are other critical aspects of iPhone app development: the coding, the marketing, the customer support. All of the elements must come together.
Designing the iPhone User Experience will help you tackle the user experience part of the iPhone challenge. Three key themes will be reinforced throughout the book: Know thy user, the Design Lifecycle, and Attention to Detail:
- Know Thy User
Millions of people depend on iPhone apps to get them to work, find their next meal, and stay in touch with family and friends. Professionals of all kinds also rely on iPhone apps: doctors look up drug interactions; photographers fine-tune lighting; cyclists find the best routes. To truly understand how your apps can fit into their lives, designers and developers must learn how users do things today, what's important to them, and what needs have not been met. Part II, Introduction to User Research, will introduce a variety of user research methods. - The Design Lifecycle
Award-winning designs rarely happen overnight; they usually only occur after many rigorous design cycles. To illustrate this point, consider USA TODAY's iPhone application, which went through at least seven iterations for the article view in their app. These kinds of iterations should happen before you launch your app, since it will save valuable time and money, not to mention the headaches a bad design could create for your user. More importantly, you may only have one chance to impress your users -- you do not want to sell them half-baked ideas. Part III, Developing your App Concept, will explain how to iteratively design and test your app concepts. - Attention to Detail
Most professionals know that attention to detail is important, but hundreds of apps fail to incorporate even the most basic design principles. This lack of attention is not merely an aesthetic issue (which is important) it also affects the way apps function. For example, a news article without proper alignment will be difficult to read, and a poorly rendered icon will be challenging to interpret. Apps with a razor sharp attention to detail will stand out because their apps will look good and perform well. Part IV, Refining your App Concept, will show you how to make to your app shine, from visual design and branding to accessibility and localization.
- Sales Rank: #684856 in Books
- Published on: 2010-08-22
- Original language: English
- Number of items: 1
- Dimensions: 10.00" h x .61" w x 7.96" l, 1.72 pounds
- Binding: Paperback
- 336 pages
From the Back Cover
"In her book Designing the iPhone User Experience, Suzanne Ginsburg takes a fresh look at cutting-edge, user-centered design from the perspective of designing mobile user experiences for the iPhone. Her book brings together everything you need to know to design great products for mobile contexts."
-Pabini Gabriel-Petit, UX Strategy & Design Consultant and Publisher and Editor in Chief of UXmatters
"It's about time! Suzanne Ginsburg takes the best of User-Centered Design (UCD) principles and tweaks them with a dash of mobile and a lot of hints about what it means to implement the Apple Human Interface Guidelines for iPhone. Your idea for an iPhone app has much better chances of being accepted by iPhone owners (and by the iTunes watchdogs guarding entry to the App Store) if you follow even half of the suggestions in this book."
-Nancy Frishberg, Ph.D., User Experience Strategist and past Chair of BayCHI
About the Author
Suzanne Ginsburg is a user experience consultant based in San Francisco, California. She helps companies conceptualize and design software. She works with many different kinds of organizations, from established technology companies to small iPhone startups.
One of her favorite aspects of user experience design is exploratory user research which helps uncovers users’ unmet needs and inspires innovation. She has conducted exploratory research for online communities, home networking software, and several iPhone apps. Sketching and prototyping also play a big role in her design process. Suzanne is constantly exploring new approaches and evolving her prototyping tool kit.
Suzanne is most passionate about products that connect people, such as messaging and social media. These projects often involve cross-platform design which looks at the user experience across the web, desktop and iPhone. Suzanne is also interested in the field of augmented environments, particularly software that helps users learn about the people, objects, and places around them.
Suzanne is an experienced speaker and writer. She regularly presents at meetups, UX book clubs, and conferences. She also maintains a UX blog, iPhone UX Reviews , where she reviews iPhone apps and provides advice on iPhone app design.
Suzanne has a Masters Degree in User Interface Design from UC Berkeley’s iSchool and an undergraduate degree in Business Management from Cornell University. You can learn more about Suzanne at Ginsburg Design .
Most helpful customer reviews
23 of 23 people found the following review helpful.
Summarizing what UX is about in less than 200 pages
By Matthias Schreck
In the past few years, I have read many UX books, and most of them were either extremely boring or very badly written, so I approached this one with a lot of cynicism. Luckily, it is neither boring nor badly written: it actually has a very good pace, talks about most aspects of User Experience just in the right length, and maintains a tone throughout that relaxes you and makes you feel that you're actually doing something that you enjoy.
The authors maintain the position that some UX work in design is better than none, and show ways how research, design and production can be influenced by User Experience work (performed by you, the reader) without big budgets or a sense of perfectionism.
Having worked in various companies large and small for UX teams both successfully and unsuccessfully, I found that the relaxed approach by the authors resonated with me. It's a bit like books by Steve Krug, but less descriptive in what needs to be done. "Undercover User Experience Design" rather gives you a range of possibilities to tackle problems along the way, and it's up to the user which one to pick. The book quite masterfully describes the techniques with just the right amount of detail: if you're okay with a bit of uncertainty, you can probably do the exercises straight away, but if you're a bit anxious because you've never done it before, the book gives you plenty of leads to follow up on.
I rarely recommend a book for both beginners in UX and seasoned professionals, but I felt that it spoke very well to both parties: beginners get a 5-star introduction into what can be done, a bit of how-to as well, while professionals can use it as a quick-reference guide in case they hit a snag somewhere in their projects.
Oh, and it's under 200 pages, which makes it much more likely for you to actually read ;-)
13 of 13 people found the following review helpful.
Excellent "how to do it" book
By Drys
I wish I'd had this book 13 years ago when I was a technical writer in a software company moving into what I later found out was called information architecture and which we would now know as user experience.
It is a fantastic resource for anyone new to the field. It gives an excellent introduction to what is involved and what you can do to improve user experience while retaining your day job.
One highpoint for me is the chapter on generating ideas, which demonstrates many of the well-known methods (excellently illustrated) as well as some more esoteric activities. Even seasoned UXers will find something new here.
There's also a very good chapter on deliverables with one of my favourite lines in the book: "Deliverables are a step on the journey, not the end of the line". Perhaps it would be good if the authors warned here that in agencies (I refuse to perpetuate the authors' use of the appalling terms "outties' and innies"!) deliverables are often seen as the final and only outcome.
I also thought the section on responding to criticisms in review sessions well thought out. It ought to give confidence to anyone facing this daunting prospect, and probably has some handy tips for more experienced practitioners.
A few criticisms: the book only talks about web sites: user experience experts work in all sorts of product environments (like software) and it would be good if the book made the point that many of these skills and methods are transferable. I found some of the chapter on working with other disciplines a little patronising, particularly of visual designers, who can be highly experienced interactionists with whom we can and should work closely. I also thought the section on Agile was a little optimistic, skating over some of the difficulties.
But overall this is a great new book and I would recommend it to anyone wanting to work in user experience design.
12 of 12 people found the following review helpful.
The design reference for mobile experts
By Andrew MckInney
I design and create iPhone and mobile apps for a living, so I've seen my share of carbon-copied iPhone HIG's with little thought about the user research, experience design overall device navigation. Suzanne's book is not this! She covers all of these important mobile user experience topics plus some. She starts you off with a classic interaction design approach, then dives into how these research elements apply to device design, and provides a great deal of exemplars to back up her thoughts.
For those already familiar with user experience design, Suzanne's discussion of the device capabilities, navigation and interface elements/interplay is equally as valuable. Suzanne's book actually changed the way I approached my soon-to-be-released iPhone App DrivingBuddy. You could spend hours looking for examples of well-designed mobile apps and diagnosing why exactly they are great, or you could just read Suzanne's book :)
This book is clearly written for a designerly audience, but also lays the groundwork for user experience newbies. I highly recommend this book to anyone tackling the difficult task of designing for mobile.
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