전체 글
- 울지 않는 청년은 야만인이요. 웃지 않는 노인은 바보다 - 조지 산타아나 - 2012.09.05
- [Design] 20 Examples of Minimal Style Navigation Menus in Web Design 2012.09.05
- [Design] 21 Beautifully Designed E-commerce Sites 2012.09.05
- [Design] 5 Simple Tips for Designing Better iPhone Apps 2012.09.05
- "왜 원하는 대로 살지 않는가?" 중에서 - 《한비자》내저설 하편에서 2012.09.04
- "왜 원하는 대로 살지 않는가?" 중에서 - 이사(李斯)의 《건축객서》중. 2012.09.04
울지 않는 청년은 야만인이요. 웃지 않는 노인은 바보다 - 조지 산타아나 -
[Design] 20 Examples of Minimal Style Navigation Menus in Web Design
20 Examples of Minimal Style Navigation Menus in Web Design
Minimalism is the art of exposing the essence of something, eliminating non essential forms, features and concepts. In web design, minimalism is really appreciated, especially when it comes to menus and navigation. It is always inspiring to see how some designers apply the well known “less is more” concept to websites menus, and this is what we will show here today, minimal navigation menus. Enjoy.
Colorkite
Cristian Ordonez
Kirschner Brasil
Stuntbox
Derwent & Tamar Chambers
Copy Boy
Crafting Type
formrausch.com
FoundryCo
Envy Labs
south & eleven
Paid to Exist
mangrove
Aa.
Chad Miller
New Babylon
Fear the Grizzly
BVD
oak
Identity Print
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[Design] 5 Simple Tips for Designing Better iPhone Apps
Simple Tips for Designing Better iPhone Apps
As users shop the Apple App Store looking for new apps to buy, they judge their potential purchases based on design.
We’re told early on in life not to judge a book by its cover, but without a way to trial an app, screenshots are one of the few ways a user can judge the quality of it.
Since it’s not possible for someone to judge ease-of-use (usability) or code-quality just by browsing the App Store, judging entirely based on design makes sense, and so apps with better design tend to be chosen more often when compared with competing apps.
So how can we design better apps? Well, I’m glad you asked. I’ll discuss five simple tips that will help.
1. Wireframe Your App
When we talk about an app’s design, we’re talking about two main components. These two components are user experience (UX) design and user interface (UI) design.
Experience design is all about the goals of the app, such as which features to include, and how the user will accomplish those goals.
The user interface design is what that experience looks like visually. That includes the colors, textures, and fonts used to craft the visual style of the app.
In designing iPhone apps, both of those design components are critical and go hand in hand.
However, it’s important that you first spend time on designing the experience of the user. Instead of starting with the visual design of your iPhone app, start with wireframes.
A wireframe is a simple outline of your app idea that allows you to work exclusively on the experience, ignoring the visual aspects. (Read more benefits of wireframing your designs.)
I like to use pen and paper to draw simple boxes and shapes for my wireframes. Others use everything from Illustrator to Balsamiq Mockups (a popular tool for wireframing apps). For this task, the tool doesn’t matter.
You want to focus on planning out how your app features will fit together, what screen the user will encounter first, and how they’ll navigate your application.
Draw buttons, write in text, and especially focus on making the learning process intuitive.
Only start paying attention to style once you’re confident that your wireframes represent a clean, usable app design.
2. Use Finger-Sized Tap Targets
This is the biggest thing you can do to improve the usability of your app: Increase the tappable area for every button. You’re designing for fingers and thumbs, not mouse cursors (which have a higher pointing accuracy).
Apple recommends a minimum of 44x44px for any element the user is expected to interact with.
Now this doesn’t mean that the button needs to visually look that big. The tappable area can extend beyond the visual size of the button. This will help users avoid the frustration of trying multiple times to tap an element. Just be careful if you have several buttons close to each other. Make sure that your extra tappable area doesn’t overlap with other buttons.
3. Have Only One Primary Goal Per Screen
When you’re designing a screen in your app, focus on the primary goal you want the user to accomplish.
For example, in the email list screen in iPhone’s Mail app, the user’s primary goal is to read emails. Though there’s a secondary action for composing an email, the button is off in the corner and not emphasized.
In Commit (one of my iPhone applications) the primary action of the commitment screen is to mark it complete. So I made a huge orange button for that action. Though other buttons are on the same screen, none compete for attention with the primary action.
One of your tasks as a designer is to decide what’s the most important, and then emphasize that. Decrease the visual weight of secondary elements so that the primary action is clear.
To help you create better visual hierarchies and priorities in your designs, check out the following articles:
- Working with Visual Weight in Your Designs
- Creating Focal Points in Your Web Design
- Using Power Structure and Gestalt for Visual Hierarchy
- The Art of Distinction in Web Design
4. Avoid Default Button Styles
The default style for UIButtons on the iPhone is one of my biggest design pet peeves. Almost all of the default elements included with iOS look good. Then there is the default button.
Unless you have a very boring design style for your app, chances are, the default button styles won’t match. Customizing the look of buttons to match your UI will make a huge difference and keep you from looking like an amateur app designer.
You can either set the button style to Custom and include a background image, or you can draw a new button style with code.
There are plenty of tutorials and resources that will help you create great looking buttons. Take a look at both of these resources:
5. Add Extra Views When There’s a Lot of Information
Moving into a new view (either through a push or modal transition) is very easy for the user. So if you find yourself trying to add too much information to a single view, then just add another view.
In iPhone, you can see Apple does this quite often on their "create" screens.
In the New Contact view, selecting a ringtone pushes/slides you to a new view called Ringtones that displays the list of available ringtones you can assign to that new contact.
Tapping a phone number label brings up a modal dialog with other label options (called Label).
By adding extra screens, you can avoid confusing your users with too many cluttered elements by only showing the information they request (a concept known as progressive disclosure).
Related Content
- 10 Solutions for Creating Cross-Platform Mobile Apps
- Helping Your Clients Build an Effective Mobile Strategy
- Native App vs. Mobile Web App: A Quick Comparison
- Related categories: Mobile and User Interface
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"왜 원하는 대로 살지 않는가?" 중에서 - 《한비자》내저설 하편에서
여섯가지 기미는 첫째 왕의 권력이 신하의 손에 있는것,
둘째 왕과 신하의 이해가 달라 신하가 외국 세력을 빌려오는 것,
셋째 신하가 유사한 부류에 의탁해 왕을 속이는 것,
넷째 왕과 신하의 이해가 상반되는 것,
다섯째 왕과 세력이 비슷한 신하가 내분을 일으키는 것,
여섯째 상대방 적국이 내정을 간섭하여 대신의 임면과 등용에 관여하는 것이다.
이 여섯 가지 기미는 군주가 잘 살펴봐야 한다.
-《한비자》내저설 하편에서
어떤 사람이 낙마하면 보이지 않는 곳에서 회심의 미소를 짓는 사람이 많은 게 이 세상이다.
서른 살 무렵에는 주변의 삶의 행로를 뒤틀리게 하는 훼방꾼이 출몰하지 않도록 항상
유념해야 한다. 바람도 불지 않는데도 풀잎이 흔들린다면, 어딘가에 독사가 있다는
뜻으로 알고 주변을 세심히 살펴라.
군주가 사는 궁궐에는 원래 뱀이 많다. 최고를 꿈꾸는 그대가 건너야 할 세상에도
뱀이 득실거리기는 마찬가지다.
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"왜 원하는 대로 살지 않는가?" 중에서 - 이사(李斯)의 《건축객서》중.
『 태산은 한 줌의 흙도 사양하지 않고,
강과 바다는 작은 물줄기를 가리지 않는다. 』
- 泰山不讓土壤 河海不擇細流
군주는 도량이 바다같이 넓어야 한다는 것이다.
군주는 태산처럼 우뚝하고 바다처럼 깊어야지 돌멩이처럼 작은 원한이나
개울물처럼 얕은 인정에 흔들려서는 안 된다.
천하를 품은 군주는 사람을 쓰는 데 있어서 개인적인 감정을 버려야 한다는 의미다.
성왕이나 명군은 다르다. 안에서 인재를 등용할 때는 일가친척
이라고 해서 기피하지 않고,밖에서 등용할 경우에는 원수라
하더라도 기피하지 않는다. 옳다고 여겨지면 곧 그를 등용하
고, 그르다고 여겨지면 곧 그를 처벌한다. 이로써 현면한 사람
은 뜻을 이루어 나가고, 간사한 무리는 물러나게 된다. 그리하
여 한번 관리에 등용되면 제후들을 복종시킨다.
- 《한비자》설의편에서
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