It’s that time of year when lysteria (ahem, the hysteria around creating
a list) takes a hold. Whether it’s Five Trend Predictions for 2010 or a Top Ten
Apps of 2009, it seems that just about everyone is putting out a list of some
sort.
As I read over some scribbles this morning on designing iPhone apps, I noticed there were 10 individual points. How convenient. So straight out of my notebook comes yet another list =>10 simple things to consider when building an iPhone app.
1 Are you giving your audience something of value?
A successful iPhone application addresses real customers. For
every iPhone application that is the result of a rigorous user centric design approach
there will be one that fails to
consider who the users are, their behavior, and how they will interact with the
application. Keep asking yourself, who is your target audience and are you giving
your target audience something of value.
2 Understand the context?
The iPhone provides exciting opportunities because it allows
users to interact in more places and in a more engaging way, and at different
times of the day. It’s important to understand the environment in
which your customer may interact with the application. Consider what it
means to your application if your target user will typically use it on an
underground commute (with no network connection) or how they would interact
with the application during the hustle and bustle of a department store.
Don’t make the mistake of discussing
what functionality to offer but what user goals you should
serve for the target audience. This avoids common failings such as feature
bloat, where features are placed ahead of better experiences. It is easy to create a rich feature list but
the challenge is to understand the customer and pare down this feature list so
that it does fewer things, better and in a simpler way, and all with the
purpose of helping the users to achieve their goal.
4 Understand how
people user iPhone apps.
iPhone apps are more transient experience than traditional
online experiences. Customers use them briefly and move on. These
considerations are vital when designing iPhone apps. Long complex tasks are
unlikely to be completed as users are distracted or disengaged.
5 Focus on the essentials
The screen size of 480 x 320 pixels provides obvious design
implications. A usable application is one where the user can focus on the
essentials. It’s about stripping out the unnecessary to create a
simplified user interface which is easy to read. The design objective is
to keep the user experience focused on the task. Screen clutter distracts
and hinders the user from performing the intended action. This is less
about minimalist design but more about focused design.
6 Is it finger friendly?
The iPhone browsing experience is a different beast to the online browsing experience. The iPhone is a gestural interface, with precision mouse control & clicks replaced by the finger. This enables users to interact in a far more natural and intuitive manner, responding to gestures such as tap, flick & pinch. Successful implementation requires supporting standard gestures such as tap, flick and pinch appropriately and providing immediate feedback. Gesture support manifests itself in the interface, as the layout is optimized for fingers, providing a finger tappable area for all tappable elements. Fingers don¹t have the same level of precision as a mouse, so make sure all interactive elements are sized and spaced to optimise gestural interactions.
7 iPhone
has its limitations.
iPhone apps are expected to be enjoyable to use - so whilst they are purposeful they need to delight. A delightful experience creates an emotional connection and a customer who is emotionally engaged will interact longer.
9 Is
it intuitive?
From the moment the launch screen appears it must be immediately
apparent to the user what the application does and instantly understandable as
to how to interact with it. iPhone
users are impatient and if it takes too much
time figuring out what to do then the user will tune out.
10 Is the flow streamlined?
iPhone are seldom built to rely on long attention spans. It’s important that the user can complete the tasks in not too many steps.


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