Showing posts with label usability. Show all posts
Showing posts with label usability. Show all posts

Programming the Iphone User Experience: Developing and Designing Cocoa Touch Applications Review

Programming the Iphone User Experience: Developing and Designing Cocoa Touch Applications
Average Reviews:

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The book is short, and while it has quite a number of code samples buried within it, it has only a few real gems that I thought were worthwhile. If you're looking for code examples on how to do fancy UI things with the iPhone or iPod touch - don't go here. It's really more of a conceptual overview of what an iPhone user experience should be including categorizing some common elements and patterns in use.
In the code samples, I found a useful nugget: a tidbit on how to improve the app startup/loading experience, with code samples. Otherwise most of the code samples were almost more of a "hey look, I can do the same thing that Interface Builder does, except in code" and re-hashes of example code that you can find on the web or in Apple's sample code projects. I suppose it's a lot easier than screenshots illustrating how to replicate with Interface Builder. The fact that you could do many of these patterns with Interface Builder seemed to escape comment in the text.
In terms of something to think about for how you're going to set up a user experience, it gives some patterns and anti-patterns that complement Apple's iPhone HIG. I thought at a fairly high level, those were pretty good. I didn't agree with all of them, and some segments seemed to be so wishy washy as to be useless (like wether or not to use Core Data) - but some were good too.
I wouldn't run out to go get this book and read it, but if you're looking for a paper copy of another point of view on the UI patterns of designing iPhone applications, this book might be worthwhile for you.

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Apple's iPhone and iPod Touch not only feature the world's most powerful mobile operating system, they also usher in a new standard of human-computer interaction through gestural interfaces and multi-touch navigation. This book provides you with a hands-on, example-driven tour of UIKit, Apple's user interface toolkit, and includes common design patterns to help you create new iPhone and iPod Touch user experiences. Using Apple's Cocoa Touch framework, you'll learn how to build applications that respond in unique ways when users tap, slide, swipe, tilt, shake, or pinch the screen. Programming the iPhone User Experience is a perfect companion to Apple's Human Interface Guidelines, and provides the practical information you need to develop innovative applications for the iPhone and iPod Touch, whether you're a CTO, developer, or UI/UX designer.

Understand the basics of the Cocoa Touch framework for building iPhone and iPod Touch applications
Learn theory and best practices for using Cocoa Touch to develop applications with engaging and effective user interfaces
Apply your knowledge of Objective-C to the iPhone/iPod Touch framework
Customize standard UIKit views according to Apple's Human Interface Guidelines and usability principles
Learn patterns for handling user experience concerns outside of the interface, such as network- and location-awareness


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Designing the Mobile User Experience Review

Designing the Mobile User Experience
Average Reviews:

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Handheld Usability
The above link is to a book that is easily the predecessor to "Designing the Mobile User Experience." The shame of it is that Barbara Ballard and Scott Weiss did not collaborate to produce a second edition, sharing both of their insights. Instead, Ballard writes the same book, but in 2007 instead of 2002, with many of the same weaknesses, and many of the same strengths. Readers who liked "Handheld Usability" will enjoy "Designing the Mobile User Experience," but will be frustrated by the lack of detailed WAP design advice. Also missing is detailed advice for FlashLite, UIOne, SVG, tat, Java, and other environments. Ballard is a very strong writer, with very strong opinions. Fortunately, she is very smart and knowledgable, with extensive experience working at Sprint and since, providing services to Sprint. Wiley did her a disservice by printing the book in black and white, and does a crazy disservice to readers by charging so much for the book. However, designers who want to learn about mobile will benefit from this book. Experienced mobile designers will be frustrated, as they were with "Handheld Usability." Even experienced mobile designers should consider purchasing this book, as a reference and as a supplement to their own knowledge.

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Gain the knowledge and tools to deliver compelling mobile phone applications.
Mobile and wireless application design is complex and challenging. Selecting an application technology and designing a mobile application require an understanding of the benefits, costs, context, and restrictions of the development company, end user, target device, and industry structure.
Designing the Mobile User Experience provides the experienced product development professional with an understanding of the users, technologies, devices, design principles, techniques and industry players unique to the mobile and wireless space. Barbara Ballard describes the different components affecting the user experience and principles applicable to the mobile environment, enabling the reader to choose effective technologies, platforms, and devices, plan appropriate application features, apply pervasive design patterns, and choose and apply appropriate research techniques.
Designing the Mobile User Experience:
Provides a comprehensive guide to the mobile user experience, offering guidance to help make appropriate product development and design decisions.
Gives product development professionals the tools necessary to understand development in the mobile environment.
Clarifies the components affecting the user experience and principles uniquely applicable to the mobile application field.
Explores industry structure and power dynamics, providing insight into how mobile technologies and platforms become available on current and future phones.
Provides user interface design patterns, design resources, and user research methods for mobile user interface design.
Illustrates concepts with example photographs, explanatory tables and charts, and an example application.

Designing the Mobile User Experience is an invaluable resource for information architects, user experience planners and designers, interaction designers, human factors specialists, ergonomists, product marketing specialists, and brand managers. Managers and directors within organizations entering the mobile space, advanced students, partnership managers, software architects, solution architects, development managers, graphic designers, visual designers, and interface designers will also find this to be an excellent guide to the topic.

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Mobile Web 2.0: The Innovator's Guide to Developing and Marketing Next Generation Wireless/Mobile Applications Review

Mobile Web 2.0: The Innovator's Guide to Developing and Marketing Next Generation Wireless/Mobile Applications
Average Reviews:

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Reading this book, I was regularly (I don't mean sometimes) stopped my in my tracks because of the typing errors, style errors and layout issues. This book is marvel when it comes to a being a book editors' study material. You can annotate and correct about every page in this book. Obviously this is not published by an experienced publisher, trying to mainain a reputation for publishing serious and worthwile information.
That said, I must say that I learned from this book. Being ignorant about the way the Mobile world is organized, it gives you insight in what to do and what not to do when you consider building applications and services for the Mobile market. It doesn't really give you any design guidelines, but it does sketch the environment and comes with sound advice.
So, if you are really eager for this type of information, you can learn from this book. That is, if you are not put off by the writing and layout. What you cannot learn is how a publication like this is written, edited and layed out, unless you are studying to be a book editor, in which case it makes perfect study material...

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** Testimonials **If you're looking for the best source of information currently available on the subjects of both Web 2.0 and Mobile Web 2.0, you have to go no further than this book. - Dion Hinchcliffe, Editor-in-Chief of the Web 2.0 Journal and President of Hinchcliffe & CompanyIn their latest book, the authors make fresh challenges on the paradigms in Mobile data.You are not going to agree with it all, but it will challenge your own thinking. - Jeremy Flynn, Head of Commercial Partnerships, Vodafone UKSimply the most comprehensive and easily-accessible book, on mobile Web 2.0 and it's future potential, available to date. - Dr Rebecca Lingwood CEng MIMechE, Director of Continuing Professional Development, University of OxfordWhy should you buy this book?- Gain an understanding of both Web 2.0 and Mobile Web 2.0- Learn how Web 2.0 extends to the 'wider Internet'- Learn from the experts: our work has been widely published and referenced on the Web.Our viewpoints are practical, independent and realistic - Understand the seven principles of Mobile Web 2.0- Understand the other factors that affect Mobile Web 2.0 (like the rollout of IMS, WiMAX, Revenue models for Web 2.0 etc.) The seven principles of Mobile Web 2.0- Mobile content and the changing balance of power(The power of user-generated content)- I am not a number, I am a tag (The impact on the telecoms industry's management of numbers)- Multilingual mobile access (Everyone, Everywhere with a phone running .. )- Mobile Web 2.0 and digital convergence (Mobile Web 2.0 is a driver to digital convergence)- The disruptive power of Ajax and mobile widgets- Location based services and Mobile Web 2.0 (LBS has never quite taken off.Will Mobile Web 2.0 help?)- Mobile search: Much more than Google on your mobile phone

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