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by Josh Clark
Discover the rules of thumb for finger-friendly design. Touch gestures are sweeping away buttons, menus and windows from mobile devices—and even from the next version of Windows. Find out why those familiar desktop widgets are weak replacements for manipulating content directly, and learn to craft touchscreen interfaces that effortlessly teach users new gesture vocabularies. The challenge: gestures are invisible, without the visual cues offered by buttons and menus. As your touchscreen app sheds buttons, how do people figure out how to use the damn thing? Learn to lead your audience by the hand (and fingers) with practical techniques that make invisible gestures obvious. Designer Josh Clark (author of O'Reilly books "Tapworthy" and "Best iPhone Apps") mines a variety of surprising sources for interface inspiration and design patterns. Along the way, discover the subtle power of animation, why you should be playing lots more video games, and why a toddler is your best beta tester.
1. How should UI layouts evolve to accommodate the ergonomics of fingers and thumbs?
2. Why are buttons a hack? Why aren't they as effective as more direct touch gestures?
3. How can users understand how to use apps that have no labeled menus or buttons?
4. What's the proper role of skeuomorphic design (realistic 3D metaphors) in teaching touch?
5. How can animation provide contextual help to teach gestures effortlessly? How does game design point the way here?
by Khoi Vinh
What comes after just reading on iPad? A new form of creation that's much closer to consumption than what we saw on desktops and laptops. Mixel co-founder and CEO Khoi Vinh takes a look at the journey that led him to create Mixel, the world's first social collage app. Its goal is to get non-artists making art, and Vinh will look at the ways in which the social network has met, exceeded and fallen short of that goal.
Usability has come a long way since the dark days before "Designing with Web Standards". Now nearly all companies see the value of UX in their digital designs. But despite heightened focus on the user and a growing awareness of accessibility concerns, implementation of accessibility standards have often fallen victim to time pressures and obsolete design practices. Disabled users struggle through sites missing alt tags, keyboard inputs or text alternatives. Enter devices like the iPhone & Android … and the iPad.
With the proliferation of non-desktop devices and browsers like tablets and gestural smartphones, suddenly more people are finding that the web isn't as nice and clean as they remembered: broken formatting, too small text, hover functionality that doesn’t work, and entire swaths of the web rendered as Flash-based wastelands that millions can’t access.
We've now discovered that by solving for many of the issues that iOS and other mobile users face, we can also solve for the most prevalent accessibility issues. Using side-by-side examples and case studies, I'll show how we can make sites more accessible and more usable by mobile devices. Through combinations of better markup, HTML5 and CSS3 functionality and better scripting, we can serve two masters at once. Better yet, in some cases, we can take advantage of the accessibility capabilities built into newer mobile devices to make the digital experience even better than they would get on the 'old web'.
by Jeff Blagg, Lowell Bartholomee, Rafael Ruiz and Matthew Cohen
With the release of Holy Hell, the first movie to premiere as a Ipad App, a new distribution frontier opens up for independent filmmakers. As a new business model of DIY cinema, the app suggests a new model for release, serializing the movie in distinct chapters that include additional Transmedia bonus materials. The filmmakers (Rafael Antonio Ruiz and Lowell Bartholomee and programmer Jeff Blagg) document the intricate production process involved in adapting their film to this emerging format as well as how the app also opens up new narrative strategies, creating a new business model for cinematic material.
9th–13th March 2012