Book Image

iPhone User Interface Cookbook

By : Cameron Banga
Book Image

iPhone User Interface Cookbook

By: Cameron Banga

Overview of this book

The incredible growth rates for the iPhone, iPod touch, and iPad have pushed consumers to a new “App” economy, with developers racing to the platform. Mobile touch-centric interfaces vary greatly from traditional computing platforms, and programmers as well as designers must learn to adapt to the new form-factor.The iPhone User Interface Cookbook offers a complete breakdown of standard interface design on the iPhone, iPod touch, and iPad. You will learn the tools behind the trade, how to properly utilize standard interface elements, and custom UI tricks that will help your work stand out on the App Store.The book is designed to be a complete overview of interface design on all iOS platforms, offering insight and an inside look into app design. A variety of topics are covered, starting with an overview of tools for the app interface designer, touching upon popular interface components such as the Tab Bar, and offering suggestions for complex game interfaces. Whether you’re new to the platform or a seasoned developer with numerous applications in the App Store, this book strives to teach everyone simple and easy to implement tips for iOS interface design. Regardless of skill level, the iPhone User Interface Cookbook offers a detailed breakdown of all things interface design.
Table of Contents (18 chapters)
iPhone User Interface Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
PacktLib.PacktPub.com
Preface
The Importance of Direct Manipulation
If you need a stylus, you blew it

Using control techniques that are optimized for touch


Video games have evolved over the past 30 years to include several distinguishable and expected traits, especially with regards to controls. A joystick or control pad, and two or more physical buttons has become the standard that has seen universal success on multiple game platforms. From the original NES to the Dreamcast or Game Boy Advance, gamers worldwide have grown accustomed to such a scheme.

But game design drastically changes with a touch screen, as we need to properly account for how the user will hold our device, and what sort of control options will be comfortable to the user.

The fun factor of our game will be completely dependant upon the control scheme we implement into our work, so this isn't an attribute that we should take lightly. Whether we use a software control stick, software buttons, or any other interface mechanic, we should take ease of use into consideration.

For this recipe, we'll dive into different...