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Designing for the iPad: Building Applications That Sell [Paperback]

Chris Stevens
4.0 out of 5 stars  See all reviews (21 customer reviews)
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Book Description

4 Mar 2011 0470976780 978-0470976784
Get in the game of developing successful apps for the iPad

Designing for the iPad presents unique challenges for developers and requires an entirely different mindset of elements to consider when creating apps. Written by a highly successful iPad software developer, this book teaches you how to think about the creation process differently when designing iPad apps and escorts you through the process of building applications that have the best chance for success. You′ll learn how to take advantage of the iPad′s exciting new features and tackle an array of new design challenges so that you can make your app look spectacular, work intuitively, and sell, sell, sell!

  • Bestselling iPad app developer Chris Stevens shares insight and tips for creating a unique and sellable iPad app
  • Walks you through sketching out an app, refining ideas, prototyping designs, organizing a collaborative project, and more
  • Highlights new code frameworks and discusses interface design choices
  • Offers insider advice on using the latest coding options to make your app a surefire success
  • Details iPad design philosophies, the difference between industrial and retail apps, and ways to design for multiple screen orientations

Designing for the iPad escorts you through the steps of developing apps for the iPad, from pencil sketch all the way through to the iPad App Store.


The top three reasons why iPad apps fail, and how you can succeed.

1. The app wasn’t really designed for fingers

This is the number one reason why an iPad app will be laid out on the mortuary table. The iPad is operated by fingers, and human fingers are nothing like a mouse and pointer. If you want to ship half-a-million iPad apps, like Alice for the iPad, you must not design your touch interfaces like you design mouse interfaces. Don’t be a Photoshop jockey, get out there and physically test your app designs on the iPad hardware from the point you make your very first pencil sketch. Touch-screens have almost nothing in common with the desktop computer paradigm, but you wouldn’t know it judging by some of the monstrosities on the app store. The mouse and pointer interface that most of us grew up with is a system of “indirect manipulation”--this means that the user’s hand operates a mouse, which then moves a pointer, which then presses a button, or moves a window etc. However, the iPad uses a system of direct manipulation--your hand directly touches the object it’s interacting with. This small shift in interaction from indirect to direct-manipulation raises all kinds of issues for the designer. Now that objects can be manipulated directly, user’s hands can obscure parts of the scene. There is also the need for target areas with greater tolerance because the human finger is a podgy sausage of flesh, not a pixel-specific arrow. While the mouse pointer is pixel-specific, the human finger is amorphous. But this is not to say that the finger is any less powerful. In fact, with good interface design, the finger can be made infinitely more versatile than any mouse pointer. Sadly, many iPad designers have made the mistake of assuming that their knowledge of desktop computer user-interface design will apply to creating iPad apps. If you do this, you’ll end up making apps that aren’t really designed for touch. You can avoid the problem by testing and retesting your designs on actual iPad devices.

2. It offers too many options
Don’t offer choices to your users; make decisions for them. There is a popular capitalist mythology that assumes that the more choices you offer a customer, the more they will enjoy their experience. This might be true when you pick toppings in an ice cream parlour, but in the world of iPad apps, too much choice will kill you. Psychologists have found that the more options you present a consumer with, the more time it takes them to make a decision. But you won’t just slow down your users by offering lots of settings and choices, you’ll create a state of doubt in their mind. For every option that is available, you sow in their minds the unsettling possibility that an alternative option was potentially a better choice. Settings and choices are also often an excuse for bad design. If you are tempted to provide an iPad user with an option, consider picking the best choice for them instead and removing the option. The iPad is no place for nested menus or multiple settings--not only is screen real-estate limited, but you’re probably packing too much functionality into your app if you need lots of buttons and settings.

3. It’s hard to explain
If you can’t explain your app idea less than ten words, then forget it, you’ve already lost. In the trench warfare of the app store only the clear and concise survive. The best iPad apps tend to do one task and do it well. If a customer cannot grasp the purpose of your app almost instantly, then it will spiral down the drain of the App Store, never to be seen again. Make it dangerously obvious what your app does, and shout about it. Before you write a single line of code or make a single sketch, have a long hard think about whether anyone will understand what it is you’re selling. You might have the greatest idea in the world on paper, but if the story of your app is not clear and compelling, nobody will share it and nobody will buy your app. Avoid this by discarding ideas that require a complex story to explain. Don’t sell features, sell the story of the features: how will people actually use your app? When Apple launched Facetime, they didn’t ramble on about the resolution of the video or the specifications of the VOIP technology behind it, they focused purely on family members calling each other and sharing news in a heartwarming fiesta of emotion. People in real situations make strong, easy-to-explain stories but spec sheets are meaningless to the majority of consumers. To win the iPad goldrush, you need to explain the emotional story to the majority of customers, don’t try and sell the technical story to spec sheet fetishists--they’re a tiny market. The paradox is that to make an iPad app simple is actually very hard, but you can do it!

Designing for IPad



Designing for IPad



Designing for IPad


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Product details

  • Paperback: 352 pages
  • Publisher: John Wiley & Sons (4 Mar 2011)
  • Language: English
  • ISBN-10: 0470976780
  • ISBN-13: 978-0470976784
  • Product Dimensions: 19 x 1.8 x 23.5 cm
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (21 customer reviews)
  • Amazon Bestsellers Rank: 376,376 in Books (See Top 100 in Books)
  • See Complete Table of Contents

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Product Description

From the Back Cover

The iPad is the world’s hottest new gadget, but it represents some radical design challenges. Designing for the iPad shows you how to take advantage of the iPad’s exciting new features and turn your app into a hit. Inside, Chris Stevens, creator of the bestselling app, Alice for the iPad, explains how to take app from a pencil sketch all the way to the App Store. Stevens’ apps are on over 500,000 iPad devices and now, for the first time, he reveals the professional secrets behind his success that will help you grab a lead in the app gold rush. You’ll learn exactly how to make you app look beautiful, work intuitively, and storm up the charts in the App Store. Designing for the iPad includes detailed, tried–and–tested methods of creating a sellable idea, sketching out an app, refining ideas, prototyping designs, and organizing a collaborative project as well as exclusive insider tips on how to market your app. Stevens also explores the new code libraries you can use to make exceptional apps, discusses interface design choices, and explains why the iPad is unlike any computer that has gone before. Topics includes: Five key iPad design philosophies explained Xcode for designers Why children make the best app testers Why the iPad is not a big iPhone – rethinking ergonomics Knowing when to use the stock UI (and when not to) Designing for multiple screen orientations Engineering games for the iPad Designing books and magazines Making educational apps for the iPad Marketing your app Using Cocos2D, Chipmunk physics, an other code libraries Implementing sound in an iPad app Going to war in the iPad Store and more… Designing for the iPad focuses on practical steps, not vague suggestions. So, whether you’re managing a team designing iPad apps, a designer looking for advice, or a programmer who wants to understand the design process behind a globally iPad app, this book will guide you towards iPad success.

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Customer Reviews

4.0 out of 5 stars
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Most Helpful Customer Reviews
6 of 6 people found the following review helpful
3.0 out of 5 stars Interesting, but really isn't what it seems 18 Aug 2011
By Glezza VINE™ VOICE
Format:Paperback|Amazon Vine™ Review (What's this?)
I got this thinking it was a guide to designing for the iPad.

In part it is, but only if you are making the same app it is about.

I didn't finish reading this, it got tedious, I wanted something that would be a better guide to designing for the iPad, this is merely a book talking about the learning process that the team had making this app.

Interesting, yes, but of limited use. There are better books out there to read.
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5 of 5 people found the following review helpful
4.0 out of 5 stars How the author sold his killer iPad app 22 Mar 2011
By Julie Cutler TOP 500 REVIEWER VINE™ VOICE
Format:Paperback|Amazon Vine™ Review (What's this?)
Chris Stevens is one half of the design team which developed "Alice for the iPad". You can easily find the YouTube marketing video of this rather radical adaptation of the children's classic which allows interactive animation to coloured up versions of the Tenniel drawings. He's the designer and former Telegraph technology journalist. The other guy did the programming in Seattle using Objective C and a freeeware 2D animation program called Chipmunk Physics. As such this book is incredibly useful (and good at pointing out what should be blindingly obvious) at discussing how you should plan the interface from scratch, making design choices which suit how people hold the iPad and resolutedly trying to avoid imitating how a "normal" mouse/keyboard based computer set up would work, and for goodness sake, don't just scale up an iPhone app.

As an ex journalist, he's excellent at pointing out that you should have a marketing strategy in place before you start. Not only did they have conveniently out of copyright illustrations, which were easy to cut up in Photoshop, because of the otiginal thick inking outlines, but there was also the Tim Burton film to tag onto. Mainly he thinks journalists aren't worth approaching initially- why bother when you have YouTube? All excellent advice. He also firmly states that you are going to have to come up with something outside the Apple store to market your treasured software- because unless it hits the top 10, no one will find it there (yep, it's a painful mess!).

There is a small section of code (about 44 pages) explaining how the animation works in iPad-Alice. Which is all very dandy if you want to reproduce his App. However apart from some very sensible advice about navigation, adding sounds, and filming your App in action for YouTube (shiny shiny iPad surface!), this is a book about designing AN APPLICATION for the iPad- HIS. Now as I'm just learning the delights of a hand-me-down iPhone, I do see that traditional reference books can be REALLY given a zing- read out the pronounciation in dictionaries, add bird calls to the usual picture and written habits. We're at the start of something big (probably). This however is not a book describing the potentials. In fact, he's quite down about magazines adapting to the iPad and thinks that reference books will just pursue the dead end design that was factual CD-ROMs.

So, sensible reference advice before you attempt to become the next success story,yes, but definitely NOT a full guide to "Building Application-S". Er and with the release of the iPad 2 just days away, with its two cameras, its dual core processor, emphasis on video calls and image manipulation...things may be a little more complicated.

As this is a very very heavily illustrated full colour book, I don't think the sample Kindle file (also full colour) will be particularly pleasant to read on the Kindle itself with the current monochrome ink technology. It has a horribly disjointed layout on Kindle for PC with graphics hovering in space. Not that all the pictures are actually relevant (it falls into the designers' coffee table book category at times). I liked it, but I'm not sure how many times it will be reread for nuggets.
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4 of 4 people found the following review helpful
5.0 out of 5 stars Design handbook 20 Mar 2011
By badger VINE™ VOICE
Format:Paperback|Amazon Vine™ Review (What's this?)
I though that this book would fall either into software engineering category or lighter category of marketing and strategies. Interestingly, it covers both. It starts from general considerations such as planning, ideas, workflow, project management, and gradually moves into examples of actual code. An example of Alice in Wonderland story is used to illustrate all aspects. I think this book somehow managed to achieve impossible, killing several birds with one stone. Professional software engineers looking for detailed technical reference will not find it there, so I guess this category of readers will be one of few, that should look elsewhere. For all others, the book might be useful.
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Most Recent Customer Reviews
4.0 out of 5 stars Useful, interesting, excellent!
This is a very interesting book. As the title suggests it deals with various aspects of designing apps for the iPad. Read more
Published 12 months ago by Mr. R. Brown
5.0 out of 5 stars Excellent Book!
This excellent book focuses on the process of how to design an application before making the programming of it. Read more
Published 18 months ago by V. Kavallari
5.0 out of 5 stars The perfect book to start with .....
Anyone who's seen my reviews knows that among the several thousand I have posted, few hit 5 stars. I am very self-critical and so don't pull any punches when it comes to other... Read more
Published 23 months ago by A. Cresswell
4.0 out of 5 stars A genuinely useful, real-world guide
If you're planning on creating a App for the iPad this book is well worth a read. While not necessarily essential it does provide a lot of useful tips regarding the process of... Read more
Published on 19 May 2011 by M. D. Harris
5.0 out of 5 stars This is a fascinating book - highly recommended
As an experienced iPhone user I figured the difference between an iPhone and an iPad would be pretty slim. But having read this book I realise that I was very wrong. Read more
Published on 12 May 2011 by M. Williams
4.0 out of 5 stars Good Introduction to the Fuzzier Aspects of IPad Development
This book is an essential read for anyone who is already good at programming and coming up with ideas, but has difficulty figuring out how to give an app the kind of panache that... Read more
Published on 2 May 2011 by S. Caughie
4.0 out of 5 stars Good Solid Introduction Book
This book is more a business text than a technical guide - 'Designing for the iPad' is a solid introduction to marketplace mechanics, iPad user-experience and app marketing. Read more
Published on 26 April 2011 by Sue C.
4.0 out of 5 stars Beautifully Illustrated for Visual Learners
I'm not likely to ever create my own app, but I may well commission someone to do one for my business. Read more
Published on 21 April 2011 by Antonia Chitty
4.0 out of 5 stars Not a raven nor a writing desk
Designing for the iPad
Chris Stevens

Not a raven nor a writing desk.

This is a very good, well presented book which details the processes involved in... Read more
Published on 13 April 2011 by Paolo Sammut
4.0 out of 5 stars Very good book, and plenty of useful information.
I am actually designing for the iPad rival platform, Android, but the information in this book is useful to anyone designing for this new type of delivery system. Read more
Published on 13 April 2011 by Peter Coupe
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