iOS Design Principles
For this project I am choosing to design an Apple iOS 10 app. As part of this, I will be following the iOS Human Interface Guidelines (HUIG) and will utilise establish UI pattern that exist in iOS to do so. In addition, I will set out to follow the Apple’s core design principles for mobile. These human interface principles are:
Apple suggest that aesthetic should not be define by how good it looks visually but rather, a measure of how well the appearance of the the app works. An app design with aesthetic integrity should give a ‘clear and unified message’ about it purpose.
Apple don’t explicitly assert that an app should look completely minimal or follow a specific design trend but rather should be appropriate for the experience that you are designing for.
In my case, myWelfare app is very much a productivity app that has very limited but features but clear goals for the end user. So in this instance, it’s important that not frivolous design exists in the app.
In my opinion, consistency is absolutely key in app design. Consistency allows users to transfer knowledge of how to operate one app to another. Apple suggests that consistency is not a license to copy one app but rather take advantage of “standards and and paradigms people are comfortable with.” (Apple Inc, 2013, pg 21)
Apple encourage the use of gestures rather than using separate user interface controls to manipulate onscreen objects. Apple suggest, that gestures give user a more affinity for and sense for control over, elements that they can interact with onscreen.
For example, rather than display ‘next’ and ‘previous’ links on for a on-boarding carousel pattern, users should be encouraged to use swipe gestures to navigate.
Apple advises that feedback should be using to acknowledge users actions and assure the of that action being process. Users expect immediate feedback and if they should be give adequate feedback during lengthy processing times.
While apple have moved away aesthetically from skeuomorphic design, they still advocate the use of metaphors for objects and actions in the real world. This is apparent in the apple’s use of ‘switches’ in apples controls UI.
One of apple’s core philosophies is focusing on people not technology. User’s should initiate and control actions. Apple assert that people feel more in control when when behaviours and controls are ‘familiar and predictable’. A good example of this are the notification prompts that one gets when an app is first downloaded, the app does not automatically make this decision but rather let’s the user confirm they wish for the notifications to occur.
Utilising iOS interface elements
Bars can be described the area to tell people where you are in the app, give navigation and contain buttons.
Views can be described as the primary content that users see in your app, such as text, graphics, charts, animations and interactive elements. View can also have certain behaviours such as scrolling, insertion, deletion and arranging of content.
Controls are any elements that invoke actions or convey information. Buttons, text fields and switches are all considered to be controls in iOS.