10 iphone ux anti patterns
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10 iPhone UX Anti-Patterns Toby Joe Boudreaux CTO, The Barbarian - PowerPoint PPT Presentation

10 iPhone UX Anti-Patterns Toby Joe Boudreaux CTO, The Barbarian Group Friday, April 3, 2009 Hi. I m Toby. Author of Programming the iPhone User Experience, for O Reilly CTO at The Barbarian Group twitter: tobyjoe


  1. 10 iPhone UX Anti-Patterns Toby Joe Boudreaux CTO, The Barbarian Group Friday, April 3, 2009

  2. Hi. I ʼ m Toby. ‣ Author of Programming the iPhone User Experience, for O ʼ Reilly ‣ CTO at The Barbarian Group ‣ twitter: tobyjoe ‣ tobyjoe.com Friday, April 3, 2009

  3. The Barbarian Group ‣ Full-service digital/ interactive company and consultancy ‣ The Subservient Chicken to the new iTunes 8 music visualizer to CNN Shirts to Plainview Friday, April 3, 2009

  4. Today ʼ s Talk ‣ Terminology ‣ iPhone UX Assumptions ‣ 10 Anti-Patterns Friday, April 3, 2009

  5. What is a Design Pattern? ‣ Reusable solution to a common problem ‣ Extractions of proven solutions ‣ Collectively emergent Friday, April 3, 2009

  6. What is an Anti-Pattern? ‣ A design pattern that causes at least as many problems as it solves, despite better options existing Friday, April 3, 2009

  7. Anti-Patterns Are Not: ‣ Bugs ‣ Dumb features ‣ Crappy code ‣ Bad habits Friday, April 3, 2009

  8. What are UX Anti-Patterns? ‣ A user experience anti-pattern is measured by the impact on the experience ‣ More subjectively judged than technical or operational anti-patterns Friday, April 3, 2009

  9. Do Anti-Patterns Mean You Suck? ‣ No. They mean you created software on par with your peers, that you solved problems. Friday, April 3, 2009

  10. So, How Does It Happen? ‣ The simplest thing that can possibly work isn ʼ t always perfect ‣ Collectively, users and use cases mature ‣ Better solutions to a problem evolve Friday, April 3, 2009

  11. Some iPhone UX Assumptions ‣ With the iPhone, the platform is the experience ‣ Apps should feel Apple-like (the HIG is back!) ‣ Apps should perform a small, focused set of tasks very well ‣ Apps should be optimized for mobile users ‣ Differentiation should come in how the app solves its main problem ‣ Immersive 3D games are exempt Friday, April 3, 2009

  12. Apple-Like? ‣ The HIG sets the stage ‣ Apple leads by example, and developers follow suit ‣ Don ʼ t fear the HIG Friday, April 3, 2009

  13. Users Want the Apple Experience ‣ You don ʼ t have to drink the Kool-Aid ‣ You have to serve the Kool-Aid Friday, April 3, 2009

  14. The Patterns ‣ Billboards ‣ Sleight of Hand ‣ App as OS ‣ Bullhorns ‣ The Bouncer ‣ The High Bar ‣ Memory Lapse ‣ Gesture Hijacking ‣ Spin Zone ‣ Sound-Off Friday, April 3, 2009

  15. Billboards ‣ Splash screens are evil, even when they ʼ re pretty Friday, April 3, 2009

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  18. Billboards “Avoid displaying an About window, a splash screen, or providing any other type of startup experience that prevents people from using your application immediately.” – Mobile HIG Friday, April 3, 2009

  19. Billboards ‣ Forget “quit” and “launch” ‣ Replace with “pause” and “unpause” ‣ Think about fast app cycling ‣ Don ʼ t put branding ahead of users Friday, April 3, 2009

  20. The Progressive Reveal Friday, April 3, 2009

  21. Billboards ‣ Show a structured screen, minus user data ‣ Give the impression that your app unpauses instantly ‣ Make app cycling addictive Friday, April 3, 2009

  22. Sleight of Hand ‣ Swapping meaning for hot areas Friday, April 3, 2009

  23. Sleight of Hand ‣ A great example by Apple: the incoming call screen Friday, April 3, 2009

  24. Locked and unlocked Friday, April 3, 2009

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  26. Sleight of Hand ‣ Navigation stacks make this issue tricky Friday, April 3, 2009

  27. Back buttons lead to extra taps Friday, April 3, 2009

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  29. Sleight of Hand ‣ Consider muscle memory and habit ‣ Overlay screens and consider proximity ‣ Account for one extra, accidental touch ‣ Always confirm potential accidents Friday, April 3, 2009

  30. App as OS ‣ Creating tarpits is a sticky habit Friday, April 3, 2009

  31. App as OS ‣ The device is effectively all screen ‣ One app at a time, and that app is full screen ‣ This creates the illusion of app as OS Friday, April 3, 2009

  32. App as OS ‣ iPhone apps should be specialized, optimized, and should interoperate ‣ I call this Cooperative Single-Tasking Friday, April 3, 2009

  33. App as OS ‣ The App as OS anti-pattern leads to competing applications, not cooperative applications Friday, April 3, 2009

  34. Classic example: built-in browsers Friday, April 3, 2009

  35. App as OS ‣ Use custom URL schemes to interoperate ‣ Safari catches http:// ‣ Mail catches mailto:// ‣ YouTube catches http://www.youtube.com/ ‣ Text catches sms:// ‣ Twitterrific catches twitterrific:// Friday, April 3, 2009

  36. App as OS ‣ Use shared views as they are added ‣ With 2.x use Photos and Contacts ‣ With 3.0 add Maps and Mail Friday, April 3, 2009

  37. App as OS ‣ Let Apple set the stage for interleaved functionality ‣ Anything not provided by Apple should be cooperative ‣ If you must compete, make it an option, with cooperation as the default Friday, April 3, 2009

  38. Bullhorns ‣ Notification mechanisms that are disproportional to the messages being communicated Friday, April 3, 2009

  39. Bullhorns ‣ Example: Apple provides a very simple alert mechanism, called UIAlert Friday, April 3, 2009

  40. Bullhorns ‣ The simplest thing that could possibly work... works Friday, April 3, 2009

  41. But it’s wicked harsh Friday, April 3, 2009

  42. More appropriate Friday, April 3, 2009

  43. Bullhorns ‣ Keep the notification as passive as the situation merits Friday, April 3, 2009

  44. The Bouncer ‣ Providing value only for registered users Friday, April 3, 2009

  45. What now? Friday, April 3, 2009

  46. The Bouncer ‣ If possible, allow users to register from the app Friday, April 3, 2009

  47. I signed up for all three. From the app. Friday, April 3, 2009

  48. The Bouncer ‣ If it isn ʼ t possible to register with the app, provide value and information Friday, April 3, 2009

  49. GoodFood options, WordPress info Friday, April 3, 2009

  50. The Bouncer ‣ Your mobile app can be an HTTP client – no different than a desktop Web browser ‣ Reward installs instead of penalizing or stonewalling Friday, April 3, 2009

  51. The High Bar ‣ Ignoring progressive enhancement Friday, April 3, 2009

  52. The High Bar ‣ Mobile users are unreliable ‣ Build for the lowest common (functional) denominator ‣ Add optional, intuitive enhancements Friday, April 3, 2009

  53. The High Bar ‣ Example: Don ʼ t make me shake my phone. Let me shake my phone. Friday, April 3, 2009

  54. The High Bar ‣ Example: Don ʼ t make me share my location. Let me share my location. Friday, April 3, 2009

  55. The High Bar ‣ Load data lazily ‣ Let users ask for more ‣ Assume spotty networks Friday, April 3, 2009

  56. The High Bar ‣ Accept one-handed use (stop giggling) Friday, April 3, 2009

  57. The High Bar ‣ Pass the NYC Subway test Friday, April 3, 2009

  58. Memory Lapse ‣ Failing to persist content across pauses/launches Friday, April 3, 2009

  59. Memory Lapse ‣ The illusion of fast task-switching, pausing and unpausing, requires state persistence Friday, April 3, 2009

  60. No memory Friday, April 3, 2009

  61. For the first launch, it’s ok to be empty Friday, April 3, 2009

  62. After the first sync, show the last-known state Friday, April 3, 2009

  63. Message failures appropriately Friday, April 3, 2009

  64. Gesture Hijacking ‣ Using established gestures for novel behavior in a single app Friday, April 3, 2009

  65. Gesture Hijacking ‣ Gestures are learned, not intuited Friday, April 3, 2009

  66. Gesture Hijacking “...a brand new interface probably won ʼ t be intuitive at the beginning.” – Aza Raskin Friday, April 3, 2009

  67. Gesture Hijacking ‣ Hijacking learned gestures injects uncertainty, hindering the user experience Friday, April 3, 2009

  68. Hijacking the table cell swipe Friday, April 3, 2009

  69. Gesture Hijacking ‣ Crowded interfaces are a real challenge ‣ Novel gestures might seem like a solution, but they too must be learned and may not be PE- compliant Friday, April 3, 2009

  70. A better pattern exists: detail views Friday, April 3, 2009

  71. Gesture Hijacking ‣ Introducing new learning curves is a risk, and the blowback might be larger than your app Friday, April 3, 2009

  72. Spin Zone ‣ Implementing rotation support for views inconsistently, or forcing it arbitrarily Friday, April 3, 2009

  73. Spin Zone ‣ Why can ʼ t I rotate this built-in browser? ‣ Why can I only play this game rotated to the left? ‣ Why do I have to rotate to see feature (x)? Friday, April 3, 2009

  74. Spin Zone ‣ Rotation support is great, but testing for it is work ‣ Support it fully, or not at all ‣ Match user expectations for the type of app Friday, April 3, 2009

  75. Sound-Off ‣ Hijacking the audio output Friday, April 3, 2009

  76. Sound-Off ‣ Secret: the iPhone is an iPod with a phone built in Friday, April 3, 2009

  77. Sound-Off ‣ The iPhone has rich audio frameworks ‣ Blending audio is pretty easy Friday, April 3, 2009

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