Results tagged “hig”

The Post-Smartphone Era

By Michael Mulvey on March 23, 2015 2:28 PM

Apple has posted their Human Interface Guidelines (HIG) for Apple Watch:

Personal. Because Apple Watch is designed to be worn, its UI is attuned to the wearer's presence. A raise of the wrist shows the time and new alerts. Digital Touch--particularly its Heartbeat and Sketch features--enables new types of personal communication. An accelerometer and a heart rate sensor provide personalized information about the wearer's activity from day to day. No other Apple device has ever been so connected to the wearer. Be mindful of this connection as you design apps for Apple Watch.

Just as the iPad marked the beginning of the "Post-PC Era", the Apple Watch is marking the beginning of the "Post-Smartphone" or "Smartphone+1" Era.

The smartphone might still be the star of the mobile computing show, but it now has to share the stage with the tablet and the watch. Wearing a watch that's tethered to your phone changes the relationship of how you interact with both of these devices.

Digital designers, UI designers, UX designers, web designers--I don't give a fuck what you call yourselves--you best familiarize yourselves with the Apple Watch HIG.

It doesn't matter if you hate the Apple Watch, or love the Apple Watch or never plan to wear one. Not making an effort to understand wearables will put you at a severe disadvantage as a designer.

Know The Rules, Then Break Them

By Michael Mulvey on December 27, 2012 4:48 PM

TheNextWeb: Google Finds Its Design Voice On iOS:

The string of well designed, if not exactly perfect, app updates continued. In no particular order, YouTube, Chrome, Google Search, YouTube Capture and of course, Google Maps all displayed a much surer design hand on Apple's platform. They obeyed the right conventions for things like the back button and the bottom-oriented navigation bar, but they maintained a sense of what Google has been about from the beginning.

Because Apple established strong human interface guidelines*, Google knows where to break them to make apps that feel both at home on iOS and 'Google-y'. Once you know the guidelines, you can break them.

When you have no design guidelines you have no foil act against. This is why it's taken Android's UI design so long to evolve. While far from perfect, Apple App Store Rules and Human Interface Guidelines have made developers a ton of money and created thousands of well-designed mobile applications. Android can be as open as the ocean but restrictions can be a good thing too.

*Notice how Apple refers to them as guidelines, not rules. You get in trouble for breaking rules, whereas guidelines are just, guidelines.

And seriously, if you haven't read through the HIG yet, do it. You'll see there's a method to Apple's madness. It's not all bevels and drop shadows.

The iPhone Tab Bar

By Michael Mulvey on April 20, 2011 8:49 AM

Some good advice over at significantpixels on designing for the iPhone's tab bar.

Over the last couple of years, the iPhone has greatly popularized the tab bar navigational model for mobile handsets. Apple has put together a design rationale for the tab bar in their Human Interface Guidelines (HIG) along with lots and lots of other information -- they do however leave some question unanswered. Having worked with interaction and graphical design for iPhone applications during the last couple of years I've managed to pick up some lessons the hard way, and in this post I would like to share my thoughts on a couple of do's and don'ts.

Some obvious points in the post, but good advice usually is obvious.

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