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iOS design specification Read more
Compared to Google Material design specifications, iOS some boulevard to Jane flavor, the content is very small, but also from the total (Chao) Knot (xi) Some design technology (TAO) Qiao (LU).
1. How to develop or redesign an application in the content center?
? Ensure that core functions are prominent and straightforward, and emphasize their relevance
? Use iOS UIKit directly to give users a unified visual experience
? Ensure the UI is adapted to all devices and operations
2. How to enhance the application function experience and focus on the content itself ?
? Fill the entire screen
? Reduce visual and quasi-materialized design, the panel gradient and shadow of the quasi-materialized to make the UI thick, Rob content
? With translucent baseplate, translucent allows users to see more content, and play a short hint of the role
? Ensure application Clarity
3, how to improve the clarity of the application?
? Use a large amount of white, stay white to make the content and function eye-catching, and convey a quiet and serene visual experience, better to let users focus and efficient interaction
? Simplify your UI with color, so you have a focused and ingenious representation of interactivity
? Use system fonts to ensure readability
? Using a Borderless button, the buttons on all bars are borderless by default, and the No Border button in the content area communicates the button function with the text, color, and operation guide headings, highlighting when the button is activated.
? Using layouts to communicate, layouts contain not only the appearance of the UI, they should tell the user what is most important, what their choices are, and how things relate, enhance important content and functionality, and make it easy for users to focus on the main tasks
4, how to use the layout to enhance the application of important content and features?
? The upper part places the main content, starting from left to right, from the screen on the left
? Use visual weight and balance to show the user relevant screen-important elements (large controls attract eyeballs, and are more likely to be noticed when they appear than small controls.) and large controls are easier to click)
? Use alignment to make reading more comfortable, let the group and hierarchy more orderly alignment to make the application neat and orderly, but also allow users to focus on the screen more space, so as to focus on important information, the indentation and alignment of different information groups to make their association clearer, but also make it easier for users to find a control
? Make sure that users understand the meaning of the default dimensions and top-level content for example, users can see important text without scrolling horizontally, or they can see the body image without zooming in
? Be prepared to change the font size (you need to adjust the layout to accommodate some text size changes)
? Try to avoid inconsistent UI performance (controls with similar features should look similar, users always think they see the difference for a reason, and they tend to spend time trying)
? Give each interactive element ample space, which makes it easy for users to manipulate the content and controls, and the usual point-by-type control size is 44x44
5, how to improve the software startup experience?
? Avoid using splash screens or other startup experiences
? The best thing for users to be able to start using apps right after launch
? Avoid letting users do too much setup
? Focus on meeting the needs of 80% of users, so that the main user group does not need to set a variety of options, because your app is already default in their desired state, if some features have a few users want, in other words, most users do not need to leave him.
? Get more (user) information in other ways as much as possible and get fewer user input directly from the system
If you have to set up the information, ask the user directly in your app and save the settings as soon as possible so that the user doesn't have to force the app to go out of the System Settings page. If users need to change settings, they can go to the app's settings option at any time to modify
? Allow users to log in as late as possible
Ideally, users can browse and use part of the content as much as possible without having to sign in
? If you must log in and use it, then you should describe why you must log in first, and the benefits to the user on the login page
? Use caution with novice guides before using the Novice app, making the app's features as intuitive and easy to find as possible
? If you have a concise and targeted and do not hinder the user
6, how to design novice guide?
"Good app doesn't require novice booting"
? Provide only the information necessary to get started with your app
? A good novice app should tell the user what to do in the first step, and before browsing your app, users will have too much information to remember that these are not what they need, and they'll probably find your app hard to use, and if you really need some guidance in certain scenarios, you should do it after the user enters the scene.
? Engage users with interactive animations, add text sparingly, don't expect users to read large text, and use apps with caution, because apps are dead, users may confuse and apply actual boundaries
? Allows users to simply cancel and skip novice boot
7. What situations use modal scenarios?
The way to complete a subtask or get information without leaving the main task is called a modal context in iOS, which temporarily prevents the user from interacting with other parts of the application, ideally with a non-linear interaction between the user and the application, so as to minimize the modal experience in the application
? A time when users must be concerned
? A separate task needs to be completed or obviously abandoned, in order to avoid missing user information in ambiguous state
8, how to design modal scenarios?
? Keep the modal tasks simple, short, and highly focused. If the sub-task is too complex, the user ignores the primary task when entering the modal story, especially when designing a modal task that involves a visual level, because the user is likely to be lost and forget how to go back to the previous operation. If a modal task contains sub-tasks of different views, make sure to give the user a separate, clear navigation path and avoid detours
? Always provides a clear, secure way to exit the modal task to ensure that the user can expect the result of the operation when exiting the modal view
? When a task requires a multi-layered modal view, make sure that the user understands the results of clicking the Finish button click the Finish button on a low-level view to complete the task in this view, or the entire task? Because of the possibility of this confusion, avoid adding the finish button to the lower view as much as possible
? Ensure that the contents of the Reminder dialog box are important and actionable reminders dialog boxes break the user's experience and are clicked before it disappears, so it is useful to make the user feel that the alert message is helpful, and the interruption is valuable
? Respect the user to accept the notification of the choice of users will be set to receive, application notification form, must respect the user preferences set, or may offend the user, causing it to close all push notifications
9. How to improve the interactivity and feedback experience?
? Do not assign different behaviors to standard gestures that are familiar to the user, unless the game
? Do not create gestures that are similar to standard gestures users are accustomed to standard gesture operations, and there is no need for users to learn different actions that achieve the same effect
? You can use complex gestures as a shortcut to accomplish a task, but not the only way to reach it is best to give the user some simple, straightforward way to do something, even if it requires additional action. Simple gestures enable users to focus on the current experience and content, rather than on the interaction itself
? Avoid defining new gestures unless it's a game
? In a particular environment, you might consider using multi-fingered operations, although complex operations may not necessarily apply to all applications, but can enrich the experience for apps that users spend a lot of time using, such as games
10, how to use interactive elements to attract users to click?
? implies interactivity, and can use many clues in design. Includes color, position, context, ideographic icons and labels. Does not require overly decorated elements to show the user interactivity
? A key color can give users strong visual guidance, especially when there is no redundancy in other colors. For contrast, use colors to mark interactive elements and use a unified, recognizable visual style
? The Back button uses multiple clues to indicate its interactivity and communicates its functionality in the navigation, displays a pointing rear icon, uses a key color, displays the title of the previous page
? An icon or title provides a clear name that directs the user to click on it. For example, the title "Overpass Route", "Locating here" in the map clearly illustrates what the user can do. Combine key colors to eliminate button boundaries or other superfluous decorations
? In the content area, it is necessary to add a border or background to the button
? buttons, action forms, and reminder dialogs in the action bar can be used without boundaries because the user knows that most of the options in this area are interactive. However, in the content area, it is necessary for the button to distinguish the button from other content using a border or background.
? The App Store uses a border button to separate the button from the entire content bar, click the entire content to see the details, click the button to download
11. How to design feedback that helps to understand?
Feedback helps users understand what the app is doing, discover what to do next, and understand the results of the action
? Integrate the state or other feedback information into the UI whenever possible. It is best for users to get the information they need without working or jumping out of the current content. For example, the mailbox app will display the current status on the toolbar, so it doesn't affect the current content.
? Avoid displaying unnecessary warning boxes. A warning box is a strong feedback mechanism that only needs to be used when passing information that is very important and theoretically feasible, and if the user often sees many warning boxes that are not important information, they will ignore all dialog reminders when they are very open.
12. When making custom icons, colors, and fonts, and creating UI designs that are different from other apps, keep the following in mind:
? Each custom element has a good look and feel and functionality, but should also be consistent with other elements in the app, regardless of whether other elements in the app are custom or standard
? To feel comfortable in iOS, your app doesn't have to look and build, but it needs to be integrated with its compliance, clarity, and depth. Take the time to figure out how to follow clear and deep odors in your application and express them in your custom elements
13, how to make users aware of your brand?
Ideally, a particular brand of app you develop should create a unique look and feel to give users an unforgettable experience.
? Embed brand colors and images in an elegant, unobtrusive manner. Users use your app to do things or entertain, they don't want to be forced to watch ads, and in order to get a better user experience, you can subtly remind users of your brand identity with fonts, colors, and graphic designs.
? Avoid content that is far from user concerns consider using a low-invasive approach to show your brand everywhere, such as subtly customizing the screen background
? Resist the temptation, don't put your logo throughout the application it is often easy for users to access a Web page without knowing where the page belongs, but few users can open it without looking at the app icon in an iOS system
14, how to design the application icon?
? Use the icon design as an opportunity to tell the story behind the app and create an emotional connection with the user
? The icons should be unique, concise, inspiring and impressive.
? The icons should look the same in different backgrounds and without specifications. The details added to enrich the texture of the large-size icons may make the icons unclear in small sizes
15. How to use standard UI elements correctly?
? Use the standard UI elements provided by Uikit as much as possible, using standard elements rather than custom elements
? Strict adherence to the design specifications of each UI element, when the appearance and functionality of UI elements in your app are familiar to users, they can easily use it based on previous experience to better use your app
? Don't mix UI elements in different versions of iOS
? Avoid creating custom UI elements to represent standard interaction behavior
? Do not use the system's own buttons and elements to express other meanings
? If your app is an immersive experience, it's reasonable to create a new, custom UI
Finally write (Chao) finished, good tired--
15 app design tips worth learning from iOS
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