WK1_Yin Hu

Three things I didn’t know about HIG

  1. Navigation: Hierarchical Navigation, Flat Navigation, Content-Driven or Experience-Driven Navigation. I didn’t consider much about the types of navigations. This helps me to analyze the information architecture.
  2. 3D touch: in the past, when I design interactions, I didn’t consider applying varying levels of pressure to the touchscreen to access additional functions.
  3. Layout Guides and Safe Area: it aids with the positioning, alignment, and spacing of content. I didn’t know safe areas and margins in UI.

About me

 My name is Yin Hu, currently a first-year student in MFA DT. I studied Mass Communication in the undergraduate study. And I have two internships in UI&UX area. One is at the user experience lab of Tongji University, in China, the other one is at an internet company. I want to further study UI&UX design more systematically in my graduate study, so I chose Designing for Usability the last semester.

 

App Map

Wireframe

wireframe

 

Week 1

3 things I didn’t know from the HIG

System capability – Multitasking (Slide Over, Split View, Picture in Picture) It lets people to quickly switch from one app to another at any time through a multitasking interface.

Layout Guides and Safe Area: Guide to leaving some margin space.
Every time I create a mobile digital prototype, it was not 100% fit to screen, sometimes it was oversized or looked ugly. Also, a great thing to know about was, how to deal with a screen when people play a game vertically.

Drag and Drop function in new iOS: With a single finger, a user can move or duplicate selected photos, text, or other content by dragging the content from one location to another, then raising a finger to drop it. Never know about this function.

About me

Hello, I am Haemin Kwon. I am an interaction designer from Korea. I am interested in User experience design (UX research, sketches, wireframes, prototypes) and UI design.

 

User Flow

 

wireframe

Week1_Ting

Hello! This is Ting.

My background is Industrial Design with a year experience in exhibition design.

3 things I learn form IOS Human Interface Guideline is mostly about iPhone X:

1.Bolder navigation. To improve clarity and context when browsing and searching, apps can implement navigation bars that include large, bold titles.

2.Safe area layout guides. Adhering to the system’s safe area ensures appropriate insetting of content within layouts and prevents content from underlapping the status bar, navigation bar, toolbar, and tab bar.

3.Minimize the use of modality. Generally, people prefer to interact with apps in nonlinear ways. Consider creating a modal context only when it’s critical to get someone’s attention, when a task must be completed or abandoned to continue using the app, or to save important data.

Week1_Qizhao(Eric)

 

                           

My name is Qizhao Chen, you can call me Eric. I come from Guangzhou, China. I am a digital designer. I am interested in UI & UX design and want to develop more skills about them.

Three things I didn’t know from the Apple HIG:

  1. Modality:

    Modality creates focus by preventing people from doing other things until they complete a task or dismiss a message or view. Action sheets, alerts, and activity views provide modal experiences. When a modal view appears onscreen, the user must make a choice by tapping a button or otherwise exiting the modal experience.

  2. Auto Layout.

  3. Differences between Hierarchical Navigation and Flat Navigation.

 

Here is my app map:

 

Here is my wireframe:

Week 1 – Sara Birchard

About Me

I was born & raised in the East Village, just a few blocks away from Parsons. I studied psychology for my undergrad and after graduating, I took an immersive UX Design course at General Assembly. Since then, I have been doing freelance UX and have found myself primarily designing mobile apps.

3 things I didn’t know from the HIG

  1. Avoid permanently hiding the status bar. I never actually knew that it was an option to hide the status bar until I played the Animal Crossing game for iOS. I thought that it was a poor choice on their part because I forced me to leave the app to check the time. It makes sense that Apple would strongly advise against it but I never really thought about it until now.
  2. Custom Keyboards. I didn’t know that this was an option either. In all of the apps that I’ve helped design, it never even came up as a consideration. I’m sure that I’ve seen it before in some apps but just totally ignored the fact that it was different from Apple’s dark and light themes.
  3. App Icon Customization. This is also something that I didn’t know was possible. According to the HIG, you can provide a set of app icons within your app and allow the user to choose which one displays on their phone.

About the App

For my food app, I created an app that is essentially a social media platform for chefs to share recipes. It works similarly to Instagram in that you can follow chefs, discover new chefs, and even post as a chef yourself. This is the very rough framework for how the app will function.

App Map

Wireframes

#thursdayapps_Aim

  

Reigns Her Majesty 

It is a text adventure app that players have to make decisions for the queen during her reign to make her be alive as long as possible and when she dies to make the decision for the next reigning queen. I like the app because the player can explore the story through an experience like tinder, swiping left and right to approve and disapprove the person she has the make the decision on.

Week01 _jaeky Cheong

 

About Me

Hi! my name is Jaeky. I have 3D animation and special effects background. I have no experience with UI/UX design so I want to learn professional skills from class.

Three things I don’t know about HIG

  1. Layout Margin: I didn’t know there is hidden margin and I have to think about rounded corners.
  2. Provide a full-screen experience. I didn’t know the details about how to make a full-screen.
  3. Bars.  I learned that all the action bars have to be ‘verb’ when it’s a word

App Map

Wireframe

WEEK 1 || Frannie Xiao

Hi! My name is Yiying Xiao and you can call me Frannie. I came from Beijing, China. And I defined myself as an artist, creative producer, experience designer, and interaction designer.

 

Things I didn’t know about Apple HIG:

 

[Feedback]

I didn’t realize before that there are subtle indicators for user to subconsciously know what’s going on with the APP. But it does give the user a hint on the feedbacks that are very subtle that works better than a grand gesture of status changing.

[Consistency]

I actually noticed that most used apps for me has similar icons which are designed visually similar to the Apple system icons. But I didn’t realize the reason of this action is to keep the app consistent with the system so user would feel familiar with what’s happening in the app.

[Color & Branding]

The part that encourage designers to stick with the color palette which coordinate with the logo and overall brand vibes are very inspired since I’ve always only thought about how the color palette would effects user’s emotions rather than the way they perceives the brand.

 

APP MAP

 

WIREFRAME

wk01 Stella

About Me

Hi, there! I’m Stella. I’m fascinated with crafting better experience for people and just dive into ubiquitous computing recently. I’m here to learn more professional knowledge about UX/UI on mobile devices.

Three things I don’t know about HIG

1. Modality

I learned a lot about basic principles of modality which I only had limited knowledge in. Specifically, I knew that people could specify how they want receive notifications from the app, so it is important to abide by there preferences. Also, there are several appropriate modal view styles to choose from to make modals more standard.

2.Navigation

It is vital to implement navigation in a way that supports the structure and purpose of the app without calling attention to itself. There are three kinds of navigation, including Hierarchical Navigation (Settings and Mail), Flat Navigation (Music and App Store) and Content-driven Navigation (Games and Books).

3.Typography

In the past, I always chose typography based on the theme of the app. However, it would be better to choose built-in text styles, which let me express content in ways that are visually distinct, while retaining optimal legibility. These styles are based on the system fonts and take advantage of key typographic features, such as Dynamic Type, which automatically adjusts tracking and leading for every font size.

APP Map

Wireframe