Mar 16
2pm Tapworthy: Designing iPhone interfacesMy favorite and most educational of the talks of the day. The guy was focusing on iPhone design but it really work across all mobile platforms. Things like the minimum size for buttons should be 44px... and the smallest dimension should ever be 27px x 44px. And this is because of extensive usability testing done by Apple. Also, it's possible to create buttons that look smaller, but you need to increase the hit state to be at least that size. This way you minimize missed and incorrect taps. He also talked about how on mobile platforms, you need to simplify the operation of the app as much as possible. Instead of creating an app that does a thousand things, make it do ONE thing really well. And make it look nice. A couple of quotes/ summaries:
Monday at #sxsw #sxswi
9:30am Seductive InteractionsI initially tried to see Jay Rosen speak at the Hilton, but it was overcrowded and I couldn't get in. So I went back over to the Convention Center to see Stephen Anderson's session. It was actually one I had seen at the IS conference in July '09, but I enjoyed it... plus there were other PetRelocation folk there. His speaking was a little flat, and I wonder if maybe it was because the room was so huge. In Houston, it was a smaller venue and he was a lot more engaging. The presentation itself was still pretty interesting, though. 11am Wired Magazine, on tablet and mobile platformsThis wasn't so much an educational session, as just some cool information about how Wired Mag is porting its print magazine over to mobile devices. It was pretty cool to see the thought and detail that went into the process, and then see the end result. They were able to keep a lot of the "look" of the magazine and the "beauty" of print on the mobile devices, and even add elements to make it even cooler. Even things like switching from landscape to portrait mode were seemless, and in one example the picture even changed when the device was turned. Their support for small form mobile devices is still a bit lacking, as they don't have a way to zoom in to read the text... but they're working on it. 12:30pm Slow TwitterThis was a fun session, focused on the idea of crafting your twitter messages and not using Twitter as just a way to tell people what kind of sandwich you ate. Most of the people on the panel were more humorous, but one was @momku who does all her tweets in haiku format. They also talked a bit about some people who did micro-stories using Twitter. One interesting thing was how self-absorbed these people are. They bemoaned the end of the site Favrd, because it meant they couldn't check and see how popular their tweets were. And they don't like similar sites like Favotter because they don't filter out people like the Jonas Brothers. It's both interesting and a bit sad that they seem to only use Twitter as a way to gain acceptance and praise. But I guess that tends to be the same with all comedians and funny people.2pm Tapworthy: Designing iPhone interfacesMy favorite and most educational of the talks of the day. The guy was focusing on iPhone design but it really work across all mobile platforms. Things like the minimum size for buttons should be 44px... and the smallest dimension should ever be 27px x 44px. And this is because of extensive usability testing done by Apple. Also, it's possible to create buttons that look smaller, but you need to increase the hit state to be at least that size. This way you minimize missed and incorrect taps. He also talked about how on mobile platforms, you need to simplify the operation of the app as much as possible. Instead of creating an app that does a thousand things, make it do ONE thing really well. And make it look nice. A couple of quotes/ summaries:
- Simple tasks that operate in a toy-like manner, playful
- Three reasons for apps: work (get something done) / local (find something, where to go, information ghosts all around) / bored (games, distraction)
- bottom-left of screen is most important area
- incorporate "boredom busters" - keep people coming back to your app
- small interfaces need big elements - clarity over density
- be skeptical of scrolling - make scrollable elements clear
- secondary controls behind "hidden" door can alleviate scrolling
