. I don't usually use this group to make Mac Developer Network announcements but I think many people will be interested in this one as it covers a bunch of design/business issues. We have just released a set of videos from Matt Gemmell's "World According To Gemmell" workshop at NSConference 2010. For full details check out http://www.mac-developer-network.com/video/video101031.html
The World According To Gemmell Workshop was a day-long session hosted by Matt Gemmell for around 30 attending developers with some guest speakers from NSConference, discussing user interface, user experience and interaction design issues for Mac, iPhone and iPad software. Scotty The Mac Developer Network ********* Workshop Details *********** Section 1: iPad Application Design The full original presentation which was distilled into Matt's article "iPad Application Design". The design language, philosophy and psychology behind iPad applications and touchscreen software user interfaces in general. Section 2: User Interface Design Questions Attendee questions that were submitted before the workshop for discussion. Attendee Questions Covered Tagging Photos on iPhone: List metaphors. Information density of tagging UIs. Editing tags globally vs locally. Being More Mac-Like: Taking a cross-platform application (or porting an application) and making the UI/UX more "Mac-like". What's the low-hanging fruit of looking and feeling at home on the Mac platform? Context-dependent UI. Commonly- and uncommonly-used functionality. Early and/or Often: How do we know when to release an app? Early, to get to market quickly? Or when it's perfect, even if takes a while? How do you decide where your 1.0 feature-set ends? Design and Feedback: At what stages in the design process should we think about architecture? UX? Data? Coding? At what stages in the development process should we seek feedback and testing? Soft Landings: First-launch experiences. What should we show the user the first time they use your app? When is it appropriate to use welcomes, tutorials and starting points? When and how should we use sample data to demonstrate functionality? Vanilla or Strawberry: When do I want custom UI, and when do I want standard controls? How much of a success factor is it? When is custom UI actually a feature? Where do users' expectations lie with regard to custom GUI controls? Evolution: How do we improve an app without offending or alienating current users? How do you work out what to change? Do I trust what users say they want, or my own vision for the product? Miscellaneous Topics: Working with clients on software projects. Platform familiarity and "knowing the local customs". Hiring a designer. Thinking visually about software. Designing motion . [Non-text portions of this message have been removed]
