.
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
.

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