Personal Infographic

Personal Infographic

Self infographic created for my Interface Design class last quarter.


Unit 9 Reading Response

This week we were to read “Designing for iOS” and “Designing a Mobile App? Don’t Make These 10 Mistakes“.

The first article goes over the important bits of information to know and keep in mind when desiging for iPads and iPhones.  What I most took out of this article was the mention of button size and placement. It said the target size of a button should be 44pt x 44pt (Apple’s designated finger-size), and buttons should not be posed too close together (nor too far–balance is key) to avoid accidental taps.  In addition it talked about relation between the screen sizes of apple products and what to consider when designing flexible layouts:

  • you may have a separate app for iPad than iPhone or one universal app (depends on the app content/use)
  • when designing for iPhone 5 and it’s predecessors you need to keep in mind what should stretch and what should be fixe- size
  • iPad Mini is a smaller screen but the same resolution, meaning the screen size is the same, but your button target size will be smaller–so be wary of small hit targets.Image

(make sure to indicate to the devloper what should be fixed and which is flexible; this is called layout constraints)


The second reading went over 10 common mistakes to avoid when desiging an app:

  1. Don’t begin wireframes or designs without a flowmap
  2. Don’t disregard the development budget
  3. Don’t start with low resolutions & avoid bitmaps
  4. Don’t undersize the hit area
  5. Don’t gratuitously use intro animations
  6. Don’t leave users hanging
  7. Don’t blindly copy style from other operating systems
  8. Don’t overstuff pixel-dense screens
  9. Don’t assume everyone will use your app the same way you do
  10. Don’t forget about gestures but don’t abuse them either

It basically comes down to carefully designing the app, not skipping corners or testing, to achieve the best possible outcome.

(Side note: loved how nice and responsive Mashable site is)

Related reading:
The iOS Design Cheat Sheet

5 Things to Know When Designing for iOS

Jony Ive’s iOS 7 Flat Design Overhaul Reportedly Features A Lot of Black and White

Clique Rescue – Mobile App Definition

Clique Rescue is an app designed to save ladies from bad dates, questionable outfit choices, and alcohol-vision decisions.

This tool is created for females from 18-28 to use in a “date” or “night out on the town” setting.  The main feature of this app will be the alert button.  This button, when pressed, will alert their designated friends or clique.  When these friends receive an alert, they will know that the friend needs to be saved: either from a bad date, creepy guy at the bar/club, or just an awkward situation.  From their the friend can decide the appropriate following action–whether it be a call or walking over to them at the bar or club.

In addition to this main feature, there is also a sub-feature of communication options.  These include:

  • Message page for cliques to talk to each other (ideal for bachelorette party or barhopping situation, where there is a bunch of people in a group who need to communicate on where they are going next)
  • Voting page for opinions on outfits (women love to have second opinions on their outfits, and this will keep some fashion disaster from leaving the house)
  • Voting page for opinions on “cute” guys (this will prevent the possibility of alcohol-blurred vision that leads to bad choices)

Overall this app provides fast and easy communication without the hassle and confusion of group texts.

Unit 8 Reading Response

This entry discusses chapter 10 “Usability as common courtesy” and chapter 11 “Accessibility, Cascading Style Sheets, and you” of Don’t Make Me Think.

Summary of chapter 10:

You need to be considerate of your customer’s wants, or it may have more negative impact then just them leaving your site that one time.



This image represents the amount of goodwill toward a company, and how it replenishes as your website ignores what they want.  However, the amount a consumer starts with, is entirely up to the individual and their current situation, so you cannot count on a certain amount being available for exhaustion. Good news, is you can refill it by looking out for their best interest.
Things that will lower goodwill:

  • Hiding customer support numbers, shipping rates, and prices (leaving these things out, can usually have the opposite effect you intend.)
  • Punishing the consumer for not entering information correctly (have many format options available for entering things like phone number, CC#, etc.)
  • Asking for more personal info than necessary
  • If your site does not look professional or organized

Things that increase goodwill:

  • Make the main demands of consumers obvious and easy to find.
  • Be upfront about costs, numbers, etc.
  • Save consumer from extra steps (anticipate questions and answer them)
  • Apologize if you have no other way then to inconvenience

Chapter 11 discusses designing for disabilities  and advocates why it is importan to be actively working on it, as well as working to progress the status quo.  Some things are beyond what we can do now, but these five things can be done now:

  1. Fix the usability problems that confuse everyone (thinking universally)
  2. Read an article about blind users and how they use the web
  3. Read a book about accessibility
  4. Start using Cascading Style Sheets (does anyone not use this today??)
  5. Add alt text to every image, make forms work with screen readers, create skip main content link on every page, make all content accessible by keyboard, avoid javascript unless necessary (though I feel this information is outdated perhaps?) and use client-side image maps.

Related articles: