New Visual Proportions for the iOS User Interface ← Principia Arbiter
september 2011 by jpcody
Since I have begun designing iPhone app interfaces last year, I have been deeply in touch with the nuances of the interfaces of native and non-native apps. As a designer who is also adept in print design and has an acute typographical sense, I cannot help but keep noticing the flaws and imperfections of the 44-pixel rhythm.
iOS
design
ui
september 2011 by jpcody
Designing for iPhone 4 Retina Display: Techniques and Workflow - Smashing Magazine
january 2011 by jpcody
The iPhone 4 features a vastly superior display resolution (614400 pixels) over previous iPhone models, containing quadruple the 153600-pixel display of the iPhone 3GS. The screen is the same physical size, so those extra dots are used for additional detail — twice the detail horizontally, and twice vertically. For developers only using Apple’s user interface elements, most of the work is already done for you.
iphone4
ios
design
january 2011 by jpcody
Marco.org - We don’t question the power of the OS, but the...
december 2010 by jpcody
Attention to detail, like most facets of truly good design, can’t be (and never is) added later. It’s an entire development philosophy, methodology, and culture.
ios
ux
december 2010 by jpcody
Steven Frank - A couple people have asked me to post an update...
october 2010 by jpcody
The iPhone/iPod Touch, being available for both Mac and Windows, has a single source of software in the app store. That Mac AND Windows thing is key. The app store is not just a software market for Mac users. This is why it blows the minds of indie Mac developers like myself. It’s because it follows the rules of the general software market, not just the Mac software microcosm that we Mac indies enjoy.
apple
appstore
design
ios
october 2010 by jpcody
Marco.org - The two App Stores
october 2010 by jpcody
What happened? As usual, I have a theory: there are two App Stores.
business
economics
appstore
ios
october 2010 by jpcody
All the sizes of iOS app icons - Neven Mrgan's tumbl
september 2010 by jpcody
Let’s say you’re working on an icon for an iOS app. The app is universal, so it should run on all iPhones (and iPod touches), and on the iPad. As a designer, you’re used to drawing icons at various sizes; this is a big part of what “icon design” is (as opposed to other types of illustration).
design
icons
ios
iphone
september 2010 by jpcody
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