28 Feb
   Filed Under: Apple, Design, News, webOS   

There’s some discussion on Apple-centric and tech news websites about a video that’s doing the rounds with a new approach to notifications for iOS. While the system in the video is really nothing new (there’s been at least one alternative notification system in the App-Store-for-jailbroken-phones “Cydia” since 2010) it is getting a lot of attention, presumably because iOS users are quite satisfied with almost all the interactions of the OS except those dang stacking modal dialogs that interrupt your game of Angry Birds every time you get a text message.

And I can relate: when I am abroad, with my three email accounts, whenever I open Mail on my iPhone, I have to dismiss three ‘data roaming is off’ dialogs, and three ‘cannot get mail’ dialogs ( — that’s one per mail account). On an iPad, it can be even more jarring, with a tiny alert disabling the whole 9.7″ screen until you act on it.

This is a real issue. I have no doubt Apple is aware of this, like they were aware of copy and paste and multi-tasking.

This is not a post about what Apple will or should do to improve notifications on iOS. It’s a post talking about what solutions other platforms currently use to notify the user, and why Apple is (possibly, probably) taking such a while to create an optimal solution to the notification problem.

Continue reading…

11 Feb
   Filed Under: Interface Design, News, Unfiled, webOS   

It’s not a big secret that I’m a big fan of webOS’ design and premise. While my primary phone for daily use is an iPhone, I’ve used Android and webOS phones alike for extended periods of time and I always miss some of webOS’ interface polish. It’s simply a delight to use intensively.

Yesterday, HP (fare ye well, Palm) announced its summer device lineup, far in advance of release. Presumably, to let developers start working on apps early and show consumers they might want to hold out on getting that Android or iOS tablet. Leaving discussion about the (lack of) wisdom of announcing now and tea-leaf reading of when we might see the competition show up out of things, I want to focus on the new devices’ hardware and share some thoughts on their user interface.

The TouchPad:

Gesture Area / “Home Button”: The TouchPad actually lacks the familiar (and brilliant) Pre / Pixi ‘gesture area’, which lets you swipe left or right and up to respectably go forward or back in navigation or open the launcher for opening apps. Several employees familiar with the matter told me that in the development phase of the TouchPad, the gesture area (or having even four of them on each side of the screen) didn’t hold up as a usable solution. The real question for developers and interface designers is how going back and forth in apps is handled now. I suspect it would be a button in the UI, much like in iOS.

Panes: While some bloggers are quick to dismiss parts of the TouchPad UI as ‘rip offs’ of iPad’s, more study reveals there’s a lot of clever work in there. Personally, I never use my iPad in portrait because Mail, for instance, is barely usable without a list of emails to easily jump back and forth for triage.

The TouchPad solves this problem with ‘grabbers’ on the toolbars of each pane. The user can easily rearrange the UI layout, either showing the email content completely, or showing a both the source list and the content. Further scrolling the email content away reveals the Mail accounts, similar to the navigation stack of the emails column on iPad. It’s a clever solution that’s implemented in all multi-pane apps on the system and never locks you in to a layout.

Notifications: Obviously, the notifications UI is one of webOS’ core strengths. Not even Android handles incoming information and user notifications this elegantly. On the tablet, they settled with bringing them up in the status bar. Android (on phones) also puts notification icons in the status bar, and with the status (wifi, battery, network, alarm) icons, it quickly turns into a bar literally filled with icons and badges. This made me a bit pessimistic about the notification handling on webOS for tablets.

Fortunately, it’s actually quite great. Notifications slide in from the top, separate from the clock and status information: something like an email would come in, show sender and subject and then slide right and fade out into a subtle white email icon. The notifications get their own, clearly demarcated area in the status bar and some can even be swiped through from there:

Overall, a very nicely designed experience. Once again, iOS looks rather bad with either only using badges or tiny, yet modal dialogs interrupting your workflow.

The Pre 3: (image by Engadget)

The Pre 3 has an IPS LCD (valuable information I got loose yesterday) screen at 800×480. I am very happy that it doesn’t use (SAM)OLED technology, as in my opinion they’re a bad stopgap to solve the LCD pixel density and power usage problem. You start to wonder what kind of contracts Apple has with Sharp, considering only Sharp and Apple currently ship devices with 960×640 pixel IPS LCD displays. I bet some of the billions in cash they spend was used to buy a lot — if not all — of Sharp’s manufacturing capacity for these extremely advanced screen panels.

That out of the way, the panel on the Pre 3 is beautiful. Its viewing angles are great, the colors pop, and it has a great black point. Representatives from Palm were very pressing in letting me know the hardware wasn’t completely final, but I believe we won’t see changes to the display quality at this point.

Size-wise (I wasn’t allowed to take pictures of it next to my iPhone) it’s almost the same size as the iPhone. It’s slightly thicker but quite slim, which is a feat considering the built-in keyboard. The screen is slightly larger (3.6″) than the iPhone 4’s. There are no plans to enable an on-screen keyboard.

The Veer:

At the hands-on area it seemed the Veer is pretty much done. It’s an impressive device: it has absolutely no lagginess, the build quality is extremely impressive. Not much to say on designing for it, as it’s the device I am least interested in, but the display quality looked good: standard density (comparable to, say, the Pre / Pixi) but nice viewing angles. Nothing to write home about.

Miscellaneous Design Thoughts and answers to Twitter questions:

When you dock your webOS device (wirelessly), it goes into ‘Exhibition’ mode, which can show things like a clock, upcoming events, notifications and photo slideshows. It’s said webOS will include a feature to intelligently switch between what to show in Exhibition based on your physical location.

Touching a webOS phone and tablet lets them ‘push’ information to each other, like sharing a webpage. This is an impressive technology — I couldn’t get any answers on what is being used for this. Presumably NFC.

TouchPad can take calls and texts from webOS phones thanks to Bluetooth pairing.

No official word on it, but HP aims for ‘global availability’ of new webOS products.

No word on UI conventions for PC / Laptop webOS.

App dock icons (and dock height) for the TouchPad / Pre 3 are 63 pixels. They’re smaller on the screen of the Pre 3, obviously, due to the much higher pixel density, but an interesting bit regardless.

It seems current icon guidelines call for realistically rendered (OS X-style) app icons, glyphs in circles for toolbar icons and colored, more detailed icons for source lists and source panes.

Designing for various screen sizes is made easier through Palm’s development model and tools, which are obviously based on web technologies like CSS. With non-pixel units it’s quite easy to ensure widgets and text scale right. Apps can be built with Palm’s new ‘Enyo’ framework to scale a multi-pane tablet view to a simple one-column view on phones. Truly a ‘universal’ approach to developing applications.

And that’s all. Feel free to leave more questions in the comments.

27 Jan
   Filed Under: Interface Design, News   

When Sony presented its “Next Generation Portable” device (which I’ll refer to as ‘PSP2’ for the rest of the post) and other plans for portable gaming yesterday, they proudly started their presentation with a bold slide: (images courtesy of Engadget)

Now, when Sony does a bold claim like this, I get very excited. The interface they introduced in 2003 with the mediocre “PSX” product and later used as the main UI for their flagship consoles like the PlayStation 3 and PlayStation Portable was known as the “XrossMediaBar“, and despite its awkward — ‘X-treme marketing’ — name, it was (and still is) an amazing piece of work. In fact, Sony managed to innovate in the stale and extremely unfriendly gaming console interface and create something that was devoid of useless flashy crap, extremely scalable, discoverable, elegant and intuitive.

That’s why it’s no surprise that Sony has decided to outright kill the XMB in its PSP2 console and replace it with an absolute train-wreck UI that shows they lost all sense of what a good interface looks like.

Continue reading…

03 Nov
   Filed Under: Personal   

Boy, it’s been a while. I really need to update everyone on what’s up and what’s coming up.

– I’ve been working hard for the Mothership for the last months (hence the blog silence) and really enjoying the big workload. I’m very thankful to work with a lot of extremely talented people.

To get misunderstandings out of the way: I have not closed up shop, I have not relocated, and I am not working on Mac OS X Lion. Phew! This is also the reason I am not doing UI roundups and the likes for iLife ’11 or doing elaborate commentaries on Apple products. I’ll announce what I’ve worked on when it’s released, though!

– There will be new designs for Icon Designer, Cocoia and this blog next year!

Icon Resource 2 is still very much being developed! Due to Retina Display and other new developments I’ve added some more material to the curriculum which piled on the delay. I’m wrapping things up for this year, so you can spend 2011 making awesome icons and interfaces. I apologize for the delay, but it’ll be worth it.

– I’ve been doing a video series on Minecraft. Check it out: the newest part, due out this week, will be very intense. A teaser:

Check out the full series here.

– Remember Composition? Vaguely perhaps? There’ll be news on that. It’s out of my hands, since I’ve been unable to complete it, but… well, I’ll save the good news for when it’s applicable.

– Speaking of old posts: I’ll be hitting up Dreamhack Winter 2010 again, thanks to sponsors like Intel, HP and others who are facilitating Pack4Dreamhack (with full press access!). Are you there? Let’s meet! I’ll be doing another ‘packing’ post and a report from the floor.

– And, of course, there’s some neat blog posts coming up. Good Old Games on extremely small touchscreen devices? Check! Pointers on Android UI design? Check! And (hopefully) showing off some work I have been doing for a PC / PS3 / Xbox 360 game.

05 May
   Filed Under: Interface Design, Personal Work   

Steam for Mac will be available for download in a week’s time. Steam, for the uninitiated, is the world’s largest gaming platform, serving in essence as an ‘iTunes for games’. Steam lets you buy, try, and play games, stay connected with other gamers and friends, and much more. I’ve enjoyed testing the beta release of it for the last few weeks.

However, the part I disliked about Steam on the Mac is the (understandably) less-than-native looking and feeling UI. While the entire application was recently redesigned (and re-engineered to utilize Webkit as its rendering engine), it still feels less than at home between the system apps.

As a fun exercise, I’ve redesigned Steam in a way that maintains consistency with its own UI conventions and values, while changing look and feel to make it more native to the Mac platform.

You can see a comparison between Steam for Mac’s UI and my redesign on flickr here.

I won’t tease you with only vapid mockups, though. While you’re here, grab my Steam replacement icon for OS X.

Of course, if you have input on the mockups, sound off in the comments. Meanwhile, I am currently considering sending my thoughts to Gabe for further consideration.

28 Jan
   Filed Under: Apple, Icon Design, Interface Design, iPad, News   

Unless you’ve been living under in a multitude of nuclear holocaust-proofed rocks, you’ve heard all about Apple’s new tablet, the iPad.

As usual with a large Apple product launch, I’ve written up this post to round up the good, the bad, and the ugly of all the new interface and interaction designs that were set loose on the world by the company that’s regarded as the most influential and skilled when it comes to designing experiences. The usual disclaimer applies: iPad hasn’t hit the market yet, and thus its UI may still be subject to change or improvement.

Continue reading…