I'm a reporter at Reuters, I like design, and I'm doing a story about Steve Jobs, Apple and design. My two main questions are 'how do they do it so well?' and 'how do they manage to ship when their sites are so high?' Please drop me an email if you have insite and would like to talk. I'm also interested to watch discussion on this board. My email is email@example.com.
General usability guidelines states users expect a search feature to contain besides the search field, a button labeled "search". Looking at recent designs of search, the button is disappearing. These lack the search button.
All Apple search, i.e. apple.com, Spotlight and iOS. They have a clear button. On iOS, the keyboard provides a search button.
Google Chrome. The address bar functions as a search and is activated by pressing Enter.
I wanted to do some sort of evaluation that wasn't connected to a degree assignment of mine! I emailed it to the company behind the game, but haven't got a reply for two weeks so I thought I would make it public.
I'd like to know if any of you have some experience with iPhone
interaction design. To me, it looks like iPhone applications are
sometimes dominated by devs that are able to create their apps
without any help. Obviously, I am referring to what it looks like an
early stage of the iPhone application design. Where early means
functionalities and extra features but not studying, testing and
finding the best interface solutions (with the necessary exceptions
My company is an interactive agency. For a few years now as a standard
procedure we've created favicons (favicon.ico) for websites we build.
Recently, we have started creating an Apple Bookmark Icon
(customIcon.png) as well.
As an owner of an iPhone I dig the bookmark icon. But in day to day
browsing on a computer I actually use the favicon. In fact all my
browser bookmarks are simply the favicon. It allows me to have more
bookmarks without displaying any text.
Interaction design is hard enough to do when the business model is
clear. When the designer knows exactly how making a better design will
increase the value of the company, (thereby increasing the chances
they'll get a raise if they do a good job,) it's still hard to know
what to do.
All one has to do is look to Apple to see how this works. When iTunes
6.0 came out in January of 2006, they introduced a feature called the
mini-store, which, for all practical purposes, bombed.