ABOUTTHE AUTHOR
ACKNOWLEDGMENTS
INTRODUCTION
Designing apps for delight and usability
But First Breathe
No Geek Credentials Required
Advice from the Real World
1. TOUCH AND GO
How we use iPhone apps
On the Go: One Hand, One Eye, One Big Blur
Get It Done Quick
One Tool in a Crowded Toolbox
Bored, Fickle, and Disloyal
Double-Tap, Pinch, Twist, What?
Clumsy Fingers
So, What, Do I Design for Dummies?
2. IS ITTAPWORTHY?
Crafting your app''s mission
There''s Not an App for That
What''s Your Story?
What Makes Your App Mobile?
First Person: Josh Williams and Gowalla
Mobile Mindsets
I''m Microtasking
I''m Local
I''m Bored
What Makes You So Special Anyway?
Wait, Wait, Come Back!
Throw Out the Babies, Too
Can''t I Get That on the Web?
3. TINY TOUCHSCREEN
Designing for size and touch
A Physical Feel
Rule of Thumb
The Magic Number Is 44
Don''t Crowd Me
First Person: James Thomson and PCalc
Pointed Design
Take It From the Top
Design to a 44-Pixel Rhythm
Be a Scroll Skeptic
Edit, Edit, Edit
Secret Panels and Hidden Doors
First Person: Rusty Mitchell and USA Today
4. GET ORGANIZED
Structuring your app the Apple way
WWJD: What Would Jobs Do?
Getting Around: Apple''s Navigation Models
Flat Pages: A Deck of Cards or Just One
Tab Bar: What''s on the Menu?
Tree Structure: Let 1,000 Screens Bloom
Combining Navigation Models
5. THE STANDARD CONTROLS
6. STAND OUT
7. FIRST IMPRESSIONS
8. SWIPE! PINCH! FLICK!
9. KNOW THE LANDSCAPE
10. POLITE CONVERSATION
11. HOWDY,NEIGHBOR
INDEX