High Priest of App Design
online.wsj.com
online.wsj.com
Just get one or two guys (depending on project size) who can code AND design. It's always going to be more efficient and better.
Sure, the perfect mobile person is someone who has a deep understanding of the code and incredible design skills and taste - but what you're talking about is a unicorn. I'd be surprised if there were more than a few dozen of these people in existence.
Here in the real world your choices are:
- Mediocre-to-shitty engineer with solid design skills. He/she will shit all over your codebase and mask a boatload of technical debt by how beautiful the app is (until your crash reports roll in, or it's time to add features).
- Good-to-great engineer with mediocre-to-shitty design skills. He/she will create a solid, stable, extensible codebase but the app will range somewhere between "buttons goes in right places" and "buttons WTF".
On the other hand, there is an increasing demographic of designers who do understand the ecosystem. I'm lucky enough to work with some of them, who understand the nuances of touch target sizes, gesture-based control, etc. They're a little harder to find than your typical web designer, but they're a hell of a lot more common than your unicorn engineer-designer-fused-archon-deity.
A good engineer pairing with a good mobile designer is a combination far easier to achieve than hunting a near-mythical figure.
"near-mythical" huh? Good to know.
How do you know on an android contact that you can swipe sideways to SMS and the other direction to phone? Or even that swiping horizontally in either direction does anything at all? I could imagine some universally agreed way to indicate this, perhaps very subtle visual hints or gradients or a system where if you press and hold without moving you get a set of icon overlays that show you what you can do.
There are a few different options, but to form a useful language they need to be widely adopted.
One of the articles that triggered these conversations was "No to NoUI" http://www.elasticspace.com/2013/03/no-to-no-ui which laments the modern tendency to hide interactions.
It's almost impossible to know when you can drag and drop things, and the only way to learn is to start trying by dragging on random UI elements. Of course, knowing what happens once you drop them on something that cares is just as impossible as knowing what you can drag in the first place.
Sorry if I sound pessimistic, I hope development and focus is better now, and of course touch screen devices are in front of a much wider audience which might prompt a more rapid development of some standards.
However I've seen it used in different contexts (eg. a web browser) where it's less easy to defend.
1. Swipe to delete
2. Shake to shuffle
The smartphone market has reached a level of maturity and ubiquity that we can start setting down a baseline for knowledge, and build on top of it.
It happened to the PC before, and it's happening to smartphones now. The original iPhone was criticized (especially in demographics like ours) for being insultingly shallow and toy-like. This is the smartphone becoming more complex now that (nearly) everyone has had a go.
If this hypothetical person has never used a touch device before, they'll be stuck on the "scrolling and dragging around" step, but it won't be long 'til they stumble upon the pull-down.
Actually, all of these three examples seem bad to me. I guess such hidden features make sense on an iPhone with small screen and one button, but there always has to be some indication that additional buttons are there. Conformng Android apps have a menu button, either hardware or on-screen, and you can always be sure to find functionality there. I really don't want to have to swipe around to find expected features.
Some consistency here would be nice.
Though I kinda blame apple here as they seemed to have started to introduce this after the sidebar use got a foothold so they aren't making it easier.
It's an abstract icon that says "here's a bunch of hidden stuff that you're probably looking for"
I like it when used to simulate the affordance of a textured control that you can use as a virtual tactile handle, but as a symbol that represents 'menu'... I think it's a flawed convention.
I see these phrases most commonly come from people who work with makers, not the makers themselves -- they're probably busy making, and not paying attention to sweeping statements of "truth".
Things like designing modules that are separate, reusable and fully testable (Remember ICs?)
How interfaces translate to action, too. We even call the process 'wiring' to this day.