The iPhone screen - Is it a problem or a solution?
Lot's of interesting exciting stuff is going to happen with FUSE over the next couple of month.
Especially on the tooling side. The other day I was riding in the car with Oisin Hurley (Head of Tool Development for FUSE) and we discussed the value of having NOT a lot of screen real-estate, because it really makes you think about what the problem is the user wants/needs to solve and how you can guide the user through that process.
There is a good video-cast available from Apple, which talks about the principles of good UI design for the iPhone. I believe these principles are good principles regardless how much screen real-estate you have. To that extend designing UIs for limited screen real-estate is more a solution than a problem. It creates the right attitude :).
Other opinions? Thoughts?


2 Comments:
I've always felt that when it comes to screen real estate, less is more. I"m currently working on some screen casts, and am dumbing down my screen to 800x600 to keep the movie size small. Brought me back happily to my early laptop days, where screen sloppiness just wasn't an option!
Happiness is knowing that you run all you need in Eclipse on tiny screen.
Hmmmm. Is all this building up an excellent business case for picking up a shiny new Mac Air?!
The iPhone user experiences pretty much focuses you on a single task at a time.
That's a good thing - as it focuses optimisation of just the single Use Case - better for the user and the developer.
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