Designing applications for the iPad

Collection of some articles and postings that provide intriguing insights on some of the possibilities and limitations of designing apps for the upcoming iPad. Luke Wroblewski in particular has captured an extensive set of design resources on his blog, which I highly recommend! Bill Scott has also catalogued an array of nifty interactions that were showcased in the original iPad keynote video, also highly rec.


>> iPad Design Tools and Resources by Luke Wroblewski

>> iPad Application Design by Matt Legend Gemmell

>> New Multitouch Interactions in the iPad by Luke Wroblewski

>> iPad UX Interactions (Interesting Moments) by Bill Scott

>> iPad UX Guidelines article on UX Magazine (note: the official iPad UX Guidelines are copy protected and only available to iPhone Dev Program Members)

Good design books…

Just quickly summarizing some of the better design books I’ve picked up in the past year into one single post for easier reference to friends and colleagues. Highly recommend each of these for different purposes, largely around the notion of “design thinking” and “design culture” and getting non-design stakeholders (like PM’s, VP’s, Eng Directors, etc.) into the vibe of what design is about as a practice and profession. Enjoy!


>> Innovation X by Adam Richardson : nicely practical articulation of “wicked problems”, proposing a methodology for tackling such problems, as opportunities for breakthrough competitive innovation

>> The Designful Company by Marty Neumeier : compact nifty exploration of design culture, how to get “design mindfulness” into your company’s DNA at a strategic level, impacting people/process/attitudes/behaviors, etc.

>> A Fine Line by Hartmut Esslinger : a good easy read about the Frogdesign founder’s journey as a designer, filled with lots of anecdotes about the power of design, conveying just how difficult “good design” is to achieve, but with wonderful results if you stick through the journey.

>> Do You Matter? by Robert Brunner : an inspiring read with great anecdotes and quotes about the value of design in product development, with examples from across the board: ikea, target, OXO, samsung, etc.

>> Inside Steve’s Brain by Leander Khaney : not your usual gossip book about Steve Jobs, this is a brilliantly compact look into the business strategy and tactics that underline Apple’s success. Excellent lessons summary at the end of each chapter.

UI pattern collections

Pulling together various online user interface pattern libraries into one place for folks to link to and use for their projects. Enjoy!


>> flickr set by FactoryJoe : fantastic sets of screenshots from modern recent websites, apps, etc. highly rec!!

>> Smashing Mag’s UI Pattern Lib article

>> 43 essential controls for web apps by Theresa Neil


>> Designing Interfaces by Jenifer Tidwell (based upon her book)

>> Designing Web Interfaces by Bill Scott (based upon his book)

>> RIA screen design patterns by Theresa Neil

>> Ultimate Guide to Table UI Patterns by Janko (Theresa Neil has a follow-up)

>> Yahoo Pattern Library

>> UI Patterns.com

>> UI Patterns.net

>> Welie

and lastly (sigh) Quince. Why do I sigh? It requires Silverlight 3 (here’s the plain HTML site), and in my view is a mess of interface design: visuals, information design, and the various interactions. Clearly built by (MSFT?) geeks for geeks in a pastiche manner. But it is a popular aggregator of UI patterns which are useful, that can’t be denied.

Emotion…just as critical as the product.

A friend just briefly told me about a BMW tagline he heard on TV: What you make people feel is just as important as what you make.

This raises a vital point about the shaping of customers’ emotions in delivering a compelling engagement with your product or service–emotions matter, not just a little, but just as much as what you’re selling! Indeed, this really is the company’s deep driving serious responsibility, in line with the brand promise. Emotions are at the heart of the personal perception, interpretation, experiential co-creation, and personal sense-making of a company’s offering because in the end it’s about the HUMAN encounter which resonates in the hearts and minds of yours customers. You’ve got to care about customer’s emotions to create products they will LOVE. Product managers and engineers may battle over features and performance, but if the story of the product doesn’t fit the human expectations of use and value, nor deliver a powerful degree of comfort, delight, trust, happiness–it’s all for nought. No matter how long the feature list or how many cross-promotional marketing deals, your customer has to feel connected to the product/service, embrace it into their lives, and enjoy using it as if they could never imagine life without it. And the opposite is true as well–if your product instills anger, frustration, hatred, paranoia, fear and distrust then you have violated the unspoken, tacit underpinnings of that human encounter, negating the product’s value which no feature list or price deal can rectify.

Emotions matter just as much as the product/service you’re making. Perhaps while writing the product’s functional requirements there needs to be a description of its “emotional requirements”– Wouldn’t that be something!

CMU grad seminar diagrams & lessons

Ever since having graduated from Carnegie Mellon in 2001 (almost a decade ago! sigh) and roaming across the Valley through various companies, I’ve been asked many times what exactly did I learn from the CMU design program, particularly the infamous seminar taught by Dick Buchanan, former head of the design school. Well, at long last I’m finally sitting down to articulate some of that :-)

Now, admittedly it’s not a nicely compact summary of UI patterns and formulas. No rules of how to arrange buttons or A/B tested page designs. Instead, the knowledge imparted involved a wonderfully diverse, mystifying, enlightening, and stimulating exploration of concepts & methods that enable an architectonic approach to design: rhetorical, strategic, pluralistic. Whoa!

Quick movie reference: Remember in The Matrix when Neo first met Morpheus and how Morpheus prefaced the “journey down the rabbit hole” with his radical insight and knowledge of what awaits Neo? The whole “splinter in the mind driving you mad” speech? Yep, walking into Dick’s seminar was like that. Totally mind-blowing and radically different from your typical UCD/HCI/IxD seminar, by far!

Here are the key nuggets that I took away and which still serve as the foundation of my own personally evolved approach as a designer, which I have illustrated as a series of diagrams, per Buchanan’s whiteboard notes. These diagrams require some…meditation ;-) They were amusingly referred to as the “triangles and crosses” by students and alums, for good reason.


Critical takeaway from Buchanan’s grad seminar

1. Four interpretations of the concept of “interaction”: The seminar was based upon an extensive understanding of the concept of interaction, which required a deeply thought-provoking survey of theories from philosophy, psychology, cybernetics, mathematics, semiotics and rhetoric. What are the range of possible relationships between people, objects, environments, and cultures? What are the range of interpretations of data and reality? What are the sources of meaning and how it becomes expressed and mediated?

We examined four such interpretations: existentialist (person to person), essentialist (person to environment), entitative (person to objects), and ontological (person to cosmos or cultural/spiritual ideals). The terms were a kind of special language with rather esoteric origins reaching back to Buchanan’s mentor, Richard McKeon and his examination of how to interpret various systems of thought (eg, “philosophic pluralism”).

But what’s important for designers are the opposing types of interactions and how interaction and communication interrelate to shape a human experience of the “other”–a person, an object, an environment, or a culture. Each interpretation or mode presents a specific outlook on reality and meaning (ie, existentialist projection of self’s meaning vs essentialist meaning arises from a “doing and undergoing” with the context), while in actual design practice we mix up in varying levels each of these interpretations. Ultimately, they help decipher the complexities of reality and suss out the problems to be tackled.

2. The nature of a product: What indeed is a “product”? There are certain core elements that are commonly defined, per writings from Moholy-Nagy of the Bauhaus. A product has a form, materials, function, and also agency (tools & skills) that make the product embodied and actualized for usage by someone for some purpose. Each of these terms are meant to be open for interpretation and playfulness of meaning. For example, what is “form”? Is it the physical shape? Or perhaps the “shape of the activity”, a dramatic performance with a beginning, middle, and end? Again, the idea is to provide a conceptual toolkit to help designers thrown into complex situations, parcelling out the issues at an essential level of abstraction and simplicity.

3. The elements of an argument: At the heart of the Buchanan approach to design is the notion of rhetorical argument–persuasive communication based upon discovery and invention of arguments that shape attitudes and behaviors, like a well-composed speech. There is a multi-lateral, coordinated appeal to functional or rational logic, the speaker’s own credibility and personality, and the audience’s sense of empathy and emotional sway. This balanced blend of what is useful, usable, and desirable enables the creation of a “well-designed product” and positive experience overall.

4. The liberal arts as related to design: Buchanan was educated in the arts & methods of rhetoric per his studies with McKeon at Chicago (and McKeon himself studied with John Dewey at Columbia–indicating a strong intellectual lineage!). He perceived a deep connection between the four liberal arts (rhetoric, poetics, grammar, and dialectic) and design thinking/making. This breakthrough insight was critical to the course’s fundamental nature and the goal of evolving a generation of design leaders schooled in broad-based liberal education, again to aptly dive into complex situations and distill issues into essences via the arts of strategic conversation, deliberation, argument for whatever context.


Obviously, these are not the expected lessons from a seminar on design–no particular “rules” of good web design or metrics for how to organize tabs and buttons. Those are mere tactics, exceptionally diverse and learnable from a book at Borders, frankly. The aspiration instead is towards creating leaders armed with conceptual toolkits that can dissect any complex problem (from software to organizational design to process design to sustainable design issues) with profound confidence and intellectual rigor.