Muutke küpsiste eelistusi

E-raamat: Designing Apps for Success: Developing Consistent App Design Practices [Taylor & Francis e-raamat]

(Academy of Art University, US)
  • Formaat: 260 pages
  • Ilmumisaeg: 21-Feb-2014
  • Kirjastus: Routledge
  • ISBN-13: 9780203505878
  • Taylor & Francis e-raamat
  • Hind: 267,74 €*
  • * hind, mis tagab piiramatu üheaegsete kasutajate arvuga ligipääsu piiramatuks ajaks
  • Tavahind: 382,48 €
  • Säästad 30%
  • Formaat: 260 pages
  • Ilmumisaeg: 21-Feb-2014
  • Kirjastus: Routledge
  • ISBN-13: 9780203505878
Because mobile apps drive sales, efficiencies, and communication between people, you understand that your business or client needs an app designed. Its important to your clients success or your businesss growth. But, there are few best practices out there, and the guidelines to designing a successful app are even fewer. Designing Apps for Success is here to help, covering application lifecycle management used by designers and developers when creating successful, capable apps. From the early discussions with a client about what kind of product theyre looking for, to storyboarding, cross-platform developing, troubleshooting, and publishing, Designing Apps for Success provides a taut, concise, and pragmatic roadmap. This guide shows you how to develop apps for iOS, Android, and Windows. And, for those who dont program, zero-code tools are covered as well-- In 2007, Apple released the iPhone. With this release came tools as revolutionary as the internet was to businesses and individuals back in the mid- and late-nineties: Apps. Much like websites drove (and still drive) business, so too do apps drive sales, efficiencies and communication between people. But also like web design and development, in its early years and iterations, guidelines and best practices for apps are few and far between.Designing Apps for Success provides web/app designers and developers with consistent app design practices that result in timely, appropriate, and efficiently capable apps. This book covers application lifecycle management that designers and developers use when creating apps for themselves or the entities that hired them. From the early discussions with a company as to how to what kind of app they want, to storyboarding, to developing cross platform, to troubleshooting, to publishing, Designing Apps for Success gives a taut, concise, and pragmatic roadmap from the beginning of the process all the way to the end. Developers and designers will learn not only best practices on how to design an app but how to streamline the process while not losing any quality on the end result. Other topics in this book include:Case studies that best showcase the development process at work (or not at work). Global examples of apps developed all over the world.Future proofing your appsPost-publishing: Promoting and marketing your apps and keeping it relevant. Consistent app design practices for consistently successful results.
Preface xvii
Acknowledgments xix
Section One Designing Apps to Work
Chapter 1 Putting Apps to Work
3(19)
Defining How Mobility Drives Additional Business
5(9)
Mobility for the Sole Owner
6(4)
Small-Business Mobility Business Opportunities
10(1)
Large-Scale Mobility Solutions for Enterprises
11(3)
Just Get Started
14(5)
Mobilize Your Business
14(1)
Getting Started with Commercial Apps
15(4)
Creating Your Mobile Strategy
19(2)
Mobility for the Sole Owner
19(1)
Small-Business Mobility Opportunities
19(1)
Large-Scale Mobility Solutions for Enterprises
20(1)
Plan to Measure Success
21(1)
Chapter 2 Designing Your App
22(25)
Sketching Your App
23(9)
The Value of Sketching
24(1)
Sketching Tools to Use
24(1)
Tool #1 Pen and Paper
25(1)
Tool #2 iPad Apps
26(2)
Tool #3 Desktop Software
28(1)
Tool #4 Websites
29(3)
Applying Human Interface Guidelines to Your Work
32(10)
The Apple Way
33(5)
The Google Way
38(3)
The Microsoft Way
41(1)
How to Design with Images
42(2)
Choosing the Right Image Format
42(1)
Working with Resolution
42(2)
Applying Responsive Design Layout
44(2)
From App Planning to Team Creation
46(1)
Chapter 3 Defining Your App Creation Team
47(12)
The Role of the Client
47(2)
Choosing among Off-Shore, On-Site, and Near-Shore
48(1)
The Common Element: People
49(1)
The Business Engagement Team
49(1)
The Delivery Team
50(4)
Why Waterfall Works for the Purse Holder but Not for the Team
51(1)
Choosing Agile to Keep on Target and Deliver on Budget
51(2)
Iterative Releases for Visual Signs of Progress
53(1)
The Roles
54(1)
Business Leaders
54(1)
Designers
54(1)
Architects
54(1)
Client Development
55(1)
Quality Management
55(1)
Changing the World
56(3)
Section Two Building Apps
Chapter 4 Creating Apps with Adobe PhoneGap
59(30)
Building Apps with PhoneGap
59(14)
One Technology to Rule Them All---HTML5
61(3)
The Problem PhoneGap Is Solving---Cross-Platform App Publication
64(3)
Working with Cordova
67(1)
Developing with HTML5
67(6)
Building for iOS with Cordova
73(10)
Getting Started with Cordova for iOS
74(2)
Creating Your First App
76(3)
Using Objective-C Plugins
79(1)
When HTML5 Is Not Enough---Extending Your Xcode Project with Objective-C
80(3)
Using Cordova to Create Apps for Other Platforms
83(1)
Leveraging PhoneGapBuild
83(5)
Your Build Server in the Cloud
84(1)
Getting Started with PhoneGapBuild
84(4)
What PhoneGap Cannot Do
88(1)
Chapter 5 Leveraging ActionScript to Build Native Apps
89(42)
Building Your First Application Using Flash CC
90(5)
Designing Apps for the Android OS
95(5)
Interacting with Your Mobile Phone
95(1)
Working with Gestures and Multitouch
96(4)
Controlling the Use of Fonts
100(1)
Working with Image Files in Your Apps
101(1)
Leveraging Custom Device Hardware Calls with ActionScript
102(1)
Using Gestures in Your Apps
103(5)
Using a Single Finger to Interact with Content
104(1)
Dragging Objects across the Stage
105(1)
Adding a Long-Press Event to Your Code
106(2)
Working with Gestures
108(4)
Adding Two-Finger Tap Control
108(1)
Adding Pinch and Zoom
109(1)
Rotating a Movie Clip on the Stage
109(1)
Swiping Objects on the Screen
110(1)
Adding Two or More Gestures Together
111(1)
Which Way Is Up? Controlling Orientation with the Android Accelerometer
112(3)
Adding the Accelerometer to Your Apps with ActionScript
113(2)
Knowing Where You Are Using Geolocation
115(2)
Loading RSS Data into Flash
117(3)
Adding Permissions to Your Apps
120(1)
Loading Web Pages into the StageWebView
121(2)
Controlling the Use of the Microphone
123(3)
Controlling the Camera
126(4)
Preparing Your Application for Deployment into the World
130(1)
Chapter 6 Developing Apps with Zero-Code Tools
131(19)
TheAppBuilder.com
132(4)
Rapid App Creation
133(1)
Development for All Platforms
134(1)
Benefits and Restrictions of TheAppBuilder
135(1)
GameSalad
136(4)
Games, Games, Games
136(2)
Leveraging Templates and an Active Community
138(1)
Publishing Your Games
138(2)
Benefits and Restrictions of GameSalad
140(1)
Appery.io
140(3)
Building Apps in the Cloud
141(1)
Extending Apps with Plugins
142(1)
Bootstrapping your Appery.io App with HTML5
142(1)
Benefits and Restrictions of Appery.io
142(1)
Creating Interactive Books
143(6)
Digital Books as Alternatives to Apps
143(1)
iBook Author
144(2)
HTML5 and iAd Producer
146(1)
Publishing Your iBook
147(2)
Benefits and Restrictions of Interactive Books
149(1)
What You Can and Cannot Do with Zero-Code Tools
149(1)
Chapter 7 Challenges and Successes of Native iOS Development
150(22)
Now That We Have That Out of the Way
151(1)
What Is Native Coding?
152(9)
The Rewards of Native Coding
153(1)
It's a Wild Jungle Out There
153(8)
Managing Your App Using Xcode
161(5)
Managing Source Control
161(1)
Improving Performance
162(1)
Running Your App with Simulator versus an Actual Device
162(1)
iOS Development with Objective-C: Speed, Speed, Speed
163(3)
Native Kits for Rapid iOS Development
166(1)
AppKit versus UIKit
166(1)
MapKit
167(1)
GameKit
167(1)
Submitting your App
167(3)
Getting Your Developer License
167(1)
New App Data
168(2)
How Can You Make Your iOS App Stand Out?
170(2)
Chapter 8 Developing for Android
172(17)
Myths and Facts about Android
172(2)
Know Your Design Elements
174(1)
Utilizing Android's Simple Workflow
175(1)
Setup
176(1)
Use of Physical and Virtual Android Devices
177(2)
Development in Eclipse
179(1)
The Activity Life Cycle
180(1)
Selecting the Right Code Templates
181(1)
Debugging and Testing
182(2)
Development with Android Studio
184(1)
Publishing
185(1)
Google Play Distribution
186(1)
E-mail Distribution
187(1)
Website Distribution
188(1)
Chapter 9 The Dark Horse---Windows 8
189(12)
Windows 8---Phone or Tablet?
190(2)
Microsoft's Post-PC Strategy
190(1)
Desktop versus Mobile
191(1)
Code Is Code
192(1)
The Tools You Need
192(2)
Introduction to Visual Studio 2013
194(2)
Rapidly Creating Apps
194(1)
Deciding Which Code Platform to Choose---C#, VB.Net, or HTML
195(1)
Working with Windows Phone App Studio
196(1)
Internet Explorer for Web Apps
196(1)
Beyond the Dark Horse
197(4)
Section Three Marketing Your Apps
Chapter 10 Publishing to App Stores
201(15)
Which Store Do You Publish To?
202(1)
The Value of Icons
203(2)
Apple App Store
205(5)
Why Developers Sell More on the iPhone
205(1)
Business Tools for Developers
206(1)
Control of App Release
207(1)
Managing the App Approval Process
208(1)
The Importance of Price, Reviews, and Features
209(1)
Release Often
210(1)
Google Play
210(2)
Attracting the 1.5 Million New Android Daily Activations
210(1)
A Business Approach to Selling on Google Play
211(1)
Build for Tablets
211(1)
Other App Stores
212(2)
Working with Amazon's App Store
212(1)
Using the Barnes and Noble NOOK App Store
213(1)
Microsoft Marketplace
213(1)
The Enterprise App Store
214(1)
Building Apps for Your Own Company
215(1)
Managing App Policy
215(1)
A New Store for Every Day Ending in "Y"
215(1)
Chapter 11 Making Money from Apps
216(15)
Selling Apps
216(8)
Free Apps
217(1)
Advertising
218(1)
One-Time Charge
218(1)
Value-based Pricing
219(1)
Usage-based Pricing
220(1)
Subscription
220(1)
Rule of 17
221(1)
Freemium
222(1)
Which Is the Best Option?
222(2)
App Discovery
224(1)
SEO Your App
225(1)
Non-Metadata Marketing
226(1)
Utilize Your Users
227(1)
Marketing Is a Job for a Reason
228(2)
Advertising Options
230(1)
Final Thoughts
230(1)
Chapter 12 Promoting Your Apps
231(8)
Using Apps as a New Way to Drive Sales in Your Company
231(4)
Developing Your App Marketing Plan
232(1)
Working with Local Press to Build Awareness
232(1)
Becoming a PR Powerhouse
232(1)
Contact Radio Shows
233(1)
Public Speaking
234(1)
Guest Blogs
234(1)
Get Reviews for Apps You Create
234(1)
Cost-Effective Marketing
235(2)
Working Social Media
235(1)
Facebook, Linked In, Twitter, and Google+ All Matter
235(2)
Join Debates, Ask Questions of Specific People, and Don't Be Shy
237(1)
Cross-Promoting Your Apps
237(2)
Advertise Your Own Apps in Your Apps
237(1)
The Angry Birds Approach to Advertising, Merchandising, and Selling
237(1)
Don't Forget Billboards, TV, and Traditional Advertising
238(1)
Chapter 13 Future-Proofing Your Apps---It's Going to Be a Bumpy Ride
239(14)
How Can You Iterate upon What You Just Built?
240(3)
Remember Your Canvas
243(1)
The Great Talking Disorder
244(1)
Think Beyond Today's Devices
245(1)
Which Device Is Your App Right For?
246(2)
Perception Is Everything
248(1)
Beware of Future Regulation
249(1)
In the End, Act First
250(3)
Index 253
Matthew David is Chief Digital Strategist for the Professional Services Division at Compuware Corporation. Over the last three years, Matthew has consulted on mobile strategies for many companies. Mr. David is a published author of more than 10 books, including HTML5, Second Edition, HTML5 for Mobile Web Sites, and Flash Mobile. Matthew is Chief Digital Strategist for Compuware. You can follow him on Twitter @matthewadavid. More of his work can be found at www.visualizetheweb.com.





Chris Murman is a Project Manager and Agile Coach for the Custom Services Division of Bottle Rocket. From his first Palm Pilot to the iPhone 5S, Mr. Murman has had a passion for mobile devices that resulted in work as Scrum Master, Product Manager and Product Line Manager on mobile products. For the last two years, Mr. Murman has led in the writing and implementing of mobile strategies for three companies as well as the release of several iOS and Android apps. An avid blogger about the mobile community, his work can be found at chrismurman.com. Follow him on Twitter @chrismurman