The Art of the App Store by Tyson McCann
Author:Tyson McCann
Language: eng
Format: epub, pdf
Publisher: John Wiley & Sons, Inc.
Published: 2011-11-02T16:00:00+00:00
Consider Facebook’s wall, where, when you post something, other users can stop by and take a look. This makes perfect sense, and is completely understood by the average user.
For the very successful app iBooks (mainly because it was developed by Apple, and has its backing and marketing), Apple ensured the user interface made sense metaphorically.
Shopping carts or baskets from Amazon and other online retailers help users store items for future purchase while they continue to browse. So, you might ask why not continue with the metaphor and use aisles? The answer is that the store metaphor can be taken only so far before it begins to be ineffective for current applications. After all, the Internet is much better at sorting and finding items than it is at being a physical store.
Certainly an Internet or in-game store may someday use the aisles metaphor — when it makes sense to do so. For example, consider adapting the iPod’s Cover Flow feature to the aisle metaphor where swiping left and right might whisk you across the aisles, each being a different category of products. Then, when it was tapped or clicked, you might be swooshed forward, perhaps even to another view, where you’re actually facing the side of the aisle, with categories narrowed even further, while keeping with the physical store metaphor. At the very least, it would be more interesting than clicking from a vertical menu, if it was responsive enough!
The lists in the following sections should help you understand what types of metaphors have been used in apps and games, so as to more easily create your own.
Physical Metaphors Used in App/Web/Program Design
Following are some physical metaphors used in the design of apps, web pages, and programs:
Tabs for categories (from physical folder tabs)
A magnifying glass to indicate searching
A mailbox to indicate e-mail
Using a plus sign (+) to signify adding (or, by convention, adding a “new item”)
Using a green checkmark to indicate accept or confirm, while a red checkmark equals cancel, close, or stop (taking cues from both traffic lights and teacher’s marks)
Shopping carts and baskets as a means to hold items to order
The eraser in paint programs
Using a whiteboard for writing
Sticky notes
Home button (usually meaning go back to the “main menu” or otherwise starting point to the program)
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