移动应用程序功能

发布于 2024-09-12 09:32:43 字数 208 浏览 5 评论 0原文

假设有人想要将桌面应用程序移植到智能手机(这可能意味着从头开始编写)。

您认为移动版本应如何与桌面版本相关?换句话说,移动应用程序的共同特征是什么?

我可以说:

  • 简短的用户界面(不耗时)
  • 密集的内容,与桌面相比经过过滤相对
  • 个人:不需要多用户(智能手机是个人设备)

还有什么?

Suppose one wants to port a desktop app to a smartphone (which can mean write from scratch).

How in your opinion should a mobile version relate to to the desktop one? In other words, what are the common features of mobile apps?

I can say:

  • short user interface (not time consuming)
  • dense content, filtered in comparison with the desktop relative
  • personal: no mult-user requied (smartphone is a personal device)

What else?

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去了角落 2024-09-19 09:32:43

Apple 在人机界面指南<中提供了一些指导/a>

我会考虑的一些事情是:

  1. 您希望如何高效而优雅地呈现您的数据?
  2. 您将使用哪些控件和视图类型?意思是,程序的这一部分是否使用 UITableView 或 UIScrollView 效果最好,还是应该有一个向下钻取的导航以更好地流动?本质上,我只是说,确定应用程序的向下流动结构。您需要熟悉每个控件,以便了解典型用户期望它们在哪里。
  3. iDevice(iPad 除外)上的用户习惯于单窗口环境。因此,不要尝试将所有小细节都包含在屏幕中。从逻辑上和直觉上将其分解。
  4. 在功能性和可用性之间取得平衡。不要只是扔掉一个运行良好但看起来像垃圾的应用程序。人们喜欢养眼的东西(尤其是男人)。
  5. 就像你说的,多用户只有在 iPad 上才现实,即便如此,它对于游戏以外的任何东西来说都是一个延伸。
  6. 考虑用户对其他应用程序的期望和习惯,并尝试延续这一趋势。例如,如果您正在显示键盘,并且没有明显的方法来关闭键盘,那么当他们点击键盘之外的视图的某些区域时,键盘就会被关闭。否则,用户就会被屏幕上这个愚蠢的键盘困住,并且没有合理的方法来摆脱它(抱歉,我真的很讨厌开发人员这样做)。
  7. 最后,在发布该应用程序之前,请自行使用该应用程序至少一周。如果你不是100%支持它,那就改变它。有些人总是主张“先失败,然后修复”,但我不同意。最重要的一天是发布的第一天。之后,要么是口碑、交叉推广,要么是你的广告费。让它在第一天取得成功......并且还意识到周三/周五/周六/周日使用 AppStore 的人比一周中任何其他日子都多。

Apple has some guidance in the Human Interface Guidelines

Some things I would think about are:

  1. How do you want to present your data efficiently, yet elegantly?
  2. Which controls and view types will you use? Meaning, does this part of the program do best with a UITableView or a UIScrollView or should there be a drill-down Navigation to flow better? Essentially, I'm just saying, determine the flow-down structure of your application. You need to become familiar with each and every control so you know where a typical user expects them to be.
  3. Users on an iDevice (except for iPads) are used to a one-window environment. Therefore, don't try and pack every little detail into the screen. Break it up logically and intuitively.
  4. Strike a balance between functionality and useability. Don't just throw an app out there that works great but looks like garbage. People like eye candy (men especially).
  5. Like you said, multi-user is only realistic on the iPad and even then it's a stretch for anything other than games.
  6. Think about what the user expects and is used to based on other apps and try to continue that trend. For instance, if you are showing the keyboard and there is no obvious way to dismiss the keyboard, make it so that when they tap on some area of the view outside of the keyboard, the keyboard gets dismissed. Otherwise, the user is just stuck there with this stupid keyboard on the screen and no logical way to get rid of it (sorry, I really hate when developers do this one).
  7. Lastly, use the app yourself for at least a week prior to releasing it. If you aren't 100% behind it, change it. Some people are all about "failing first and fixing later" but I disagree. The most important day is the first day of launch. After that, it's either word of mouth, cross-promotion, or your advertising money. Make it a success on the first day.. and also realize that more people use the AppStore on Wednesday/Friday/Saturday/Sunday than any other days of the week.
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