2 buttons having the same functionality in iphone application - iphone

I am creating an application with call functionality, I want to have the phone image on the right hand side and the name of the contact on the left hand side. Currently this has been implemented by placing the 2 buttons side by side, hence if the user clicks on any of the buttons, the same functionality (calling the contact) happens.
Is this allowed according to Apple HIG? Please let me know.
Thank You,
Ashvin

I don't think anything in the HIG specifically disallows this, but it seems like a bad idea, for a couple of reasons:
If there are two buttons side-by-side, users will assume the buttons do different things, and will be confused when they don't.
It wastes screen real-estate that could probably be put to better use.
From your description it is hard to tell exactly what this looks like, but it sounds like something that needs to be re-designed.

Overlapping buttons?
It might not give you an intuitive UI, as the content of the overlapped button might get truncated by the overlapping button.
As Kristopher has explained, it will result in a bad user experience.
It is possible, that your app might get rejected because of the truncations as the user will not be readily able to perceive the content.
If look of the button is what you are concerned about, then you can just set one image (whether odd shaped or not) to one button, as long as the user is able to perceive that it is a button.
In the odd shaped image, you should also ensure that the functionality does not get triggered when the user touches the transparent area of the image, otherwise it might confuse the user.
Hope these points help!

Is there any mention about overlapping the buttons? Suppose for better design/look and feel, I have to place two buttons which partially overlaps each other, is it disallowed? Still the screen looks good and there will not be any confusion about the buttons. But only point is they are two different buttons, which assumes same functionality and has overlapped.

Adding some more information on the about query.
The buttons are overlapping as one is just a graphics and another is a rounded rectangle button whose Title changes dynamically.
If they can not be overlapped, can we have an odd shape button on the screen as long as user feels that they are buttons?
Thanks.

Related

Objective-C/XCode: What class instantiation am I describing?

This UIElement appears when a user presses one of the hardware volume controls...the UI element is a black translucent square with rounded corners. In legacy versions of the Twitter app for iPhone, this element used to appear when a user would Follow, Unfollow, Retweet, etc. I would really love to use this element in my apps, can anyone let me know which element it is?
Best...SL
It is a popup. There are a few open source projects that will make implementing easier:
https://github.com/samvermette/SVProgressHUD
https://github.com/matej/MBProgressHUD
That UIElement is a simple transparent UIViewwith a animation in it. The animation is like "fade in, show for a given time, fade out".

Using PageControl?

I have an array and lets say I have 5 objects in it. The array just contains a string with an address to a picture. I would like to use the Page Control feature in the iPhone SDK to swipe Left and Right to change the picture. I already have the multitouch gestures in place all I need is to implement the Page Control so if I swipe left and then right it will take me back to the previous image.
Does anyone know of any good Page Control tutorials or sample code online that may be able to help me thought implementing the Page Control.
The UIPageControl isn't a control as much as it's just an indication of what "page" your on.
To do what you want, you need to set up a UIScrollView and add subviews for each image. It will require some math to figure out where each "page" starts and ends based on image dimensions and screen sizes.
Apple has some docs on using scroll views with page controls here.
Indeed, you need a UIScrollView along with the UIPageControl. You can find a good tutorial on how to make them work together here

"Slider" type label as seen on Facebook and AP Mobile News

Please pardon my lack of Photoshop skills, but I'm curious what type of strategy Apps like Facebook and AP Mobile News are using for the 'label slider' in their applications. Here's a quick snippet outlining what I'm talking about as I'm sure the name I'm labeling the utility as is being butchered: http://dl-client.getdropbox.com/u/57676/slider.jpg
Essentially the user can touch the label and glide it along the X axis. It has a smooth bounce effect also once it hits the edges. This gives quite a bit more real estate if you need to present more on the screen than what your portrait mode allows for and is thus very valuable.
Is it a matter of just creating a UILabel that's wider than the screen with a bit of Touch API + Core Animation? Would love insight on how to start tackling this thing.
You'll most likely want to use a UIScrollView, with a UILabel as its content view. Size the label appropriately to your content, and then set the contentSize property of the scrollview to that size.
I created a similar control, and it's much easier than you think. It's just a UIScrollView with a series of UIButtons added to it. You could use labels instead of buttons - just depends on the feel you want. I think Facebook is probably using labels for theirs.
In any case, you'll probably want to use a series of components rather than one component (which is what Ben suggested) in the event that you want to, say, style the "selected" label differently from the others. It also makes hit detection a little easier.
You get the bounce effect for free by default - you may have noticed that most scroll views in iPhone apps do the same thing. It can be turned off as well.

Radio dial type functionality as seen on Where To? App

Straight forward question. I'm trying to understand UI design more and how to make it work with code. In particular there used to be an app that went through several design sessions, named Where To? by Tap Tap Tap. They had a table which they turned into a radio dial, screenshot:
(source: taptaptap.com)
My question is, is this nothing more than 22 or so images, with different states put together on top of a UIView? Each UIImageView is a button? How would something like this be put together? I'd love a tutorial on programmatically turning images into actual actions. If there's any book or blog which describes the process, that would be an ideal answer for me.
Any insight into how the above is done?
I actually think it's a single image that has it's layer rotated in response to touch events and then calculates which is the active button based on the radial distance from the original position. It's not horribly complicated code (touchset change is left or right and rotate in response to that, modify the hittest method to respect the radial deltas) but the math is more than I can do before six cups of coffee.

Things to consider when writing for touch screen?

I'm starting a new project which involves developing an interface for a machine that measures wedge and roundness of lenses and stores the information in a database and reports on it. There's a decent chance we're going to be putting a touch screen on this machine so that it doesn't need to have a mouse or keyboard...
I don't have any experience developing for full size touch screens, so I'm looking for advice/tips/info from you guys...
I can imagine you want to make the elements a little larger than normal... space buttons out a bit more.... things like that... anyone have anything else to add?
A few things to consider:
You need to account for parallax error when touching controls. Basically, the user may touch the screen above or below your actual control and therefore miss the control. This is a combination of the size of the control (eg you can have the active area larger than visual control to allow the user to miss and still activate the control), the viewing angle of the user (which you may or may not be able to predict/control) and the type of touch screen you're using. If you know where the user will be placed relative to the screen when using it, you can usually accommodate this with appropriate calibration.
Depending on the type of touch screen, you may need to ensure that your users aren't wearing gloves or using an implement other than their fingers (eg the end of a pen) to touch the screen. Some screens (eg those depending on conductance) don't respond well to anything other than flesh and blood.
Avoid using double clicks because it can be very hard for users to reliably double click a control. This can be partly mitigated if you've got experienced/trained users working in a fairly controlled environment where they're used to the screens.
Linked to the above, if you are using double clicks, you may find the double click activated when the user only wants to single click. This is because it's very easy for the user's finger to bounce slightly on touching the screen and, depending on how sensitive the double click settings are, trigger a double rather than a single click. For this and the previous reason, we always disable double clicks and only use single clicks (or similar single activation controls).
However big you think you need to make the controls to allow for touch activation, they almost certainly need to be bigger still. Make sure you test the interface with real users in the real deployment environment (or as close to it as you can get). For example, we deployed some screens with nice big buttons you couldn't miss only to find that the control room was unheated and that the users were wearing thick gloves in the middle of winter, making their fingers way bigger than we had allowed for.
Don't put any controls near the edges of the screen - it's very hard to get your finger into the edges (particularly if the screen has a deep bezel) and a slight calibration problem can easily shift the control too close to the edge to use. Standard menus and scroll bars are a good example of controls that can be very tricky to use on a touch screen and you should either avoid them (which is preferable - they're not good for touch screens) or replicate them with jumbo equivalents.
Remember that the user's hand will be over the screen, obscuring some of the screen and controls (typically those below where the user is touching, but it depends on the position of the user relative to the screen). Don't put instructions or indicators where the user's hand or arm will obscure them when trying to use the control they relate to (eg typically put them above rather than below the control).
Depending on the environment, make sure your touch screen is suitably proofed against dust, damp, grease etc and make sure it's easy to clean without damaging it. You wouldn't believe the slime that can quickly accumulate on a touch screen in an industrial or public setting.
The other obvious one is that there's no equivalent of pointer 'hover'. Not that that affects many apps though.
If you decide to put in analog controls (scrollbars, rotation widgets, etc) be sure to put in a digital control also. Some companies think that a touch screen means perfect control over something with your fingers. In real life, this translates to minutes of frustration trying to fix a number that's just a little off.
The most obvious thing is that everything on the GUI needs to be big enough for a fingertip to hit, which is sometimes bigger than you think.
As has been mentioned, there's really no way for a right-click action to happen. Also, double-clicking can be tricky with a fingertip on a touch screen.
The other major thing is that you'll want to create a on-screen keyboard that pops up for text entry and an on-screen numpad for number only fields.
I wrote my own set of controls for a POS application designed specifically to be touchscreen friendly.
Remember to allow enough real estate for stubby fingers and talons. In our application the users can have these manicures that necessitate them to use the pad of their finger instead of the tip. This means that you need to allow more space for activation areas than you would normally consider in any other type of application.
I would also recommend that you accommodate yourself as a programmer from a testing standpoint and from the point of view that things change and there may need to be a keyboard/mouse attached to a non-touch workstation. I cannot tell you how many times I went to touch my flat panel LCD expecting something to happen, before remembering that I had to use the mouse.
Make sure to read your basic UI principles like Fitz law (The time to acquire a target is a function of the distance to and size of the target).
Also consider whether or not the device is stationary or not when it is in use (e.g., like a palmpilot or iphone), research shows that you must accomodate that into your design.
The larger gui elements is the major thing. But it applies to all elements, scroll bars, tabs and even text fields.
The other major thing that I can think of, it's hard for the user to right click. So things that require a right click should be avoided, context menus are the only thing that comes to mind at the moment.
The other responses are pretty good, but are you totally sure that a touch screen would actually be easier to use? There are a lot of devices where a touch screen actually makes them much harder to use, not easier. The main problem is that you can't use the device when you're not looking at it. If users are going to be doing a lot of repetitive actions, a keyboard could be a lot more efficient.
Also, a touch screen might be a lot harder to use by someone with a disability, if you think there's even a small chance that could happen.
Even though this is quite old now, I found it to still be useful, as a starting point for design considerations.
http://www.sapdesignguild.org/resources/tsdesigngl/index.htm
If you've not already done so, have a look at some of the documentation available for developers on mobile platforms, eg Windows Mobile, iPhone.