This marks the last day of the iPad Design project!
Please use the "01-dmd-practice" filter, above, to isolate the posts from this brief.
A digital sketchbook
With iOS 3.0 or later, you can purchase subscriptions and extra content from within an application using your iPhone, iPad, or iPod touch. Some examples of In-App Purchases are bonus game levels/maps, additional experience points, subscriptions, and recurring services.Source: http://support.apple.com/kb/ht4009
In-App Purchase allows you to embed a store directly within your application. You implement In-App Purchase in your iOS application using the Store Kit framework. Store Kit connects to the App Store on your application's behalf to securely process payments from the user. Store Kit prompts the user to authorize the payment, then notifies your application so that it can provide items the user purchased.Source: http://developer.apple.com/library/mac/#documentation/NetworkingInternet/Conceptual/StoreKitGuide/Introduction/Introduction.html

In recent years, we have seen an explosion of interest in development for mobile devices and tablets. Many companies have mobile websites and mobile applications, but how do you make sure that these applications are easy to use and satisfy your customers’ needs? The best way to do it is to test your mobile designs with real users.Source: http://www.nngroup.com/events/tutorials/mobile_user_research.html
Heuristic evaluation is the most popular of the usability inspection methods. Heuristic evaluation is done as a systematic inspection of a user interface design for usability. The goal of heuristic evaluation is to find the usability problems in the design so that they can be attended to as part of an iterative design process.Source: http://www.useit.com/papers/heuristic/
I since refined the heuristics based on a factor analysis of 249 usability problems [Nielsen 1994a] to derive a set of heuristics with maximum explanatory power, resulting in this revised set of heuristics [Nielsen 1994b].Source: http://www.useit.com/papers/heuristic/heuristic_list.html

We’ve just recently launched the BBC Global iPlayer for iPad project, and wanted to be open about some of the various prototyping tools we used to get user feedback and stakeholder reviews.
For this project we experimented with:
We were testing both wireframes and more high fidelity visual designs within Keynote.Source: http://pinchzoom.com/posts/mobile-prototypes-for-usability-testing/

[16 pixels] is not big. It’s the text size browsers display by default. It’s the text size browsers were intended to display… It looks big at first, but once you use it you quickly realize why all browser makers chose this as the default text size.Source: http://www.informationarchitects.jp/en/100e2r/
The typefaces you normally read have been designed to be typeset digitally and printed on paper. But as more people read more type off computer screens, they're unfortunately reading a type designed in another era for another medium. That's why type on screen can look pathetic (especially so-called "italics" on the Mac) and is often painful to read.Source: http://www.will-harris.com/verdana-georgia.htm
Luckily, a company with the deepest pockets in the computer world thought deeply enough to see what a problem this was and hired a type designer with years of experience designing legible type under difficult circumstances, including Bell Centennial for phone books, and ITC Charter for low-res printed output.
Cogapp serves clients in the museums, culture, media, sports, charity, government and commercial sectors. We operate from a headquarters in Brighton and an office in New York.Source: http://www.cogapp.com/about-us
Founded in 1985, we have worked with almost every digital media technology from the floppy disk to the iPad. Current projects include websites, interactive installations and mobile apps.

Of all the designs submitted, we have found that "Reflecting Absence" by Michael Arad, in concert with landscape architect Peter Walker, fulfills most eloquently the daunting but absolutely necessary demands of this memorial. In its powerful, yet simple articulation of the footprints of the Twin Towers, "Reflecting Absence" has made the voids left by the destruction the primary symbols of our loss. By allowing absence to speak for itself, the designers have made the power of these empty footprints the memorial. At its core, this memorial is anchored deeply in the actual events it commemorates-connecting us to the towers' destruction, and more important, to all the lives lost on that day…Source: http://www.911memorial.org/design-competition

Take an existing short story and adapt it to be interactive. This can be aimed at any target audience and can be fictional or non-fictional.Source: Assignment Brief
The Commission’s Final Report provides a full and complete account of the circumstances surrounding the September 11th, 2001, terrorist attacks, including preparedness for and the immediate response to the attacks. It also includes recommendations designed to guard against future attacks.Source: http://www.gpoaccess.gov/911/
1. "We Have Some Planes"Source: http://www.gpoaccess.gov/911/pdf/sec1.pdf
1.1 Inside the Four Flights
1.2 Improvising a Homeland Defense
1.3 National Crisis Management
A perfect example is our app, Doodle Bright. When the idea originated, the iPad had not even launched – I was using a wooden prototype to draw and test ideas. The problem is we identified our initial target audience as previous Lite Brite users, a novelty, retro app that adults who enjoyed the original toy would buy. Right, but mostly WRONG. Those people were buying the app, but they were buying it for their kids! If we had taken a week or two to poll the idea for the true target audience we would have very quickly narrowed down a very concise and targeted plan around:
Notice how knowing information about your audience touches many pieces of the product development? It doesn’t just impact marketing. It it a critical piece of the entire process.Source: http://mobile.tutsplus.com/tutorials/mobile-design-tutorials/iphone-design-101-understanding-your-apps-target-audience/
QR codes have been around for a while now, but I’ve yet to see a great example of them in the wild. They mostly seem a marketing tool to send brochures or 20c off coupons. Tesco Korea have just experimented with a massive QR code installation in the subway. They’ve mimicked exact grocery store shelves with QR codes users can scan, so as they wait for the subway users can order their groceries and get them delivered to their house while they’re on the train.Source: http://pinchzoom.com/posts/a-useful-example-of-qr-codes/
The cynic in me wonders why they didn’t just create an app or a mobile website, but users seemed to really like the visual layout like a store, and changing waiting time (at the station) to useful shopping time.
It’s been incredible effective, with online sales increasing by 130%.
The iPad has a 25 w·h rechargeable lithium-ion polymer battery[1] that lasts 10 hours, like the original iPad. It is charged via USB or included 10 W, 2 A power adapter.Battery power doesn't last indefinately, and without an external power source, users may have limited time using your application.
The iPad 2 added a dual core Apple A5 processor that Apple claims doubles processing speed and has graphics processing that is up to nine times faster than the previous iPad.Even considering the above, there is a limit to the processing power of the A5 CPU and this should be considered when developing CPU intensive applications.
The app was designed with a lot of love by the team at pinch/zoom. We had an incredible time working with team at BBC Worldwide and Creative Good We are so excited that our hard fought design is finally in the hands of users.Source: http://pinchzoom.com/posts/its-finally-here-the-global-bbc-iplayer-for-ipad/


This model assumes that each user assigns some attributes to a product or service when using it. As we will see, these attributes are different for each individual user. UX is the consequences of these attributes plus the situation in which the product is used.Source: http://uxdesign.smashingmagazine.com/2011/03/15/why-user-experience-cannot-be-designed/
The attributes can all be grouped into four main categories: manipulation, identification, stimulation and evocation. These categories can, on a higher level, be grouped into pragmatic and hedonic attributes. Whereas the pragmatic attributes relate to the practical usage and functions of the product, the hedonic attributes relate to the user’s psychological well-being. Understanding the divide can help us to understand how to design products with respect to UX, and the split also clarifies why UX itself cannot be designed.
Here, UX is split into useful, usable, desirable, findable, accessible, credible and valuable. As you may have noticed, these facets fit Hassenzahl’s model pretty well: useful, usable, findable, credible and accessible could all be considered as pragmatic (i.e. utilitarian and usability-related) qualities, while desirable and valuable would qualify as hedonic (well-being-related) qualities.Source: http://uxdesign.smashingmagazine.com/2011/03/15/why-user-experience-cannot-be-designed/