I think I caught an A/B test earlier this evening. Has anyone else seen this? Interesting re-do of the Twitter aesthetic.
All in all it seemed obvious to me that whoever at Apple was working on the effect found the ideal amount of give to the parallax panning to get a natural feel and set the dimensions of new desktop images to fit this ideal down to the pixel. Therefore, to get the most natural fit for your wallpaper images in accordance to their current programming I highly recommend you crop iPhone wallpapers to 744x1392px and iPad wallpapers to 2524x2524px.
So there you have it: the ideal resolutions for wallpapers that will appear properly at whatever rotation and with the right kind of parallax scrolling.
Speaking of, John has a fantastic collection of wallpapers available that you can purchase for both form factors combined for just $10. I recommend them because they are awesome.
I have no idea if this is true or not (I suspect it is), but this video from Apple regarding their design philosophy is a beautiful thing.
And the music is perfect.
After months of having the image files sitting on my drive I finally updated the header of this site to be what I had originally planned it to be.
CSS3 backgrounds are fun. :)
I wondered: how have Mac developers with existing apps, who had been able to let their design talents loose on the open canvas of OS X, handle these limitations on their icons? Would the beauty of their icons wilt or would the frame sharpen their loveliness?
This is a really cool look at icon design and the different approaches various developers have taken in creating them for iOS. Lots of images and examples.
It’s so cool to have a designer talk about what went into the model and the fact that they created a new basic piece just for this kit.
ht: Gary Whitta
I’m really, really starting to hate seeing this when I download a new application:
- What if I stop using the service I choose to log in to your application?
- You are totally going to spam my friends and followers on the service I choose—likely without asking me.
- I use different strong passwords for as many applications as is feasible to limit the surface area of any personal security compromise. You’re not letting me control my own security.
What I think when I see this:
- You were too lazy to write your own login and authentication system.
It’s telling that even within the Gmail team, there is a basic, fundamental, deep-seeded inability to put things together in a contextually graceful way that makes sense to actual (non-Googler) users—in other words, to deliver a great user experience.
Understanding how users want to navigate around the application, which tasks to show as buttons versus which to hide in menus, which features should be left out completely, and so on . . . those seemingly minor decisions are often the difference between good software and great software, and the reason great product managers and interaction designers are always in demand.
This is very true. I didn’t understand how true until I began working with these things a few years ago. It’s fascinating to watch how hard my colleagues work every day to provide and continually improve excellent user experiences.
You should read the whole thing. (via TechCrunch.)
Colleague Kevin Conboy on why coding skills are important for web design:
Your first instinctual reaction (as mine would be), is of course going to be that learning HTML is not learning web design. And of course – of course – that’s true. Just because you know Flash or HTML does not mean you’re a designer. I would never be brain-dead enough to suggest such a thing. The visual and strategic aspects of design are always more important than the technical ones – it’s just that the technical skills should exist alongside all of that to effectively uphold your decisions. This has been true of design as a discipline for decades.
The full article is on Alternate.org.
Vote for Kevin’s panel proposal for SXSW here.
The Apple Design Awards 2010 recognize iPhone OS applications that demonstrate technical excellence, innovation, superior technology adoption, high performance, and outstanding design. Each year, winning products set new standards for the developer community to follow. Read about what made this year’s winners stand out above the rest.
Well-deserved, though I think there are too many games represented in the iPad group. Star Walk is particularly awesome.