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[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index][tlug] Will this interface be too much for Android or iPhone?
- Date: Fri, 28 Aug 2009 11:34:03 +0900
- From: Dave M G <dave@example.com>
- Subject: [tlug] Will this interface be too much for Android or iPhone?
- User-agent: Thunderbird 2.0.0.23 (X11/20090817)
TLUG, Any mobile developers on this list? I'm developing an application for Android and iPhone. Which, more accurately, means I am designing the interface and other, skilled, people are doing the coding. I only know Java in a rudimentary way, more in principle than hands on skills. I know just about nothing about iPhone's Cocoa language (other than I believe it's some kind of C variant...?). I have some experience, though a little outdated, about designing for mobile devices. My one take away learning is that memory is an issue. I've read that the iPhone has 64MB of memory available for running apps. With Android I guess it's less clear because the hardware varies. (My current search is turning up more about a malicious app that destroyed memory...). There's a lot more room than mobile devices used to have, but numbers can be deceiving. I want to design an interface that is pretty, but won't tax the limitations of the processing power and memory restrictions of Androids and iPhones. I'm also aspiring for an interface that is consistent between them. As much as possible, anyway. This is a discussion I will, of course, have with the people doing coding. But it is part of my job to try and push and encourage them to go a little further. The art is to try and be realistic, so I'm hoping for a little knowledgeable guidance before I make any requests that will have them freak out at me. It comes down to this: I can get all the pretty effects I want if I can get transparent PNGs to layer on top of each other, and be repeated. But I'm not sure how display is handled, and if I'll end up choking the device by having lots of transparency layers, and repeating images. Or even if my graphics layering model that I have in my head is the right analogy. The central interface element is a slider that shows a measurement, much like a slider that you get in web interfaces. It kind of looks like a thermometer, with a gradient inside. Here is a sample of what I am talking about: http://autotelic.com/interface_test.png This is just a Photoshop mock-up for now, but I'm envisioning it being essentially 5 layers: 1. Text (which can be system default font). 2. The triangular pointer, which the user can slide left or right. This is a PNG with alpha channel transparency for shadows. 3. The grayish background that covers most of the screen, with all the nice bevels and drop shadows. It has a hole cut in it the size of the thermometer, which shows... 4. A gradient. This would be generated by the application, as it would change depending on where the pointer was moved to. You'll also notice a yellow bar under the text. This would be on the same layer as the gradient, and also change depending on the position of the slider. 5. A graphic underneath the gradient that is just there in case the gradient moves in such a way that it does not cover the whole thermometer (which can happen). If the thermometer, the text box, and the coloured line under the text can be thought of as one unit, how many times can I repeat that unit before the device is likely to choke? A handful? Dozens of times? Hundreds? As many as I want? None? The idea is to show a list of them that the user can scroll through. If anyone can offer some advice on whether or not I need to tone down my use of gradients and graphics, or other tips I need to keep in mind, I would greatly appreciate it. Thanks. -- Dave M G http://tlug.jp/mediawiki/index.php?title=User:Dave_M_G
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