There is no hover equivalent on iOS devices. The most conventional gesture to interact with content is 'tap'. You could have the content boxes open a pop-up or overlay on tap (which would work better on iPad than iPhone). Using other gestures which have no strong established convention could just confuse users. But it might just be more graceful and usable ...
As per this study done by the mobile usage firm Onswipe, the general usage is predominantly landscape. To quote the article
Mobile usage analysis firm Onswipe, as part of a slideshow celebrating
its second year of operation, revealed some further analysis of user
data from iPads that in some cases reveal interesting habits and in
others reinforce ...
From the top of my head, I remember two UI designs that you could add there.
First one is a rule on Android app design side. When a player HOLD the skill for one second, that is, make a long-press, show the small panel with the skill name. Maybe give a slight vibration on the device to get it to know it.
The second may not work well if the game requires ...
Apple's iOS guidelines say to "Think twice before hiding the status bar if your app is not a game or full-screen media-viewing app." I think their attitude is that if you don't really need the extra space, leave the status bar visible so people can see the time and battery life. Also, from same link above, "don't create a custom status bar."
Let's take a step back and look at your business model. Should you even include ads in your app in the first place? Are they likely to be successful?
For advertising, context is everything. In general, ads are most effective when the user has what is called "commercial intent", meaning they are looking to make a purchase. The next most effective ad is when ...
There is good Question from before around general iPad design: Are there any good resources about designing touch screen interfaces?
These are really high-level and do not touch on UI design in particular.
Staff/Employees - Since it is an iPad kiosk I assume there will be people there. Employees are key to any business and this ...
The only way I know to truly simulate an iOS device is to register as an apple developer and download the iOS SDK. It comes with an iOS simulator that will faithfully simulate both the iPhone and the iPad.
You will of course also need a machine running OS X, as the SDK cannot be installed on a windows machine.
Apple's says (CHAPTER 5 -User Experience Guidelines): "As a general rule, transition individual views and objects, not the screen. In most cases, flipping the entire screen
is not recommended. When you perform fewer full-screen transitions, your iPad app has greater visual stability, which helps people keep track of where they are in their task. You can use ...
I think Apple puts a lot of pressure to making their touch-based screen devices as accessible as possible. As far as I am concerned, iOS has pretty good set of accessibility features including voiceover, support for aiding hardware and so on.
ATMac, website dedicated to disabled people using Apple products, once published a pretty good round-up of assistive ...
First off, I'm not sure why you think that replacing an iOS switch with a check-box will free up a "significant amount of space" and what "better use" you could have for it because a switch is at most 3-times as wide as a checkbox.
Secondly, iOS Human Interface Guidelines are very clear on the use of controls. They say people should interact in "gestures, ...
I think this has a lot more to do with the look and feel of your app.
If your settings is using apple's default styling then you should definitely keep everything consistent. No point giving your users two ways of yes/no.
Even apple uses UI styles that are not in the HIG, e.g. (Settings > Notifications > Mail > Alert Style).
A lot of apps use custom ...
First, I think it's about how people think about their workflow. It's an emphasis on "how" instead of "where":
Windows has been promoting the doc-centric view of the world for a
long time. I remember that being one of the supposed big advantages of
Windows 95, the ability to focus on your documents and not the ...
I suggest you should use 'select+drag' approach instead. This is similar to 'double-tap-drag' described by PhonicUK but doesn't require immediate drag.
User selects an item first by tapping it once, the item is then highlighted and ready for a drag operation. Other items won't accept drag until they are selected so scrolling is still available.
I think I'...
You can use a menu with options / information, with two interaction options:
Option 1 (I consider this one more intuitive).
Tap -> Opens the menu
Double Tap -> Uses the item directly
Tap option in menu / Tap close button -> Close the menu / Close the menu
and perform the action.
Option 2 (This one could work with power users).
Drag -> Open the menu
I think you'd be surprised how smart users are, most of them are able to quickly distinguish native controls from web controls.
That being said, as long as you don't deliberately try to make your controls look like part of the browser you should be ok (this is an anti-pattern that malware often uses to imitate system controls). In the Facebook and BBC ...
Maintaining your current design...
As mentioned there isn't a hover behaviour equivalent on iOS devices. Even if you implemented a 'follow the finger' behaviour, most users will probably be moving their finger off the screen, moving to the target and then touching the screen again.
One approach would be to have small page curls in the bottom corners. This ...
In most photo apps I know there the tap+hold or longtap event that triggers some sort of contextual menu with further options like export, mail to someone, etc. Look at mobile safari for instance. Tap and hold on a link and an action sheet with some actions appears. This is used widely in apples apps. You can see that in safari on the "+" icon (favorite), in ...
If you have a lot of skills/items you can have a help circle in a specific place in your UI that will be a target place for DRAGGING items to see the help / tooltip.
Touch the potion
Drag it to the help circle on the bottom right of your UI and release it there
The help tooltip appear
The problem I'm seeing is that your CTA button is so far away from the icon and headline that they don't seem related. Move the "Get Started" button close to the "Scan bar code" and you should eliminate the "white space" issue.
Refer to iPhone email app: it allows users to manage a lot of mails. Its UI pattern may help.
First you tap "Edit" button, then you tap each photo you like to manage, lastly you tap one of the options located at the bottom of a screen.
This UI solves:
Edit is not a hidden feature (like tap and hold in Safari)
You wont do changes by ...
Ads on mobile apps sucks, and badly. Not only because you don't want user to accidently tap them (as @DA01 rightly said) and take them out of your app, but also it affects the performance.
Having said that, You can try these two ad placement ideas
1) Show the ad when you are navigating or showing loading screen before showing a new content.
2) If your ...
iOS segmented controls are only recommended for switching views, as stated in the Apple HIG:
A segmented control is a linear set of segments, each of which functions as a button than can display a different view
You can think of them as the iOS equivalent to Android view control spinner.
If every mutually exclusive choice open a new set of fields and ...
There are some major differences:
Screen Size and Orientation
Take a look at Designing for Android Tablets for more details.
It's ok, as long as the element being resized is clearly marked as selected. If this takes place on a screen where you can zoom in and out, then you need to make sure that the user always knows what will be affected by his actions - the element or the screen. And this can't be done by the location of the fingers alone - you need to provide an explicit ...
There seems to be an established standard for no border with iOS app icons. I see no reason to break this convention with your current design. The no border icon you posted even looks a lot better than the border one (although I do like the border on your logo).
As you suggest yourself:
Pan: Move with single finger.
Move: Select object + Move with single finger.
Multi-selection: I would suggest a mode solution here. Even though I hate modes, and even if lots of research has shown that modes are confusing for the end user - the use of modes has become a pretty common on touch devices. You could ...
The clues to the answer lie in the wording of the question. Should I allow...should I constrain it. i.e. You are asking if you should restrict the user activities.
Typically users have an expectation of interaction with a map via familiarity with other applications. They expect to be able to pan and zoom. Often this functionality comes free with a map ...
I would suggest not - many cases for the iPad hold it elevated in landscape, so a user with the screen raised would not be able to use your calculator. I can't provide figures, but would suggest that looking at the most popular calculator apps should give you some indication about which designs are succeeding and failing on the app store.
If you're talking just about resolution and not the interaction, then you can consider the iPad/Top range android tablets as desktops, since they have enough resolution to fit the content in a single view.
But, when thinking of interaction you have to differentiate into desktop (mouse+keyboard) vs mobile (touch+gesture).