Showing posts with label Android. Show all posts
Showing posts with label Android. Show all posts

Friday, December 9, 2011

Cross-platform fun from Zipline Games (and Retronyms!)

Congratulations to our friends at Zipline Games who just shipped their first cross-platform game, Wolf Toss, using their own moai game development platform. Retronyms is proud to be a part of the moai project by contributing the new UNTZ open-source audio library.

You can play Wolf Toss for free on iOS, Android or in your browser by clicking the image above. If you'd like to learn more about developing your own games using moai & UNTZ, just check out the the moai and Zipline Games pages for all the latest info.

Wednesday, December 16, 2009

Exploring Android UI: OS Conventions

This is part 2 of a 3-part post about Android UI. You can find the other sections here:
1. Aesthetic Impressions
2. OS Conventions (you're here!)
3. Design Challenges (later this week)

I was planning on writing a comprehensive look at many of the UI conventions found in Android, but I ended up focusing in on a few specifics. This is largely from my perspective as I think about designing for this platform.

Hardware buttons

The iPhone philosophy is to eliminate as much of the physical controls on the phone as possible, the idea being with a touchscreen, each piece of software can render whatever controls it needs at the time. I mention this because its a distinguishing concept of the iPhone, and one of the key differences between iPhone OS and Android. 

Android requires at least 4 dedicated hardware buttons on the device: Back, Menu, Home, and Search. When you add in other standards like volume, sleep, camera, etc you've got 7+ hardware controls compared to the Iphone's 4. On the downside, this adds some complexity to the design of devices running Android. However, there are some advantages. I appreciate always knowing where my "back" button is. This is a convention we've all learned to rely on with web browsers, and its definitely a handy control here. It's nice that I never have to hunt around for a way to back out of a menu or view regardless of who designed the app. An additional bonus for the back button is that it results in very clean modal select lists and tables in general. No additional UI space need be relegated to "cancel" or "return" buttons.


Select Lists on the iPhone vs Android. The iPhone has to draw extra buttons around the select menu, and its not always clear where to put them...

The same goes for the menu button. This serves as contextual options for the app or view you're currently dealing with. Knowing this menu is always available can be handy. Developers benefit from the convenience of not having to add UI to their apps to handle things like options menus. "Options" tends to be one of those things that each developer tends to treat differently on the iPhone. Is it a choice from the main menu? A persistent "info" button on every view? Or is it one of the main tabs at the bottom? Every app is different, meaning users have to hunt for where to access this from app to app. A standard button for the menu is helpful. 

Here's a specific example: The browser:

Both have space at the top for address and search, but notice that the iPhone adds a bar at the bottom for back/forward navigation, bookmarks, and access to multiple windows. Android doesn't have to eat up space with this bar, as those options are in the standard menu button (and of course, "back" has its own dedicated button). The downside is that access to history or windows requires an extra tap on android (mitigated by the fact that this tap is in a standard location, one you are well-trained to know). But there are actually 2 benefits: 1. the valuable space you save on the screen. 2. Access to even more advanced features via the standard "more" button. Lets take a look:


There are several things here that aren't available in the iPhone Safari (including find-on-page, Page Info, and Downloads). More importantly, adding more items to Safari will require an significant overhaul of Safari's menuing UI, whereas taking on another advanced option (read page out loud anyone?) in Android's browser is as simple as adding something to that list. And are those keyboard shortcuts I see? (yes)

As long as we're talking about browsers, I REALLY appreciate find-on-page, The bookmarks UI, and the extensive settings menu in Android's browser. In terms of power, it trumps iPhone Safari at every turn. On the other hand, if you're not using those advanced features. The experience of Safari is still generally better due to its better zooming, and smoother panning.

Haptic Feedback

This is a relatively minor point, but I was excited to find that Android makes use of something most touchscreen UI's lack: Haptic Feedback. Android uses the phones vibration to give you some tactile feebdack on when you've tapped certain buttons or started certain events. 

For example, tapping any of the hardware buttons on the bottom of the device give you a tiny, just-perceptible nudge back. As the buttons on the Droid don't have any tactile qualities (they are simply painted on the surface), this is a welcome confirmation that I've actually tapped one (intentionally or otherwise).

A similar "bump" occurs with many events that require a "hold" action. For example, to drag an application icon around the homescreen, you hold your finger down on it for a second before it "releases" and becomes draggable. Getting a little bump when the release occurs makes it extremely intuitive. 

It's a subtle effect and used sparingly, but one I like a lot.

Home Screen & Widgets

The Android Home Screen has three horizontal regions you can swipe between. As you swipe there is a parallax effect between the icons in the foreground and the background wallpaper. I like the effect, although on my Droid, the swipe animation seems a bit clunky, and drops some frames every time. Not nearly as satisfying as swiping between home screen views on the iPhone.


The home screen is very much like a traditional computer desktop, allowing you to organize application shortcuts, and widgets.

Widgets add functionality or information to your home screens. There are some standard ones included (Clock, Google Search Bar, Weather, etc), but more interesting is that app developers can also take advantage of the widget system to make widgets of their own. For example, Twidget is a 3rd party app that displays the latest tweet from my feed right on the home screen.

Next: Design Challenges (later this week)

Monday, December 14, 2009

Exploring Android UI: Aesthetic Impressions

Android's been getting a lot of attention lately, what with the buzz about the Google phone; the Nexus One. I figured it was high time to post some of what we've learned.

Having completed a port of Seek ’n Spell to Android 1.5, I picked up a shiny new Motorola Droid to use as a development device, and to try and immerse myself in the platform a bit. I'll let others write about the Droid hardware; instead I'd like to focus on some details about the Android 2.0 Platform from a User Interface design perspective. This is the first of three posts about the Android UI. I originally planned on one post, but it ended up being a bit long.

1. Aesthetic Impressions (you're here!)
2. OS Conventions
3. Design Challenges (later this week)

Look and Feel

The general Look and feel of Android is clean and minimal. Dimensional cues like reflections and shadows are subtle. Corners are rounded, but with a tight radius. Menus and tables are flat white or black with large type and icons. In general, the more I use it, the more I like it. I'm really enjoying some of the menus that don't have the extra visual noise of shadows and reflection that we seem to see everywhere.

Compared to the iPhone, the design is a bit "looser" and less consistent overall. In some spots it really sings, while in others it looks downright unconsidered. Take a look at a few examples:



Here's a look at views from 4 android apps that came with my Droid. On the top, we have the home screen and the call log. Both are clean and engaging. I really enjoy the super-minimal black table or the call log with the clear hierarchy in the type size and value. The simple icons with their bold colors and clean lines make it a perfect "information-heavy" interface to my eye. This style is carried through many menus such as contacts, settings, chat and more. Good stuff.

On the other hand, the bottom two images are the Calendar and Amazon MP3 apps. I'm not here to critique, but it seems obvious that they didn't receive the same kind of attention. So to me, this feels inconsistent - like the top two screens, and the bottom two come from different worlds. I expect this from third party apps, but for the native apps that make up the core of the system, its a bit jarring. Its one example of a design disparity that I find throughout the OS.

update: the upcoming Android 2.1 (pics) looks like it could address some of these issues. Each update so far has been a big improvement.


Typography

Android OS gets points in my book for making use of its own custom type family, Droid. Designed by Ascender Fonts, I won't say I like it better than Helvetica (which iPhone OS uses as its system font), but it's a well designed family custom made with portable gadgets in mind, and I feel it's successful.



Droid is slightly condensed with a tall x-height and is especially attractive in all-caps. I really appreciate the slabby serif version, which has a nice script-like oblique style as well. There are even 2 monospace weights, though they seem a little less well-considered (due to awkward letter spacing and some really compressed letters), I'm sure they can really come in handy. Interestingly, the droid family is more similar to the OS X default system font, Geneva (again, slightly compressed, tall x height) than it is to the iPhone font. The family has a lot to do with the overall personality of the OS. It works well at small sizes, friendly, legible and neutral.

The fact that it has several styles (with more to come), several weights, and even has custom international and Asian character sets make it a much broader system-type palette than the iPhone flavor of Helvetica which pretty much boils down to Bold and Regular right now (and will of course never have mono or serif versions).

Droidfonts.com has more information about the font, including detailed information about the making of Droid, detailed type specimens and more. The font is included in the Android SDK, and you can purchase pro versions of the font at here at Ascender's site.



Monday, November 30, 2009

Winners of ADC2 Announced Today

And alas, Seek 'n Spell was not among the chosen elite. Needless to say, we're a little bummed, but many thanks to everyone who voted us into the final round, and congratulations to all the winners!

Monday, November 9, 2009

Seek 'n Spell Meetup November 15 at 2pm


To celebrate the Seek 'n Spell Android release, moving on to the second round of ADC 2, and all the new things going on with the iPhone version, we'll be having another Meetup next Sunday. The location is back in Pioneer East Meadow in Golden Gate Park, at the picnic area where JFK Dr. and Stow Lake Dr. meet. As always, there will be lots of food and drinks for all, along with extra phones so you get the chance to try out the game. You can also join our Meetup group for up-to-date info for when these go on, hope to see you there!

Friday, November 6, 2009

Seek 'n Spell Moves on to Round 2 of the ADC!

We are excited to announce today that Seek 'n Spell has made the 1st round cut of the Android Developer Challenge (ADC). What's even more satisfying is that the judging in this round was based solely on user feedback. We're happy to hear that all you Android users are enjoying getting outside and spelling words!

The 2nd and final round is underway and user judging is still a large component of an app's overall score. The length of this round is unknown, so grab your Android phone and download the free ADC app from the Android Marketplace. You'll be given apps at random to play around with and judge. Keep an eye out for Seek 'n Spell and have fun!

Wednesday, November 4, 2009

Seek 'n Spell for Android in the Market!


For everyone with an Android phone who has been impatiently awaiting the arrival of Seek 'n Spell, the wait is finally over! At long last the most exciting mobile spelling game can be yours. Just get that phone out to get the app!

Monday, October 26, 2009

Seek n Spell 1.3 in the App Store

The next update to Seek 'n Spell is finally available in the App Store! Version 1.3 has one very exciting new feature: automated computer-generated players for some extra competition. The CPU players can be added to multiplayer games but are probably most beneficial for single player games so there's way more motivation to run around to get letters. But beware, they're pretty good, so if you're just puttering around, taking your good old time to collect letters, there is a very good chance that you'll lose!

We've also developed a free version of the game for the iPhone, Seek 'n Spell Lite, which is still under review but should be out soon. This app isn't ad-supported, but alas, you only get a measly ten minutes to play per day, and this version doesn't have the computer-generated players. To anyone who might feel the need to whine about this, you're right. This is all an evil ploy to let you try out Seek 'n Spell, only to find that the ten minutes allotted per day does nothing to satisfy your running/spelling lust, forcing you to upgrade to the paid version [insert menacing laugh].

In other exciting news, Seek 'n Spell will no longer be exclusive to the iPhone! We're putting the finishing touches on the Android version of Seek 'n Spell, and it'll soon be available in the market. It will have all the same features as the iPhone version, and what's even better is that iPhones and Android phones can play in the same game! Yes, here we are bridging the gap between Apple and Google, to bring people with smartphones together for fun-filled outdoor spelling competitions. We'll keep you posted on when Seek 'n Spell is officially in the Android market and Seek 'n Spell Lite is in the App Store!