Styling a BlackBerry Application to Look Like an iPhone - user-interface

I am porting an application from iPhone to BlackBerry. BlackBerry apps tend not to look as polished as iPhone, but naturally, I would like to maintain as much polish as I can, without breaking any important UI conventions. Are there any UI components that can help with this?
NB. I am planning to follow all important UI conventions. For example, I will use the BlackBerry Menu instead of a tab bar for providing access to help and some other advanced options.
Links
Make BlackBerry UI Components Look Like iPhone Components

You can extend blackberry controls with custom drawing, or implement own one extending Field class. Also you may draw a bitmap background (skin) for each control state.
See also
UPDATE How to – Implement advanced buttons, fields and managers
naviina - iPhone-style Field for Blackberry
SO - Blackberry User Interface Design - Customizable UI

This is one of those instances where providing the answer to the question you have asked is tantamount to helping commit a crime!
That sounds dramatic but as developers we have a responsibility to provide the user with a good experience - this means an experience that conforms to their expectations and makes it easy for them to Get Things Done!
I know how pissed off I get when developers implemented custom interfaces in desktop applications and there I have an entire keyboard and mouse to help me navigate!
If all I have is a touchscreen or a tiny trackball and buttons then I am going to be even more pissed off.
Unless you are revolutionising user input and design on Blackberry devices - which, no offence, I doubt you are - then stick to the conventions and guidelines for that platform.
Make your software easy to use and easy to learn - do not ask a user to relearn their own platform to use your app!

Related

Custom UI design in Sencha and othere touch frameworks

Can someone please guide me regarding which touch framework (javascript) I should use to make a tablet app? I am new to this area and I am looking for something which allows me to play with my own UI design comfortably.
I went through sencha as I heard its apt for a tablet app environment but I am (sorry, it might sound odd) not able to make out whether I can use my own UI design to make app in sencha. Or any other framework (stable) allows to use custom UI design?
There aren't any major differences between handsets and tablets, except for the screen size. For example, what you would show in a handset in one long scrolling screen, would be shown in a split-screen on a tablet (I am concentrating on the user-experience here).
Split-screen support in still rare in the jscript frameworks, since webkit browsers didn't fully support scrolling only parts of a page (i.e. an iframe or overflow:scroll divs), this support is only now starting to get materialized with iOS5 (Android already had this since 2.2, but it never worked right).
There have been other jscript solutions (like iScroll), but being client code they are not always bringing the full "experience" to the client.
The JQuery-Mobile docs have a version under testing, you can try that in a tablet/handset to see the differences.
Regarding your "own UI design", if you mean colors/icons/buttons that's possible on any framework. Where the problems start is when you want to create custom layouts, and each framework provides partial support depending on what exactly you want to achieve.
In general, I'd say Sencha totally separates you from HTML design - you build everything using JSON controls and it has an extensive events/rendering code (of course you can write your own controls), whereas frameworks like JQuery mobile work directly on the HTML (you specify data-* attributes for the details) and renders it almost the same (ok, it does adds wrapping layers, but in general it's still pure HTML).
As always, "it depends" on what you want to achieve and what you are ready to give up... ;-)
Sencha Touch (our framework) is particularly well suited to tablet apps because it has an implementation of multiple scrollable areas that works on older iOS and RIM devices, not just iOS5. But, the intention with Sencha Touch is that you create your app using the built-in UI components (carousels, momentum lists, tabs, etc.) or, if you have unique UI elements, then you will need to extend an existing component or build a custom component. If you're expecting to be able to slap some of your own HTML into innerHTML or even a Touch xTemplate, then you will be setting yourself up for failure. But the good news is that there are tutorials on doing your own components, and there are plenty of apps that you can look at the source of, in order to guide your development. Lots of people have built apps with custom UI's
You need some level of JavaScript experience to use Sencha Touch, so if you're coming from a non-JavaScript web design background, you'll have to get down the JavaScript learning curve first.

WP7 alternative to tabs

I have a mobile app. On the two major smartphone platforms, I employ tabbed UI - there are 3-4 screens with pretty much independent functionality, they exchange info very occasionally, most of the time screen switching is performed by the user, in arbitrary order.
Windows Phone 7 does not have a tab control, and page navigation assumes a stack model (you go back to where you came from). What would be a sensible WP7 alternative to that kind of UI?
The general Phone-7 replacement for the tab paradigm would be either a Pivot or a Panorama. Which you choose depends a lot on exactly on what you're showing, but generally speaking the Pivot is probably what you're after.
I would recomend a pivot control
WP7 UI is built around the metro style and it was a deliberate choice to not have a tab control. (have a look at the official guidelines here) I would recommend you use a metro control like panorama or pivot.

How to implement slide in/out view with controls in WP7?

I am new to windows phone (WP7) and to me it looks like everything on WP7 is about pages. I want a small window to pop up from the bottom of a page while staying on the same page. The small window will have some controls (like slider, list etc.). It should not behave like a modal dialog box though, i.e. the rest of the page (which is not covered by the small window) should still be active and user should be able to do something there. And I want to have a separate C# class which will handle the events from the controls on the small window.
This is very easy on iPhone, using view controllers, is there something similar on windows phone?
It sounds that it would make sense to make your "pop up" part of the page with the content it is intended to manipulate content on that page. If you want to encapsulate the functionality of the "pop up" you could make it a UserControl. If you went this route then animating it to slide onto the screen will be straightforward.
Windows Phone 7 typically uses an MVVM model compared to iPhone's MVC one for app structure. The direct comparison therefore isn't appropriate. WP7 also uses a very different design language to that of the iPhone and so a straight port of application design and layout is also unlikely to create a great experience on WP7.
I'd recommend taking some time to understanding the differences in the platforms and how your existing design would be best suited to recreation on WP7. Not only will this help you create a better experience on WP7 but enable to see if this your question actually relates to something you should be doing or not.
This very much sounds like something that goes against the nature of the platform, and the general design guidelines.
If you're providing some available configuration options to the user, you should do it on a separate page, so the user can change the settings there, approve it, and then be navigated back to the previous page.
However, if you really want to, you're talking about displaying a UserControl inside a Popup. But it wouldn't be a very good user experience, and confuse most users, as it doesn't follow the same look&feel as the rest of the platform.

Do the UI first with SketchFlow - Do I concern about the UI look?

There is no questions: UI-First Software Development. But what does it takes to do the UI first?
I started to build a website, a complicated one, and know I start to concern about the UI. Instead to start coding html+css, I decided to start with SkecthFlow. now, I'm very confused. Do I want to build a exact sketch? meaning to think about colors, fonts make sure that the button will look like a web link... etc, or just build the application sketch flow? meaning put a textboxes and buttons. Do I need to implement every thing in SketchFlow first?
I'm looking for best practice.
When I am doing wireframes, the goal is to NOT have the user/reviewer worry about colors/fonts/etc. but rather to have them focus on the details of the UI workflow/screen flow and specific types of controls they want to use. Even placement of the controls is secondary unless it impacts usability.
That's why SketchFlow comes with the style set that has the UI look like hand-drawn black and white chalkboard drawings.
Many non-programmers (and some programmers too) get hung up on colors, fonts and graphic design, which can suck up a bunch of time early in a project. All of that can easily be done later, when the functionality is all decided upon and in development.

Window docking advice for Mac

I'm from a Windows programming background when writing tools, but have been programming using Carbon and Cocoa for the past year. I have introduced myself to Mac by, I admit it, hiding from UI programming. I've been basically wapping my OpenGL code in a view, then staying in my comfort zone using my platform agnostic OpenGL C++ code as usual.
However, now I want to start porting one of my more sophisticated applications to Mac OS.
Typically I use the standard Visual Studio dockable MDI approach, which is excellent, but very Windows-like. From using a Mac primarily now for a while, I don't tend to see this sort of method used for Mac UIs. Even Xcode doesn't support the idea of drag and drop/dockable views, unfortunately. I see docked views with splitter panels, but that's about it.
The closest thing I've seen to the Visual Studio approach is Photoshop CS4, which is pretty nice.
So what is the general consensus on this? Is there are more Mac-like way of achieving the same thing that I haven't seen? If not, I'm happy to write a window manager in Cocoa myself, so that I can finally delve in an learn what looks like an excellent API.
Note, I don't want to use QT or any other cross-platform libraries. The whole point is that I want to make a Mac app look like a Mac app, leave the Windows app looking like a Windows app. I always find the cross-platform libraries tend to lose this effect, and when I see a native Mac UI, with fancy Cocoa transitions and animations, I always smile. It's also a good excuse for me to learn Cocoa.
That being said, if there is an Open Source Cocoa library to do this, I'd love to know about it! I'd love to see how someone else achieves this, and would help smooth the Cocoa learning curve.
Cheers,
Shane
UPDATE: I forgot to mention a critical point. I support plugins, which can have their own UI to display various plugin specific information. I don't know which plugins will be loaded and I don't know where their UI will live, if I don't support docking. I'd love to hear people's thoughts on this, specifically: How do I support a plugin view architecture, if the UI can't change? Where do I put the plugin views?
Coming from a Windows background, you feel the need to have docking windows, but is it really essential to the app? Apple's philosophy (in my opinion) is that the designer knows better than the user how things should look and work. For example, iTunes is a pretty sophisticated app, but it doesn't let you change the UI around, change the skin, etc., because Apple wants to keep it consistent. They offer the full view, the mini player, and a handful of different viewing options, but they don't let you pull the source list off into a separate window, or dock it in other positions. They think it should be on the left, so there it stays...
You said you "want to make a Mac app look like a Mac app", and as you pointed out, Mac apps don't tend to have docking windows. Therefore, implementing your own docking windows is probably a step in the wrong direction ;)
+1 to Ken's answer.
From a user perspective unless its integral to the app like it is in Adobe CS or Eclipse i want everything as concise as possible and all the different options and displays out of my way so i can focus on the document.
I think you will find with mac users that those who have the "user skill" to make use of rearranging panels will in most cases opt for hot key bindings instead, and those who dont have that level of "skill" youre just going to confuse.
I would recommend keeping it as simple as possible.
One thing that's common among many Mac apps is the ability to hide all the chrome and focus on your content. That's the point behind the "tic tac" toolbar control in the top right corner of many windows. A serious weakness of many docking UIs is that they expect you to have the window take up most of the screen, because the docked panels can obscure content. Even if docked panels are collapsable, the space left by them is often just wasted and filled with white space. So, if you build a docking panel into your interface, you should expect it to be visible most of the time. For example, iTunes' source list is clearly designed to be visible all the time, but you can double-click a playlist to open it in a new window.
To get used to the range of Mac controls, I'd suggest you try doing some serious work with some apps that don't have a cross-platform UI; for example, the iWork apps, Interface Builder or Preview. Take note of where controls appear and why—in toolbars, in bottom bars, in inspectors, in source lists/sidebars, in panels such as IB's Library or the Font and Color panels, in contextual HUDs. Don't forget the menu bar either. Get an idea of the feel of controls—their responsiveness, modality, sizing, grouping and consistency. Try to develop some taste—not everything is perfect; just try iCal if you want to have something to make fun of.
Note that there's no "one size fits all" for controls, which can be an issue with docking UIs. It's important to think about workflow: how commonly used the control would be, whether you can replace it with direct manipulation, whether a visible indication of its state is necessary, whether it's operable from the keyboard and mouse where appropriate, and so forth. Figure out how the control's placement and behavior lets the user work more efficiently.
As a simple example of example of a good versus bad control placement and behavior in otherwise-decent applications, compare image masking in OmniGraffle and Keynote. In OmniGraffle, this uses the Image inspector where you have to first click on an unlabeled button ("Natural size") in order to enable the appropriate controls, then adjust size and position away in a low-fidelity fashion with an image thumbnail or by typing percentages into fields. Trying to resize the frame directly behaves in a bizarre and counterintuitive fashion.
In Keynote, masking starts with a sensibly named menu item or toolbar item, uses a HUD which pops up the instant you click on a masked image and allows for direct manipulation including a sensible display of the extent of the image you're masking. While you're dragging a masked image around, it even follows the guides. Advanced users can ignore the HUD entirely, just double-clicking the image to toggle mask editing and using the handles for sizing. It should be easy to see, with a few caveats (e.g. the state of "Edit Mask" mode should be visible in the HUD rather than just from the image; the outer border of the image you're masking should be more effectively used) Keynote is substantially better at this, in part because it doesn't use an inspector.
That said, if you do have a huge number of options and the standard tabbed inspector layout doesn't work for you, check out the Omni Group's OmniInspector framework. Try to use it for good, and hopefully you'll figure out how to obsess over UI as much as you do over graphics now :-)
(running in slow motion, reaching out in panic) Nnnnnoooooooo!!!!!
:-) Seriously, as I mentioned in reply to Ken's excellent answer, trying to force a "Windowsism" on an OS X UI is definitely a bad idea. In my opinion, the biggest problem with Windows UI is third-party developers inventing new and inconsistent ways of presenting UI, rather than being consistent and following established conventions. To a Mac user, that's the sign of a terrible application. It's that way for a reason.
I encourage you to rethink your UI app's implementation from the ground up with the Mac OS in mind. If you've done your job well, the architecture and model (sans platform-specific implementation) should clearly translate to any platform.
In terms of UI, you've been using a Mac for a year, so you should have a pretty good idea of "the norm". If you have doubts, it's best to post a question specifically detailing what you need to present and your thoughts on how you might do it (or asking how if you have no idea).
Just don't whack your app with the ugly stick by forcing it to behave as if it were running in Windows when it's clearly not. That's the kiss of death for an app to Mac users.

Resources