This goes for a developer or designer. The best way in my opinion is to mock up designs in photoshop, debate on what is good and what is bad, then send the final mock ups to the developer.
This goes for a developer or designer. The best way in my opinion is to mock up designs in photoshop, debate on what is good and what is bad, then send the final mock ups to the developer. The reason you want to do it this way is because your designer can't do everything he wants to do by simply using the IB.
You need to allow your designer to express his creative freedom without the burdeon of figuring out how to use a piece of software correctly. You can find plenty of templates of iPhone and iPad components on the web. Having those components will make it very simple for your friend to put together concepts.It will also keep things consistent so you can have an easier time implementing them.
A Great Collection of iPad Resources iPhone Materials.
One suggestion is to start with the elements that do not need graphic design but you know they will be there, this will be things like table views, tab bars, any UI element provided by UIKit or even custom UI elements that you make...I would say you will probably have most of your app made by this approach and will look VERY plain...once you have that basis you should be able to work with the graphic designer and identify where and what he needs to make, it should also be pretty easy for you to integrate it since it will probably be mostly images or textures, things like animations and such will have to be handled by you anyway...just a suggestion, hope its helpful.
Omnigraffle is your best bet for quickly mocking out UIs. It produces nearly photorealistic mockups. It's easy for non-artist to use but can also utilize imported images of arbitrary complexity if he needs to do something fancy.
If you want my advice, keep the graphic designers away from the app until it is fully functional logically. They should only be brought in at the end of the process to tweak the UI. They cause train wrecks if they come into the process early.
Everybody in that field has been trained first and foremost to create visuals that attract attention. In an UI, that always translates into flashy, non-standard elements that turn into annoyance with repeated use. A good UI is essentially invisible to the user.
Ideally, they should notice it only because they notice that they don't notice it. (It's all very Zen. ) People trained to attract attention in the blizzard of competing images of a media saturated world don't make invisible interfaces.
They make "in your face" and "look at me! " interfaces that get old in a hurry. Don't get me wrong: a good graphics person can really enhance an interface by the skillful and subtle use of proportion and color.
Unfortunately finding a good UI graphics person is a challenge. Be prepared for fights over what works transparently versus what looks cool and draws attention the first time you see it.
I cant really gove you an answer,but what I can give you is a way to a solution, that is you have to find the anglde that you relate to or peaks your interest. A good paper is one that people get drawn into because it reaches them ln some way.As for me WW11 to me, I think of the holocaust and the effect it had on the survivors, their families and those who stood by and did nothing until it was too late.