iPhone User Interface Cookbook
Getting Started: Prototyping, Proper Tools, and Testing our Design
Migrating to the high-resolution Retina display
Getting our work onto a device
Taking a screenshot of an application on our device
Working within Apple's guidelines
Customizing our Icon, the Navigation Bar, and the Tab Bar
Designing an application icon and preparing it for the user home screen
Creating the rounded edges effect on our icon
Removing the app icon's gloss effect
Optimizing our newspaper or magazine app's icon for Newsstand in iOS 5
Creating a custom Tab Bar for our iPhone application
Different Ways to "View" our Application
Properly utilizing modal views
Getting quick updates with Alert Views
Improving our application through Table Views
Integrating Web View into our app
Determining which view is better for our app
Implementing application functionality using a Navigation Bar
Providing variety through a Tab Bar
Speeding up data entry through pickers and custom keyboards
Simplicity in the Slider control
Offering complex control through an Action Sheet
Using UI to keep our user inside our application
Making text fade in or out of view
Planning your game around touch
Using control techniques that are optimized for touch
Designing HUDs with limited real estate
Accounting for the lost Status Bar
Starting, Stopping, and Multitasking
Starting the application with a proper Default.png
Planning our application UI for a first impression
Dealing with phone calls or text messages
Working with multitasking in iOS 4
Periodical downloads and Newsstand in iOS 5
Making accommodations for other apps that are multitasking
Notifications, Locations, and Sounds
Integrating push or local notifications into our app
Using badges to draw attention to new content
Managing audio properties and keeping silent
Locating the sweet spot when handling location services
Making an app usable without location data
Making cents with proper ad placement
Accessibility, Options, and Limited Opportunity to Help our User
Using the 80 percent rule when developing optimal settings
Properly supporting copy and paste
Configurations in, settings out
Cutting features when in doubt
Supporting VoiceOver and other accessibility features
Experiences that are possible on the iPad, but not on the iPhone
Accounting for resolution and aspect ratio changes
Managing our app for use with two hands
Designing our app with all orientations in mind
Including Popovers and new UI elements for the iPad
Designing an app using skeuomorphic designs