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28 CHAPTER 2

IPHONE DEVICE OVERVIEW
FIGURE 2.16 Google Search activates voice search using the proximity sensor.

MOTION SENSOR
One of the most widely used sensors is the accelerometer, also known as a
“ motion” sensor. e accelerometer can detect the iPhone’s orientation and
adjust the display accordingly. Perhaps the most practical accelerometer feature
is the ability to change the display from portrait to landscape when the iPhone
is rotated. Other accelerometer-based features can be found in games, musi-
cal instruments, contact management tools, photography tools, e-readers, and
pedometers (see
FIGURES 2.17–2.19 for a few examples).
FIGURE 2.17 Marble Maze
uses the motion sensor to
move the silver ball through
the maze.
FIGURE 2.18 Bump uses the
accelerometer to detect
when the user shakes the
device as a way to exchange
contact information.
FIGURE 2.19 ProCamera
uses the motion sensor to
improve image capture.
NOTE
iPhone 4 has a three-axis
gyroscope. Paired with the
accelerometer, it makes


the iPhone capable of
advanced motion sensing,
such as user acceleration,
angular velocity, and rota-
tion rate.
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LOCATION AND COMPASS INFORMATION 29
Location and Compass Information



e iPhone provides location and compass information (at the time of this writ-
ing, the compass is available only on the iPhone 3GS and later). Combined, the
two features can oer powerful navigation systems.
LOCATION INFORMATION
e iPhone communicates with Earth-orbiting satellites to determine its location.
If the phone cannot access any satellites (for example, inside buildings), it uses
available WiFi spots or cell towers to help triangulate the iPhone’s position. With
this location information, users can pinpoint themselves on a map and look up
directions to a point of interest (FIGURE 2.20). Although this information is most
commonly used for navigation, many social applications (such as Gowalla and
Foursquare, FIGURES 2.21–2.22, respectively) also take advantage of this feature.
FIGURE 2.20 TomTom FIGURE 2.21 Gowalla FIGURE 2.22 Foursquare


COMPASS
e iPhone’s compass (technically a magnetometer) can determine the phone’s
absolute position regardless of its orientation. ree common compass use cases
include turn-by-turn navigation, gaming, and augmented reality (AR).

Turn-by-Turn Navigation
Combined with location information, the compass can orient maps correctly and
provide turn-by-turn navigation. Apps that leverage these technologies can have
features and functionality that rival some in-car navigation systems.
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30 CHAPTER 2

IPHONE DEVICE OVERVIEW

Gaming
With the compass, gaming apps can identify the phone’s absolute position and
provide more accurate controls. Instead of simply tilting the screen, as is done
with the accelerometer, users can physically turn their bodies le and right to
control their movements within virtual spaces, as shown in the AirCoaster app in
FIGURE 2.23.
Augmented Reality
Augmented reality (AR) combines real-world and computer-generated data, tak-
ing information retrieval to another level. AR takes full advantage of the iPhone’s
hardware, including the compass, accelerometer, and GPS location, to show rel-
evant information, typically superimposed on the display, as shown in the Yelp
and Starmap apps (see FIGURES 2.24–2.25, respectively).
FIGURE 2.23 AirCoaster
adapts the coaster ride based
on the user’s orientation.
FIGURE 2.24 Yelp’s
Monocle uses augmented
reality to overlay business
information in the camera
viewfinder.

FIGURE 2.25 Starmap lets
users get information by
pointing at constellations in
the night sky.
Bluetooth
Bluetooth enables users to pair their iPhone with compatible headphones or
speakers and access audio wirelessly. Additionally, many apps use Bluetooth to
transfer data between two iPhone devices when WiFi is slow or not available.
Common use cases include exchanging contact information (such as with Bump
or LinkedIn) and multiplayer games that leverage GameKit. FIGURES 2.26–2.28
show a variety of apps that use Bluetooth.
NOTE
Bluetooth data transfer
is not available on the
original iPhone or iPod
Touch because of hardware
limitations.
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STILL AND VIDEO CAMERAS 31
FIGURE 2.26 LinkedIn lets
users connect with other
LinkedIn members via
Bluetooth.
FIGURE 2.27 Bluetooth
Photo Share lets users share
photos via Bluetooth.
FIGURE 2.28 Air Hockey can
be played with a partner
over Bluetooth.

Still and Video Cameras


e iPhone enables users to capture and view photos and videos (starting in iOS
3.0, apps can record video on supported devices). e still camera has been inte-
grated into a wide range of photo-related apps that fall into three major groupings:
• Image capture
• Image enhancement
• Image recognition
IMAGE CAPTURE
Apps can use the iPhone’s camera API to seamlessly incorporate image capture
without leaving the application. For example, a Postman app user may want to
capture a photo for a postcard, or a Yelp user may want to capture a photo for a
review (FIGURES 2.29–2.30).
Of Cameras and iPhones
In addition to offering two separate cameras (front- and rear- facing), the iPhone 4 offers significantly new
features over the iPhone 3GS’s camera, as noted in this table:
Model Camera Video Graphics Card
iPhone 3GS 3 megapixel with tap-to-focus 30 fps PowerVR SGX 535
iPhone 4 5 megapixel with tap-to-focus Rear Camera: 720p HD @ 30 fps
Front Camera: Standard VGA @ 30 fps
Apple A4, incorporating
the PowerVR SGX 535
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32 CHAPTER 2

IPHONE DEVICE OVERVIEW
FIGURE 2.29 Postman users can use the
camera to add a photo to a postcard.

FIGURE 2.30 Yelp users can
add photos to reviews.



IMAGE ENHANCEMENT
Image enhancement apps typically combine the iPhone camera with editing tools.
For example, Adobe Photoshop’s app lets users capture photos and provides sev-
eral editing options: cropping, exposure, eects (FIGURE 2.31). ere are also many
apps that specialize in specic types of image enhancements. CameraBag lets
users choose a photo and apply eects like “Instant,” which looks like a Polaroid,
and “1962,” which looks like a grainy black-and-white photograph (FIGURE 2.32).
ColorSplash, another popular app, converts images to black and white and lets
users selectively “paint” colors back into the image (FIGURE 2.33).
FIGURE 2.31 Photoshop FIGURE 2.32 CameraBag FIGURE 2.33 ColorSplash
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MICROPHONE AND SPEAKER 33
IMAGE RECOGNITION
Image recognition apps use the camera to capture images for analysis. For exam-
ple, the SnapTell app uses the camera to identify products and look up purchase
information (FIGURE 2.34), and the USAA app uses the camera to scan checks
and deposit them (FIGURE 2.35). Future applications may combine the compass
and camera, enabling users to point and learn about almost any object in their
environment.
FIGURE 2.3 SnapTell FIGURE 2.35 USAA
Microphone and Speaker

Microphone- and speaker-related apps (or app features) generally fall into one of
ve categories:

• Voice and music recorders
• Streaming music services
• Sound recognition and reference tools (e.g., birdcall app)
• Accessibility tools (e.g., voice controls)
• Alerts (e.g., new messages)
• Feedback (e.g., scoring points in games, moving items)
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34 CHAPTER 2

IPHONE DEVICE OVERVIEW

One of the biggest challenges for audio-related apps is how to seamlessly interact
with other applications that may already be using the microphone or speaker. For
example, what happens if a user is playing music on the iPod while launching a
music app? What happens if a user receives a call while using a voice-recording
app? ese and other design issues will be discussed further in Chapter 9, “User
Interface Design.” FIGURES 2.36–2.40 show a variety of audio-related apps.
FIGURE 2.36 QuickVoice
(voice recorder)
FIGURE 2.37 Pandora
(streaming music)
FIGURE 2.38 Shazam
(sound recognition)
FIGURE 2.39 iBird Explorer
Backyard (sound reference)
FIGURE 2.40 Google Search
(Accessibility is one of the
defining aspects of voice
search.)

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SUMMARY 35
Audio Specifications
Frequency response: 20Hz to 20,000Hz
Audio formats supported: AAC (8 to 320 Kbps), Protected AAC (from iTunes
Store), HE-AAC, MP3 (8 to 320 Kbps), MP3 VBR, Audible (formats 2, 3, 4, Audible
Enhanced Audio, AAX, and AAX+), Apple Lossless, AIFF, and WAV
Summary





e iPhone contains a variety of technologies that enable you to develop compel-
ling user experiences. Some of these, such as the multi-touch display, are rela-
tively new to the mobile space, while others, like the camera, have been built into
phones for more than a decade. e iPhone platform has inspired app designers
and developers to use these technologies in innovative ways. When designing
your own iPhone app, look for ways you can take advantage of the iPhone’s unique
hardware and soware to build new and exciting features. Here are some other
things to keep in mind:
• If you run into a user experience challenge, consider ways the hardware
combined with soware can address the problem; for example, using the
camera and image recognition to identify products can reduce text entry
errors.
• Before creating custom controls or gestures, make sure the iOS does not
have one that meets your needs.
• Remember that certain features are not supported in older versions of the
iPhone and iPod Touch. Be sure to communicate this information to users

and leverage the Device Capabilities Framework as needed.
In the next part of the book, Part Two, “Dening Your iPhone App,” we’ll discuss
a variety of activities that will help formulate your app vision. ■
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Foodspotting
Shadowing session; see page 41 Street interview; see page 46 User interview; see page 77
Persona photo; see page 81 Two-by-two diagram; see page 97 Heuristic analysis; see page 102
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37
Defining Your
iPhone App
All iPhone app ideas start somewhere—an entrepreneur starts scrib-
bling on some napkins at the local coffee shop, a visionary sketches on
a whiteboard, a team has a brainstorm. Regardless of how your app
begins, most app ideas are relatively vague at first, perhaps a basic
drawing or a few bullet points of things you would like the app to do.
Given the comprehensive suite of tools provided by Apple (Xcode, Inter-
face Builder, and the iPhone Simulator), you may feel compelled to just
start coding and then later refine your app’s design. While this approach
may work for simple apps, most apps can benefit from some level of
up-front research and analysis.
Part Two focuses on user research and competitive research since they
can lead to qualitative insights and are valuable for both new and exist-
ing apps. These are the chapters in Part Two:

Chapter 3, “Introduction to User Research,” will review a variety of
user research methods such as shadowing, field interviews, and
diary studies.


Chapter 4, “Analyzing User Research,” will then explain how to
translate your research findings into valuable design tools.

Chapter 5, “Evaluating the Competition,” will switch gears and
focus on competitive analysis.
By the end of Part Two, you should have a solid foundation to begin
brainstorming and sketching your app designs.
PART
TWO
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