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Your Mac programs have the luxury of space and the potential of multiple moveable windows. This means that you can provide secondary windows, configuration windows, and toolboxes to handle some features of the application while still being able to see the main window. On the iPhone you need to be more creative about how you handle secondary input. This usually comes down to having a tabbed interface, or a screen flip or similar mechanism for temporarily parking the main user interface while carrying out some other task. The consequence is that you need to design the iPhone application with the awareness that the user will have to work temporarily in another context and won t be able to refer to information in the main interface.
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With very few exceptions, there is only one active application on an iPhone at any one time. Unlike in Mac OS X, you are not able to change back and forth between active applications. This means your application either has to be able to maintain its state by archiving it when the user moves to another application, or it needs to be designed so that state doesn t matter.
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Direct-Manipulation Interface
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An application running in Mac OS X on a notebook or desktop Mac has a disaggregated design: that is, the program is presented on the screen in one or more windows and the input is handled via the keyboard and mouse. The iPhone, by contrast, has everything in the same place: the display is the user interface. If you want to click a button you push it directly, and if you want to move a slider you put your finger directly on it and slide it. The only exception to this is where you have text- or number-entry fields, since you use
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CHAPTER 14: Usability and Accessibility
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a virtual keyboard to do this (and to me this is the only slightly jarring usability note in using the iPhone). The consequence for you as a developer is that you need to be aware of the shortcomings of the virtual keyboard and avoid asking the user to type too much. Apart from that, the direct-manipulation features offer great usability benefits, providing a very natural mechanism to manipulate controls, together with excellent feedback.
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Despite the availability of rich gesture-based input mechanisms such as the multitouch trackpad on recent notebooks and the Magic Mouse, this is a major area of difference between Mac OS X applications and iPhone applications. The iPhone is both more limited (keyboard-type inputs using stubby (at least in my case) fingers can be a little clumsy) and more sophisticated (with the ability to slide, spin, pinch, and expand objects using gestures). As you will know from the enormous variety of applications on the App Store, the availability of a direct-manipulation, gesture-driven interface has released a huge wave of creativity in developers. The usability of the resulting software varies from the incredibly intuitive to the, frankly, obscure. Looking at how other developers have implemented their solutions for the iPhone can be very instructive when you are designing your own.
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Accessibility in Mac OS X
Accessibility and usability go hand in hand. Writing a piece of software to be easy to use takes you a long way on the road to being accessible to users who need additional help in using the software. You tend to think carefully about the mental model your user has of the software, you think about how the user interacts with the controls, and in doing so you are naturally going to make more accessible software. But that s not enough building usability and accessibility into your software involves subtly different disciplines and requirements. Probably no one nowadays needs to be persuaded about the importance of writing accessible websites. In many countries now it is a legal requirement for computer systems to meet minimum standards of accessibility, particularly if you are targeting public-sector customers. It's curious, therefore, that so little attention is paid to accessibility factors in many desktop applications. And that is a shame, since on the Mac in particular there is excellent built-in support for users with sensory impairments, and as a developer you have a fairly easy job of creating your software to be accessible to all of your potential users. In this section I'm going to cover some of the things you need to consider when writing an application for accessibility, and describe some of the developer support for the tools.
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