2011-12-07 20:58:29 +00:00
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At work we're currently having an iOS app that I'm working on styled
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by a designer. The second screen we were supplied was a pretty splash
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2011-12-08 08:40:42 +00:00
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screen with a big logo on it. We responded saying that we didn't want
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to use the launch image like that. Our designer responded saying that
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was fine but the majority of the clients nowadays require heavy emphases
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on corporate branding therefore it was a standard practice to cater to
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those requirements. It's a shame that this is what people are are asking
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for since its is not the intended use of the launch image.
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2011-12-07 20:58:29 +00:00
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2011-12-08 08:40:42 +00:00
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Justin Williams recently had the following clear-cut words to say on the
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topic of splash screens in his [On Magazines and the iPad][carpeaqua]
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article (emphasis from the article):
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2011-12-07 20:58:29 +00:00
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> Remember, kids. The first rule of mobile development is that *no one
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> gives a fuck about your brand*. A splash screen with a giant logo
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> is something that makes editors and marketing directors feel good,
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> but to a user it just feels like a meaningless delay. You know that
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> feeling of frustration you get each time there’s a 15-second preroll
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> before a video on the web? That’s what a splash screen with logos and
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> advertisements is.
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[carpeaqua]: http://carpeaqua.com/2011/12/04/on-magazines-and-the-ipad/
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The Apple [iOS Human Interface Guidelines][MobileHIG] include the
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following suggestions:
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> Avoid taking space away from the content people care about. For
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> example, displaying a second, persistent bar at the top of the screen
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> that does nothing but display branding assets means that there’s less
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> room for content. Consider other, less intrusive ways to display
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> pervasive branding, such as subtly customizing the background of a
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> screen.
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> Display a launch image that closely resembles the first screen of the
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> application. This practice decreases the perceived launch time of your
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> application.
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> Avoid displaying an About window or a splash screen. In general, try
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> to avoid providing any type of startup experience that prevents people
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> from using your application immediately.
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> Supply a launch image to improve user experience.
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>
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> Avoid using your launch image as an opportunity to provide:
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>
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> * An "application entry experience," such as a splash screen
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> * An About window
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> * Branding elements, unless they are a static part of your
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> application’s first screen
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>
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> Because users are likely to switch among applications frequently, you
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> should make every effort to cut launch time to a minimum, and you
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> should design a launch image that downplays the experience rather than
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> drawing attention to it.
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[MobileHIG]: http://developer.apple.com/library/ios/documentation/UserExperience/Conceptual/MobileHIG/MobileHIG.pdf
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2011-12-08 20:40:18 +00:00
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The launch image is designed to make the perceived launch time of you app
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2011-12-07 20:58:29 +00:00
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feel faster by showing something resembling the interface that will be loaded
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as quickly as possible. Displaying a logo does nothing but draw attention
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to how quickly your app loads and adds nothing to the user's experience.
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