Tapping the little info-i from the main screen brings up an explanation of the circle's functionality, these are 4 out of 5 of the illustrations show on that screen.
2x available and screen attached.
Read more about Pocket Cycle & download: http://perigee.se
9 months ago
Please don't take it the wrong way, I love your works. But it feels a bit paradoxical to see this shot from the guy who wrote : http://blog.maxrudberg.com/post/38958984259/if-you-see-a-ui-walkthrough-they-blew-it
How is this different from showing a walkthrough ?
@Prathyush It's an info screen you can access when you're not sure what this all means. It's pretty important to set the app up correctly, so it's best to make sure in my opinion.
@Janik Baumgartner Don't the walkthroughs serve the same purpose ?
I absolutely stand by what I wrote in that article. One important difference here is that seeing this is optional and not something you need to read before you can start using the app. It explains a specific interface element that may or may not be a little hard to understand from just looking at. Not ideal of course, and hopefully something Perigee will iterate and improve on.
My point in the article was that using gestures for fundamental navigation or core feature rather than obvious on screen elements and then explaining those in a mandatory UI walkthrough is not a trend I think you should blindly follow.
This information is very useful particularly as the app is aimed at keeping both 'in the loop' and about teaching not only the features of the app but the cycle itself.
@Max Rudberg I like your article and see your point in that one, especially for gesture heavy apps. However for me this screen still feels like almost 100% needed to understand the app - I mean green is not universal color for fertility, blue for ovulating, big blob is today etc. But I don't know much about the fertility circle, even though I have 2 kids :) Should have had this app then…
I'm glad your larger view says "represents"
I see both your points @Max Rudberg and @Prathyush.
Two recent examples: MAILBOX app and 30:30 app. Both apps introduce us to new design patterns that are so much different than the norm, they needed to walk us through it. Although, to be an innovator means to introduce users to new patterns. Remember when Tweety first did the "pull-down to refresh", and you thought it was amazing? Now, every app you first start using, you try this. But there's no-way anyone else would find it without playing.
@Alan Houser I agree that walkthroughs are sometimes a necessary compromise, but the fact that people could find pull-to-refresh for the first time by "playing", as you said, is important. Part of what made it so delightful was that the user could discover it without being taught about it or seeking out a guide first. Not all new patterns work this way, and that doesn't mean they're bad, but perhaps this degree of clarity is part of what separates the good from the great.
I recommended this app to my wife, she said:
"This must be programmed by a man because it lacks useful functionality which my other, not so beautiful looking app has."
@Alan Houser Huh, that's a spelling error on my end, the larger screen is from the app. Good catch.
I agree new patterns may need an upfront intro, and I thought Mailbox's intro was well made.
@Taylor Dolan has an excellent point; finding pull-to-refresh without a tutorial was part of what made it so delightful.
@Robert Dabi If she told Perigee about that missing functionality, they could likely add it! http://perigee.se/about.php
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