Android vs. iOSsimonepark.com/portfolio/...android_ios_20130125.pdf · 1/25/2013 · 5 iOS...
Transcript of Android vs. iOSsimonepark.com/portfolio/...android_ios_20130125.pdf · 1/25/2013 · 5 iOS...
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Android vs. iOSRESEARCH & ANALYSIS
Version 1.0 | January 2013
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TABLE OF CONTENTS
INTRODUCTIONImportance of Designing for
Android
Importance of Understanding
Both Platforms
iOS
Android
Can I Use My iPhone Design?
So Where Do I Begin?
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APPLICATIONSSoundCloud
The Weather Channel
Trulia
Hulu
YouTube
Pulse
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TOOLSDraw 9-Patch
Books & Resources
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31AREAS OF FOCUSOverview
Open Source
Multiple Screen Sizes
Multiple Resolutions
Design Style
User Interface Elements
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Importance of Designing for
AndroidDesigning and developing for iOS has become commonplace. Brands want an iPhone app. To satisfy this need, many companies have chosen to specialize in iOS. For a long time, many apps were cre-ated for the iOS platform and not for the Android platform. The Android app is of-tentimes an afterthought.
This is beginning to change. More and more companies want two apps: one iOS and one Android.
This shift comes from facts and the fact is is that iOS and Android are the two lead-ing mobile operating systems in the United States. Combined, they make up more than 95% of the American smartphone market
share so it is natural to target both iOS and Android to cover the majority of smart-phone users.
iOS 53.3%Android 41.9%Microsoft Windows 2.7%
Combined, iOS and Android make up more than 95% of the American smartphone market share.
INTRODUCTION
November 2012 - http://www.techweekeurope.co.uk/news/apple-ios-extends-us-market-lead-103393
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Importance of Understanding Both
Platforms
Designing a stunning, user friendly mo-bile application is similar in many aspects across all platforms. It is always important to:
• Understand the audience• Keep all functionality simple, orga-nized• Ensure all aspects are intuitive and user friendly
However, a comprehensive understanding of the two platforms and their distinctive characteristics ensures a product that is consistent with user expectations specific to each platform.
INTRODUCTION
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iOS
INTRODUCTION
Apple’s strict policies on its App Store has resulted in a large library of beauti-ful, high quality applications. Whenever there is discussion of an iOS app, there is always commentary about how it is visu-ally stunning, polished, and easy to use. This is largely due to Apple’s iOS Human Interface Guidelines.
The iOS platform is also more appealing to develop for because it offers a con-sistent experience for users. Testing the app is much simpler because the only devices to watch out for are the iPhone, iPod Touch, and iPad. Producing an app for the App Store can be a much more swift and satisfying process. For this rea-son, many apps can be found on Apple’s App Store before it lands in Google Play. This does not mean that the demand for Android apps is not there.
http://developer.apple.com/library/ios/#documentation/userexperience/conceptual/mobilehig/Introduc-tion/Introduction.html#//apple_ref doc/uid/TP40006556-CH1-SW1
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Android The Android platform has continuously been building support and increasing its market share making what was once an afterthought a serious contender. An-droid shipped on three out of four smart-phones in the third quarter in 2012.
The demand for Android applications are certainly on the rise but creating an Android application is a much more complex and lengthy process than creat-ing an app for iOS. Due diligence is nec-essary before jumping into creating an Android application even for a seasoned iOS designer. There are many differences in navigation, screen sizes, layouts, and other distinctions that will be identified later on.
Google has recently provided User Inter-face Guidelines as well. This was due in part to the mixed bag of applications on Google Play.
INTRODUCTION
http://www.idc.com/getdoc.jsp?containerId=prUS23771812#.UP3H66HBPt4http://developer.android.com/design/index.html
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Can I Use My iPhone Design?
INTRODUCTION
The short answer is no. As with any design, it is always important to address the ques-tion of “Who are you designing for?” When creating an iPhone app, an app specifically created for iPhone should be made. That app cannot then be the Android app be-cause the user is different. Intuitive An-droid users will expect Android style navi-gation and design and it is very obvious when an iOS app is copied directly to the Android platform.
Why can’t I just port my application?Porting an iPhone app to Android does not work. Proponents of directly porting apps across the two platforms insist that it cre-ates a consistent experience for users and
maintains brand consistency. This is typi-cally not the case. The average user does not own multiple devices across multiple platforms. Brand consistency is created by the established branding guidelines. This is usually done through typography and color palette.
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So Where Do I Begin?
INTRODUCTION
Understanding that apps that are designed specifically for the iOS platform do not translate to the Android platform is the first step to take. There are several key dif-ferences between the two platforms that will be covered.
Learning to embrace the specific aspects of each platform will help create polished apps for both platforms. To do each plat-form justice, multiple treatments and lay-outs will be needed and much more work will need to be done. Understanding the nuances of each platform’s navigation and the differences in layout will help when planning the process of creating apps for multiple platforms.
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OverviewThe Android platform is open source with no strict regu-lations. The iOS platform has many limitations with strict guidelines and rules.
Open Source1
There are hundreds of different screen sizes running the An-droid platform. iOS only runs on a few Apple devices.
Multiple Screen Sizes2
There are many different screen densities found on Android smartphones. The iPhone only has two different resolutions.
Multiple Resolutions3
AREAS OF FOCUS
Android apps are done in flat style while iOS apps are more lush with 3D effects and shadows.
Design Style4
There are several similarities between Android user interface elements and iOS user interface elements.
User Interface Elements5
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1. Open Source
AREAS OF FOCUS
It is very important to understand that Android is open source under the Apache license. This means that there is no stan-dard Android hardware. Anyone can put Android on anything. Android can be found on ski goggles, wristwatches, and laundry machines along with devices that we are more accustomed with like tab-lets and smartphones. The problem with Android being open source is that there are hundreds of devices created by many different manufacturers to run Android. Each manufacturer is also able to modify the open source code and distribute it. Each carrier tailors the code as well for the smartphones they sell.
Pros• Users love the ability to cus-tomize their phones without the need to hack or jail-break• Worldwide leading smart-phone platform• Many different devices in many different device categories to choose from
Cons• Multiple devices with different screen sizes and resolutions• No standard hardware• Varying software
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1. Open Source
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The cons listed above creates a big prob-lem for designers when creating an app because there are many different screen sizes and resolutions to consider along with the variations in software. This means that designs will appear slightly different and may behave differently on each device.
Android’s creators knew that making their software open source would mean multiple devices and built the platform with tools to help developers and designers support them. One tool is the Draw 9-Patch tool which is unique to the Android SDK and will be covered more in depth later. These tools along with a solid understanding of the Android platform will allow for careful planning to help support most devices.
Google does not force any controls for An-droid devices because it is open source but it does have an Android Compatibility Pro-gram which defines hardware and software requirements. If a device passes, it ships with Google apps like Google Play.
continued
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2. Multiple Screen Sizes
AREAS OF FOCUS
The biggest difference between the two platforms is the large number of devices resulting multiple screen sizes. Screen size is the actual physical size which is measured as the screen’s diagonal. There are hundreds of devices that currently run Android as opposed to the hand-ful that run iOS. This along with multiple screen densities found on Android devic-es, which will be covered next, is the big-gest difficulty when designing an app for Android. Multiple screen sizes should be a constant consideration when designing the layout for an Android app.
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2. Multiple Screen Sizes
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Designing for iOS is relatively easy when considering the number of screen sizes. There is only one manufacturer using one standardized operating system which limits the number of screen sizes being produced. The hardware is also consis-tent across all devices.
There are currently only four different screen sizes to consider when designing an app for iOS. There are only two dif-ferent screen sizes for smartphones. The physical size of the screen, which is what the user interacts with, determines the layout of the app. The iPhone and iPhone Retina has the same physical size so the same layout can be used. The iPhone 5 needs an altered layout because the height of the screen is different.
iOS
DevicesiPhone & iPhone Retina 3.5 inchiPhone 5 4 inchiPad & iPad Retina 9.7 inchiPad Mini 7.9 inch
continued
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2. Multiple Screen Sizes
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There are hundreds of variations to keep in mind when designing for Android be-cause there is no standard. To make de-signing and developing for the different screens more manageable, Android has defined four generalized screen sizes.
This makes designing for Android a much more difficult process than designing for iOS. Many different elements on a design for Android need to be flexible and scal-able. Dimensions need to be defined rela-tively. This is so that it can adapt to every screen size.
Target Specific DevicesThe process of creating an Android app is difficult due to the large number of devices with multiple screen sizes and resolutions. Targeting the most common devices, screen sizes, and resolutions will help narrow the scope of work that will need to be done.
ANDROID
Four General Screen SizesSmall 2-3 inchesNormal 3-5 inchesLarge 4-7 inchesXLarge 7-10 inch
continued
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3. MultipleResolutions
AREAS OF FOCUS
Screen resolution is described using dots per inch (DPI). It is important to under-stand DPI when designing because it determines the size of the elements in a layout. It also determines the assets. An image with a low DPI on a low resolu-tion device will not be the same physical size on a high resolution device. The high resolution device will require a separate asset to maintain the same quality and same layout.
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3. Multiple Resolutions
The iPhone has two resolutions to con-sider. The iPhone is 163 DPI and the iPhone with Retina display (iPhone 4 and iPhone 5) is 326 DPI. This require two sets of assets but because the DPI is exactly double, the specified layout and dimensions can simply be multiplied by two or divided by two.iOS
AREAS OF FOCUS
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3. Multiple Resolutions
Android devices have many different densities. They are broken down into four generalized densities.
When creating content and defining component sizes, it is necessary to pro-vide the operating system with a desired size. Providing a size in pixels four all resolutions would take much time and effort but providing a single pixel size for a button, for example, would look great on the screen density it was designed for but would not work on every other An-droid device using a different density.
The Android SDK has a solution. Any size can be defined using density-indepen-dent pixels (dp or dip). A density-inde-pendent pixel is a virtual pixel unit that is used to define UI elements and layout. One density-independent pixel equals one physical pixel on a 160 dpi screen.
Aside from providing sizes in dp, different assets need to be provided as well just like iOS. However, unlike for the iPhone, assets for up to four densities may need to be produced for Android applications.
The assets that are provided may also need to scale. Complex textures and de-sign elements do not scale well and for this reason, apps should be kept fairly clean and simple. Things to particularly look out for are buttons, gradients, icons, and backgrounds.
ANDROID
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Four General Resolutionsldpi 120 dpimdpi 160 dpihdpi 240 dpixhdpi 320 dpi
continued
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4. Design Style
AREAS OF FOCUS
iOS apps are known for their realistic look and feel. 3D effects and shadows are used throughout many popular apps.
The complexity of designing for Android found in multiple screen sizes and reso-lutions has created the need for a very simple design style. This is why Android design has a flat style void of shadows and layer effects.
The following apps highlight the differ-ences in iOS and Android app when fo-cusing on design style
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4. Design Style
AREAS OF FOCUS
continued
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5. User Interface Elements
iOS
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1. Status BarThe status bar displays device
and current environment informa-
tion. It appears at the top edge of
the screen.
2. ToolbarThe toolbar contains the actions
buttons (typically icons) that per-
form actions related to the screen
or view. These change from view
to view. It is located at the bottom
edge of the screen.
AREAS OF FOCUS
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5. User Interface Elements
continued
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3. Navigation BarThis area of the app enables
navigations and manages screen
content. It appears below the sta-
tus bar and typically displays the
title of the screen. It also contains
buttons to return to the previous
screen. Content-specific controls
are located on the left.
4. Tab BarThe tab bar enables the user to
switch between different views,
modes or tasks. It appears at the
bottom edge of the screen and
accessible throughout the app.
The tabs typically contain icons
and text and has a selected state.
Tab bars contain no more than
five tabs.
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iOS
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5. User Interface Elements
continued
1. Status BarThe status bar displays pending
notifications along with status
information like time, battery
level, and signal strength. Swiping
down from the status bar shows
notification details.
2. Navigation BarThe navigation bar is present only
on devices that do not have the
traditional hardware keys. This
area houses the devices naviga-
tion controls Back, Home, and
Recents. Menu is also displayed
when running an app written for
2.3 or earlier.
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ANDROID
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5. User Interface Elements
continued
3. Main Action BarThis is the main control center for
an app. The main action bar con-
tains elements for navigating the
app’s hierarchy and views along
with important actions related to
the screen.
4. Split Action BarThe split action bar provides a
way to distribute actions below
the main action bar or at the bot-
tom of the screen.
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ANDROID
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SoundCloud
APPLICATIONS
Back and UpAndroid uses the main action
bar’s app icon for hierarchical
navigation. The navigation bar’s
back button is used for temporal
navigation. This leads the user
in reverse chronological order
through the history of screens.
The iOS platform uses an explicit
back button with label to allow
the user to navigate up the appli-
cation’s hierarchy.
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The Weather Channel
APPLICATIONS
Tab BarThe iOS platform uses the bot-
tom tab bar to switch between
the app’s views. Android’s tabs
for view control are shown in ac-
tion bars at the top of the screen
instead. This guideline was cre-
ated to avoid confusion between
actions and view switching on the
Android platform.
Again, Android users expect An-
droid style navigation.
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Trulia
APPLICATIONS
Action Bar, TabsThe tabs in the Trulia app are ap-
propriately in an action bar at the
top. This is the correct design pat-
tern used in the Android platform.
SpinnersSpinners are a quick way to se-
lect a value from a set. This is the
correct way to display dropdown
menus on the Android platform.
The iOS platform uses right facing
carets to drill down deeper into
additional content.
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Hulu
APPLICATIONS
IntentsAndroid’s intent API launches an
activity chooser which lists all
applications that are set up to
handle the particular request. This
lets the user complete the task
with their preferred app. iOS uses
the Activity VIew Controller to
present services that the app can
preform.
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YouTube
APPLICATIONS
Side NavigationSide navigation is a way to pro-
vide direct access to different
sections of an app. The side navi-
gation panel is pulled out from
the left and the user does not
have to leave the screen to ac-
cess it. This navigation was made
popular by Facebook and is used
by many Android applications.
This design pattern does not be-
long to one platform but is found
on many Android applications. It
is a great option because it works
across platforms.
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Pulse
APPLICATIONS
Stacked Galleries Stacked galleries are an excellet
way to present information from
multiple sources on the same
screen. Users can navigate in any
direction: up and down to view
different categories, horizontally
to view content within a category.
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Draw 9-patch
TOOLS
Nine-patching is not a new con-
cept but the Android SDK pro-
vides a tool called Draw 9-patch
that lets users easily define the
one pixel border to define scal-
able graphical assets. The black
border defines the scalable areas
and fill areas. This tool is espe-
cially helpful when creating back-
groud images and buttons.
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Books & Resources
TOOLS
Smashing Android UIby Juhani Lehtimäki
Android Design Guidelineshttp://developer.android.com/design/index.html
Mutual Mobile’s Android Design Guidelineshttp://mmweb.dev.s3.amazonaws.com/wp-content/uploads/MM_Android_Design_Guidelines_v1.11.pdf