The User Interfaces of Oblivion

As an UI designer, I love seeing what artists come up with for fictional user interfaces. I’ve admired the work talented folks like Jayse Hansen has done for films like Iron Man and the Avengers for some time and secretly longed to do this kind of work. The latest work from Joseph Kosinski and Crater Lake Productions for the film Oblivion is pure magic. The level of detail, both animated and static, is staggering. I hadn’t intended to see Oblivion in the theater, but after seeing this wonderful work I just might. If you want to learn more, head over to GMUNK and check out their process.

The Art of Doing ‘Nothing’

“When you do things right, people won’t be sure you’ve done anything at all.” This line from Futurama perfectly sums up how I often feel about my job. Designing, if done right, takes the challenge of communicating a complex idea effectively, and turns it into something that can be easily understood by the masses. When designers do their job right, the overall design fades into the background and you just “get” what you’re looking at. It speaks to you on a fundamental level, things just click and you usually see big smiles on the faces of those who interact with your work.

Through the years, I’ve learned the job of the programmer is much the same. Although my programming abilities are limited to rough forms of HTML and BASIC (yes, BASIC), through my position at the Iconfactory, I’ve learned much about what goes into making a successful software application. I see the challenges that our programmers tackle every single day and I for one am always impressed. This is particularly true of our latest effort, the retina compatible version of xScope for Mac OS X.

When Apple’s stunning new display was announced, I was excited about the increased level of detail and clarity the technology would bring to the desktop. The images are gorgeous, text is as crisp as the printed words and colors are deep and rich. Designing for this display means tools that can work correctly with it, giving you accurate and flawless information from which you can build your designs. From the get-go we knew that xScope, our utility for measuring and inspecting the screen, had to be updated for this new display. What we didn’t realize when we began was just how complicated that update would be.

I’m going to be completely honest here and say that even today, after several months, I still can’t get my head fully around the concept of pixels vs window points. Oh, I know what they are and why they exist, but from the time I first learned how to use a mouse, I’ve always dealt with pixels as the unit of measure on the screen. My entire professional career has revolved around the humble pixel and as such it’s been difficult coming to grips with the fact that the days of seeing exactly what you get on screen are pretty much over.

But all of this pales in comparison to the work that my friend, our lead engineer Craig Hockenberry, had to do in order to get xScope working properly with the new retina display. Whenever Craig starts waxing programatic about his coding, my eyes usually glaze over. That said, there were times during the xScope retina conversion when I thought I was going to go catatonic. If you’re the type of person who loves coding, or maybe needs something to read to send them off to sleep at night, head on over to Furbo.org and read Craig’s technical post on the problems with coding for retina. Suffice to say it’s beyond me. Also beyond me – all the math, logic and problem solving needed to surmount this incredible challenge. I have tons of respect for anyone who finds mathematics fun and exciting, and even more for friends like Craig who wield it like a weapon in the service of their job.

When designers and developers use xScope on a shiny new retina Macbook, all they’ll know, indeed all they’ll care about is that the app works as advertised. xScope will give them the data they need to make their apps and designs the best they can be and that is all that matters. Because of the efforts of Craig and Corey Marion, xScope’s lead UI designer, the app just “works” and it works well. Users won’t know all the algebra and bug finding that went into creating it, but I thought it was appropriate to take just a moment and recognize the hard work that went into making it a reality. I sincerely hope you find the new version of xScope as powerful and useful as all of us have. But the best part is if we’ve done our jobs right, you won’t be sure we’ve done anything at all.

Ode to the Federation

Fashionably Geek is quickly becoming one of my favorite blogs thanks to gems like this. This wonderful silver necklace is the perfect gift for that stylish Trekker in your life. Created by the Rice Hat Samurai Studio, the necklace is an elegant graphic translation of both the Star Trek combadge and the Vulcan Idic symbol. Their Etsy shop also offers something for Doctor Who fans as well, so beam on over and scoop these prizes up before it’s too late.

[Via Fashionably Geek]

All-Aboard for Tricky Tracks

Tricky Tracks is a stunningly beautiful and deceptively simple web-based game by Maxomedia Design Agency. If you’ve ever played with toy train sets, love building things out of LEGO bricks, or just appreciate beautiful game design, Tricky Tracks is for you. Sponsored by the SBB Swiss Federal Railway, the game’s 15 levels are broken up into groups or “boxes” of tracks, each set on gorgeous, 3D wedges of the Swiss countryside.

The object of the game is simple – Get your passenger train from station A to station B. You do this by simply pulling a pinball-style plunger in the upper-right corner of the browser window. Pull with too little force and your train won’t reach the other station. Pull too hard and your train along with all its passengers will fly right off the tracks in a spectacular wreck (yes, I’ve done this intentionally just to see what would happen). Points are awarded based on how many attempts it takes to complete a level, total time spent and special bonuses in the form of achievements that you rack up along the way.

As you progress through the beautifully rendered levels, you’ll encounter ever more difficult challenges such as railroad switches, car crossings, tunnels and steep inclines. Both the timing and power of your shot has to be perfect if your tiny train is to make it safely from one side of the level to the other. The game play is highly addictive, but for my money, the best part of Tricky Tracks are the visuals. From the moment the game loads, you know you are in for a special experience. The user interface is classic Swiss design – simple and elegant. The camera controls are easy to master and give you a soaring view of the tiny hills, valleys and towns that you’ll be visiting while you play.

I’m told that many of the locations used in the game are based on actual places in Switzerland, which after playing, just makes me want to ride the Swiss Railway even more. The scenes are gorgeous and the extremely narrow depth of focus is reminiscent of tilt-shift photography which enhances the illusion of playing with toy trains. Some levels like Genhimmelen (seen left) seem impossibly difficult, but with enough persistence and a little luck, you’ll be pulling into stations perched high atop mountain cliffs and braving pesky downtown traffic jams like a real pro.

Tricky Tracks makes use of the Unity 3D Web Player plug-in so you’ll need to download and install it for your favorite web browser before you can play. I’m not sure of the minimum system requirements, but I ran Tricky Tracks on my Core i7 iMac with 8Gb of RAM and the game played fine, at least until the last few levels. The complexity of the maps in the 3rd box of levels seemed to make camera rotation a bit jerky, but it was still very playable.

Perhaps the very best part of this wonderful effort is that Tricky Tracks is absolutely free to play. All of the initial 15 levels are included on the game’s website with the promise of a new box of 5 more “coming soon”. It took me about 2 hours to play through every level but it could probably be done in less time. Admittedly, I spent a much of my time enraptured with the look of each level. From the bright, overwhelming city lights of Knetikon (seen right) to the miniature majesty of Chateau Obersbach and the picturesque sea-side town of Sunnikon, the visual wonders in Tricky Tracks delight the eye and bring out the kid in all of us. I can’t wait to see what other challenges the game’s designers have in store, but in the meantime steam on over and give Tricky Tracks a go today. You won’t be disappointed.

Star Trek: TNG 25th Anniversary Posters

If you’re heading to San Diego Comic-Con this year, then be sure to stop by CBS’s booth (#4129) for some awesome Star Trek related goodies. To help celebrate the 25th anniversary of The Next Generation and release of season 1 on blu ray, CBS has released a set of graphic posters any Trek fan is sure to love. You can follow the official StarTrek.com twitter account for updates on when they’ll be giving away postcards and prints at SDCC or just order them online. The posters come in different sizes and although they seem a bit pricy, they just may be your cup of tea.. Earl Gray, hot. Engage!

Ramp Champ’s Ticket to Ride

Back when Ramp Champ was released for the iPhone in August of 2009, it was one of only a handful of boardwalk style games in the App Store. Although it had taken much longer to produce than we had initially thought, all of us at the Iconfactory and DS Media Labs were proud of the effort. From its pixel-perfect artwork, and the fantastic original soundtrack to the design of Ramp Champ’s in-app purchases, every part was crafted with love. I wrote back then that the game was a huge risk for us as developers, but no matter what happened, I wouldn’t trade the experience for the world. All of us had tons of fun creating the game and the effort was hugely rewarding. Fans loved the rich graphics and cleverly designed puzzles that brought back memories of arcades and boardwalks long gone.

Shortly after Ramp Champ’s release, Skee-Ball by Freeverse hit the App Store and quickly stole Ramp Champ’s momentum. Skee-Ball was limited in its game play and far less graphically rich than Ramp Champ, but thanks to its straight-forward approach and realistic 3D physics, it became a huge hit. With Skee-Ball’s success, dreams of hitting the top 25 of the App Store quickly faded and although the game held its own, it never rose to the level that we had hoped it would. We produced several new add-on ramp packs for the game, but both the Iconfactory’s and DS’s resources were limited and we each turned our attention to other projects.

With the advent of the iPhone 4′s retina display 4 in June of 2010, Ramp Champ fans clamored for an updated version of the game with new high-resoultion graphics. The problem was that most of the content for the game was produced using raster (bit-mapped) graphics, not scaleable vectors and re-creating the entire game for retina proved cost prohibitive. For a while there was talk of a sequel that would be designed around all new vector graphics, and an internal prototype was even built, but it just wasn’t in the cards. Sometimes it’s difficult for small companies to devote time and money to a project when success is far from assured and such was the case with Ramp Champ. Its future seemed bleak indeed.

Then near the end of 2011, Ben Stahlhood and I started talking about DS Media Labs taking the reins of our favorite gaming son. DS had gone through some restructuring and was hiring fresh new talent to position themselves well for 2012. It’s always tough handing one of your most treasured creations to another to foster, but with Ramp Champ the move made sense. DS had been a fantastic partner in the game’s creation and we knew that if anyone was going to give Ramp Champ a bright future it would be them. With our development efforts focused on xScope, Twitterrific and the upcoming Astronut for iPad, we finalized the arrangement and I’m pleased with the result. I don’t know what’s in store for Ramp Champ any more than you do, but DS’s recent press release promises at least updated retina graphics, and I’m confident there will be much more to come after that.

All of us at the Iconfactory wish Ben and the gang at DS Media Labs all the best in their success. We look forward to rolling balls, knocking down those damn ducks and collecting tickets for even bigger and better prizes when Ramp Champ ultimately gets the update it so badly deserves. Good luck gang!

Retina iPad Roundtable

Rene Ritchie, Seth Clifford and Marc Edwards invited myself and App Cubby’s David Barnard to discuss the new retina iPad last week. Ep. 18 of the IterateTV podcast ended up being a smart discussion of the new devices’s strengths and weaknesses, tools and processes we use to develop for it and our take on the future of resolution independence. I spend some time talking about the Iconfactory’s upcoming retina work on Carcassonne and generally try to keep up with the huge brains of the fine fellows gathered around the microphone. If you design for iOS or just want to hear our take on Apple’s new hardware, check it out.

Effortless Unboxing

Apple already has one of the best unboxing experiences of any company on the planet. The industrial, packaging and graphic designers have gone to considerable pains to make sure that customers are extremely satisfied when they first open and activate their new Apple hardware. With iOS 5′s ‘PC Free’ technology, in combination with iCloud, Apple’s customers no longer need to attach their new iPhone or iPad to a desktop computer to start using it. All this is wonderful, but could Apple’s unboxing experience be even better?

Yes it could.

Imagine opening your new iPad that arrives by FedEx this morning, turning on the device and finding it already ready to use. No input of your Apple ID, no syncing of contacts, bookmarks or even apps. You turn the iPad on and it’s ready to go. Using the online ordering service via Apple.com in conjunction with your existing Apple ID, this kind of effortless unboxing experience could easily become reality. Ask any Kindle owner how awesome it is power on their new device and find all their books already there, ready to read. I could easily see an option at the end of Apple’s online ordering system that would give permission to use your Apple ID to pre-sync your new iDevice with your iCloud content.

There’s something to be said for the actual process of setting up your gadgets. The geek in us loves the discovery and rush we get from seeing, touching and exploring new technology and in that way, perhaps the current unboxing experience is superior. It gives Apple a chance to highlight just how elegant the process really is. That said, Apple is always designing for the 80%, not the geek and if that means giving customers the ability to simply open the box and go, I’m sure we’ll see it in the very near future.

[Hat tip: @BigZaphod @dlanham and @TandyQ contributed to this post]

Snow Circles

It never fails to astound me what people can do given enough time and determination. In this case, take a pair of snow shoes and a fresh coat of powder and the result is one of the most beautiful outdoor displays you’re ever likely to see. These snow drawings by Sonja Hinrichsen take cues from their crop circle cousins sans the pseudo-science, to create a sprawling visual canvas. In a year when we’ve seen so little snow here in North Carolina, this video and the accompanying images over on Flickr are a sight for sorry eyes.

[Hat tip to Andrew Sullivan]

Twitterrific’s Tough Love

When you love someone it’s hard to say no to them. You’ll usually do anything to please that person even if it goes against your better judgement. The inability to say no can also extend to the realm of software development. Companies can get so caught up in the desire to give users the best and brightest features they forget about the dangers of feature creep. They forget about good design. Such was the case with Twitterrific for the iPhone.

Somewhere during Twitterrific’s evolution from the desktop to the iPhone, we forgot how to say no. We said yes to too many of the latest features, 3rd party services and user requests. Eventually this “leap before you look” approach increased the complexity of the user interface and made the app’s settings too confusing for even us to figure out. A growing chorus of users told us the app was too hard to understand. We had lost our way.

The announcement of the iPad changed all that. Constrained by the 60 day launch deadline, we set about to create a fresh version of Twitterrific that would be dead simple, include all of Twitter’s core features and be a joy to use. The result was Twitterrific for iPad which is now available on the App Store. Many of the extraneous features from the iPhone version were initially removed including *all* of the app’s settings. There are no layout controls, body text compression, address book, themes and no tap shortcuts. What we present in exchange is simply the most friendly, easy to use Twitter client available anywhere. Like the iPad itself, Twitterrific is now designed for the masses. Those fabled 80% of users that Steve Jobs mentioned at the product’s launch are now our target audience. Early reaction to Twitterrific for iPad has been very positive. The app is decidedly easy to use and has a feature set that the majority of users want.

The result is a strong user experience that is influencing our efforts on the iPhone as well as the new upcoming Mac version of Twitterrific. Having eventual parity across all versions of the application will cut down on technical support requests and free up our development time, resulting in more regular updates and bring Twitterrific to a wider audience. Will we bring back some of the most heavily requested features? Yes, versions 1.0.1 and 1.1 for iPad have already added requested features like 3rd party push, reply all and picture uploading.

Twitterrific 3 for iPhone benefits from all the work that has already gone into the iPad including: proper retweets, lists, saved searches and more. Add to this the long-awaited full landscape support that our users have been crying out for and Twitterrific is a whole new experience on the iPhone. All these things aside, rebooting the app in this fashion has allowed us to evaluate each feature on its own merits. Free of the pressure to include everything but the kitchen sink, Twitterrific now starts fresh and will gain new users. Once all the versions are in sync, we can concentrate on bringing updates to Twitterrific across all platforms simultaneously. This will hopefully allow us to avoid the pitfalls of having one version wildly out of sync with the rest (like the current Mac version).

In the end, this approach benefits both the customer and the Iconfactory and makes for less frustration. We realize that some current users of Twitterrific for the iPhone may lose a few of their favorite features as we move towards these new versions. Some may even seek out other Twitter clients as a result and if that’s the case, I’m okay with it. It’s impossible to please everyone, so we’ve decided to focus on those like us who want a streamlined and straightforward Twitter experience. Our days of trying to be the everything-under-the-sun Twitter client are over. Tough love has taught us saying “no” leads to beautiful things. The best is yet to come, I hope you’ll join us.

Related posts:

For more information about the changes coming to Twitterrific, be sure to check out David Lanham’s post on optimizing the user experience (including more screen shots from version 3 for iPhone) as well as Craig Hockenberry’s piece on why simplifying a design is so important. Thanks!