The presentation can be found here, but it's mostly images:
Successful iPhone apps depend on design restraint
Think about making apps like toys. Create an emotional attachment (i think the ebay app is most definitely going in this direction).
Elements of playfulness & luxury help to create that attachment
Use high-touch textures: Wood, glass, metal, etc.
What makes an app mobile?
- I'm Working (micro-tasking)
- Design ubiquity (consistency of interface)
- Use big, chunky calls to action (Gowalla, Things)
- I'm local
- Information Ghosts - There are information ghosts all around us, use the phone's senses to detect them.
- the iPhone's senses: touch, sound, sight, location awareness
- I'm bored
- Games, novelty
Think Big. Build Small.
DO ONE THING AND DO IT WELL
- Stay focused
- Keep things to the bare minimum of what people expect, but do it really really well
- Focus on Mobile Content
- Optimized for micro-tasking
- Use sensors to enhance local content
- Create Opportunities
- Make complex things simple
- Do one thing and do it well
Design for the thumb.
- Frequently used buttons on lower left
- Optimize for right handed users (but consider adding options to flip the interface for lefties)
- Buttons should be 44 pixels for comfort
- 44x44 - This is Apple's own mantra
Get into a 44 pixel rhythm
Avoid buttons at the bottom of the screen that compete with the tab bar
If you do have a small interface, extend the tap area
Clarity over density
Be a scroll skeptic
Finger Friendly Design:
- Use the thumb's hot zone
- Design to a 44 pixel rhythm
- Be generous with space
- Content at top / Controls at bottom
- Avoid scrolling where practical
- Put secondary controls behind hidden doors/buttons (see tweetie)