Effective ways to "Jazz up" and polish the UI of iOS 5 App - objective-c

I've finished up my first iOS 5 app (and only third iOS app overall) and I'm wondering if anyone out there has any recommendations for adding that touch of class, polish, professionalism, etc. to a plain-vanilla iOS app. I've taken a look at an iOS 5 appearance tutorial but I don't find it extremely helpful. What do you do to add polish to your UI? For example, do you add a logo view in your UINavigationBar? Do you create custom UIKit control backgrounds/images? Do you remove rounded edges from controls? I would especially appreciate any input related to how you use the new Appearance options in iOS 5 to accomplish your UIX goals.

For inspiration, look at the apps featured by Apple in the App store. Maybe hire an artist or designer familiar with iOS devices and their users (if you are not one yourself). There seem to be lots of creative ways to potentially "delight" the user, customize things for your specific app's purpose or customer base, but still stay within the spirit of the HIG.

Related

Xcode 7 - Multiple Storyboards

After finishing an app, what code do I have to put in appdelegate.m to be able to make it run view controllers depending on the device's size?
You should not use multiple storyboards to handle different devices in an iOS app. Please see the Apple documentation:
Adaptive User Interfaces
And in particular the section on Auto Layout to learn how to properly handle making your user interface adaptable to current and future devices.

Creating a universal app or separate app for Ipad

I have a game made in sprite kit, xcode 5 flappy bird type game. But it is only for iphone. I want to make it for iPad to but dont know how to I made images for all Ipads and iphone and now I need to make separate app for iPad. Can I create new app with the same name but make it for iPad only and distribute it to App Store? Please help!
Yes you can. Go into your project, in the menu up top select file/new target to make an iPad app in the same project and easily include many / most of the same classes. You can have the same display name (but different bundle ID) but most developers would probably append the name with ~pro or ~HD or something like that in order that differentiate the two products. They would probably also shift the colour scheme on the icon a little. Remember its possible that iPad users may have your original iPhone app on their iPad despite thats its an iPhone app, so they might end up with the same icon and bundle display name twice on their iPad springboard, which Im sure you'll agree would be undesirable.
You can also make your existing app into a 'universal' app with an update, so it runs natively on iPad rather than scaling up, this is what I would probably do but each to their own, there are many business models. I personally think with all different sized phone models we have to support these days ( 4! ) adding the iPad (which despite different form factors is still only one real 'size' ) is pretty trivial.

how to make an ios app adaptive in Xcode 6.1(objective C) using auto layouts or any other simple approach

I am very new to Xcode and so as with auto layouts and i want to make my app which i've created, adaptive in a very easy way. I have seen lots of tutorials on internet but nothing helped me with my app. so i don't know how to make my app adaptive. so i need a help.
I have made an app that generate report in second view controller after providing inputs in first view controller.so i need to see how can i use auto layouts in my respective app to make it adaptive or there any easy way to get the results. i have seen all the videos related to it.
thanks in advance.
The best way is to use Auto Layout and Size Classes. This way your app will work with all iPhone sizes and all iPads. It will also behave correctly in portrait and landscape.
For more details, you will need to read and watch a lot of documentations/WWDC videos.

how many Full-Screen Transitions for ipad app are allowed?

I am developing an educational iPad app, Im finally done with the code and its ready to submit but I just found about the "Reduce Full-Screen Transitions" rule.
"For iPad: Reduce Full-Screen Transitions
Closely associate visual transitions with the content that’s changing. Instead of swapping in a whole new screen when some embedded information changes, try to update only the areas of the UI that need it. As a general rule, transition individual views and objects, not the screen. In most cases, flipping the entire screen is not recommended.
When you perform fewer full-screen transitions, your iPad app has greater visual stability, which helps people keep track of where they are in their task. You can use UI elements such as split view and popover to lessen the need for full-screen transitions."
The guidelines basically say that it's not recommended it doesn't say it prohibited.
So if the app is build based on the full-screen transitions since it's a training app with three section each have 4 full screen transitions. Do you think that I should recode the whole thing because it would be rejected? Or 4 full-screen transitions for 3 buttons is not too much?
thanks in advance
That reads like a UI guideline rather than a "we will reject your app if it doesn't conform". Any chance of posting a link to the doc where it comes from?
If it makes sense in UI terms for your app to use a full screen transition, I don't think there will be a problem.

Sencha Touch 2 or DHTMLX Touch

I have done a lot of research on this topic but I can't seem to find any "deal breaking" problems with both of these frameworks.
Disadvantages of DHMTLX Touch:
Not as popular in the market as Sencha
Not as many controls as Sencha (but still offers the needed controls)
Not as configurable as Sencha (I can live with the config options not supplied)
Disadvantages of Sencha Touch 2:
Awful documentation (but that because version is just out).
You get lost in many possibilities and combinations.
It is a hard framework to master
Can you help me add some disadvantages to this list?
I cannot judge on Sencha Touch 2, but I have used Sencha touch before. I am also developing apps using DHTMLX Touch.
I would not look at the disadvantages to agree on which framework I would use.
Personally, I leaned toward DHTMLX Touch because it felt more easier to master for me.
My suggestion is you try both frameworks to develop a simple app, and find which one you think you can code faster and debug your code easier.
If you are looking at developing an enterprise app, you may want to consider taking a look at the support packages, support and its pricing are important once you start hitting limitations or bugs you cannot get over.
One thing I found in particular with Sencha Touch 2 was that some controls seem of low quality. Take for example the iOS style "back" button that goes in the top nav bar.
Another matter which drove me crazy was that by default it forces you to use custom controls, for example, for the combobox and input types date, time, month, etc. In our case, we want to use the native controls.
On the other hand, the MVC framework behind Sencha Touch 2 is a solid proven one with lots of documentation online (either for Sencha or for ExtJS).
One thing I found a little disturbing about DHTMLX Touch was the crappy theme editor (Skin Builder) compared with jQuery's theme roller and also, some controls need some tweaking (for example the number selector) to make them look good.
Finally, we also found that from the many "Touch Frameworks" Sencha Touch 2 was one of the slowest and DHTMLX one of the fastest.