When creating anything, from a toothpick to a 100 storey Office building, Good design is Good Design; It Solves Problems.
When looking at a Design problem, I have found it helpful to remember the , now, near infamous Ten principles for Good Design. I use these ten principle as a starting point whenever i start a design, obviously these principles are a little different for Software, but a Majority of them are exactly the Same... I am going to Iterate through the list and give my thoughts on my take on each.
1) Good Design is Innovative: This can't be more true of Software, if you are doing the same thing as everyone else, why are you doing it at all?
2) Good Design Makes a Useful Product: Again this one is Essential for Software no matter how good your product if it is not useful then why bother.
3) Good Design is Aesthetic: While you could probably get away with "Programmer Art" Todays Software buyers, Mobile or not , demand polished and beautiful software. Without a carefully Designed Aesthetic your software is likely to slip between the cracks in todays markets.
4) Good Design Makes a Product Understandable: i see this as a caution against forcing the user to do complicated tasks over and over, if you can simplify it you should or if i, the developer, can do something once that keeps the user from doing a task over and over i should.
5) Good Design is unobtrusive: I take this quite differently than i think Dieter Means it... i see this one as more of a shielding of the user. in other words, the user should never how difficult or complicated your program is behind the scenes, it should only be simple and polished upfront.
6) Good Design is Honest: You should never lie or mislead your user, and you should never sell your software on a promise it doesn't fulfill.
7) Good Design is Long-Lasting: When building a piece of software make it Maintainable, don't build it to fill a temporary need and expect to rewrite it 6 months or a year later. Don't Take Shortcuts or make quick fixes; Invest the time to build trust with your user, and your user will become loyal and continue to give you a job.
8) Good Design is Through down to the last detail: Define the scope of your project, define it early and make sure you understand the whole of the project. Features and Concepts User interaction and Tasks, all need to be well thought out and carefully considered, this will make both developing the project and using your software easier.
9) Good Design is Environmentally-Friendly: Don't be a Resource Hog. Use as little Memory, Storage and CPU resources as necessary Never assume that the User is only running your software or that there will never be other programs won't be running at the same time... Simply don't Muck up the Software Environment you are running in.
10) Good Design is as little Design as Possible: Again this Comes Down to Simplicity, don't overcomplicate the software or you run the risk of confusing and alienating your user.
you should probably take this with a grain of salt, these are totally my opinions. these are the rules i follow when building a peice of software, an i fell they are particularly important when building a game... not to mention a Mobile Game.
Tall Ship Team
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