REVIEW: Sprite HD for iPad

Got a great idea for an iOS user interface? Don’t bottle it up – you can give your mock-ups some extra fizz with Sprite HD.

Sprite HD is a tool for prototyping user interfaces for iOS. The premise is straightforward: you create a new page for each screen display you want to mock up and then add elements to it in order to see how it will look.

Sprite HD has a full library of buttons, controls, icons, and dialogue boxes and allows you to add text and images manually. Start with a background – either black or grey linen for iOS – and then drag assets to it from the library, one at a time. It’s a useful way of quickly visualising and sharing how an app will look in a given state.

Useability issues

We had a few issues with it, however; the first of which we encountered on launching the app for the first time. While there is a tutorial of sorts to help you get started, we found it difficult to get to grips with it, and even more difficult to dismiss. Instead, we found it far easier to start with a blank slate and to experiment with different styles until we got the hang of using it. And after exploring and experimenting, it was revealed that Sprite HD is both reasonably powerful but also rather frustrating in use.

If you drag a background onto the working space, for example, it occupies a huge chunk of the screen, extending beyond the workspace and ‘under’ the menus. That means you have to drag it around until the bottom-right corner – the only one from which you can re-size an object – is visible. You then have to drag that in and down until the object is the right size.

Sprite HD is a tool for prototyping user interfaces for iOS apps

Limited options

There’s no way to lock the aspect ratio, however, so you’ll either have to trust your eyes or type pixel dimensions manually into the menu on the left of the screen. There is another option – to pinch from the centre of the object, as you would do to zoom out across the iOS in general. That, however, risks inadvertently grabbing an object below and moving or re-sizing it instead (which, we can assure you, lead to some angry fist-shaking).

The same applies when you drag buttons, icons, or controls onto the screen. There’s no possibility, for example, to specify standard dimensions for objects in order for you to avoid having to manually re-size each one.

There are at least contextually aware guides that appear as you drag objects around on a layout, alerting you when they are lined up. Text controls are good, allowing you to specify the size, style, colour, and alignment of characters. Annoyingly, the box into which you must type them is simply too small.

Thankfully, by tapping the ‘T’ at the top of the text box, you can type directly into the box. But the question begs, if this option is available knowing that the box is small and fiddly to tap, why is this not the default?

Sprite HD is a powerful tool but can be frustrating to use

Each object has a list of properties, including x and y co-ordinates, pixel dimensions, other data specific to the object type, and the object’s name. Sadly that name is not editable, rendering it meaningless unless you’re prepared to memorise what ‘item_30’ corresponds to.

We like the ability to add images from your Photo Library, which also allows you to import mocked- up interfaces created elsewhere – though adding them causes them to be displayed at full-size, meaning you have to manually re-size them.

Also, there’s no way to edit images. So photos taken in portrait orientation, for example, can’t be rotated. The ability to duplicate mock-ups in order to make revisions while retaining the original, on the other hand, is an additionally handy feature.

Sprite HD allows the addition of images from your Photo Library

Sprite HD has tons of potential. In its current state it’s highly usable, if frustrating at times. With some more work, however, it could become indispensable to mobile app UI designers.

You’ll find this review, and many more, in Tap! Magazine issue 29.


SCORE 6/10
While there’s much to like here, there are also several rough edges that need to be smoothed out.
  • Text controls are good
  • Able to add images from personal photo library
  • Has a lot of potential
  • Start-up tutorial is difficult to get to grips with
  • Workspace needs development
  • Object names and images uneditable
While this software is fairly new, it’s a great start for creating software wireframes and simple, but efficient concept designs for iPhone software.


正如 Jack Dorsey 所言,好的产品应该是 Design the beautiful, build the impossible. 而好的设计并不等于好的 UI,它应该也是提高效率的设计,即设计一种更好、更简洁的体验,帮助用户更快的完成自己想要做的事。

而通常,在一个产品的第一版、第二版逐渐受到用户认可,用户基数开始扩张时,很多公司会选择将自己的产品一步一步的复杂化。加法过多代价就是会牺牲一部分用户体验。Etsy 首席设计师Cap Watkins近日在 Svbtle 上针对这一问题分享了自己的看法:








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1. 查看设计稿,阅读需求文档、原型图;
2. 查看并分析设计稿,在脑中整理出粗略解决方案;
3. 切图、合并图片;
4. 书写HTML代码、CSS代码;
5. 检查浏览器兼容性;
6. 对比设计稿,检查还原度;
7. 开发联调修改,测试解bug,上线后再确认一遍页面无bug。

上面提到的5,对比浏览器兼容性,通常我们考虑IE Chrome FF三种浏览器。IE6在国内仍然有1/4市场,设计中需要加以考虑。在国外IE6用户则可以忽略不计。


1. WPO方面:使用css sprite技术,将常用的小图片合成到一幅大图中,减少图片请求次数。
2. WPO方面:将所有图片的主机名,定义为 img1.domain.com的形式,增加平行下载通道。
3. WPO方面:考虑CSS和JS的位置,CSS置入区,JS尽可能放到页面底部。
4. WPO方面:考虑对外部JS脚本异步加载。
5. SEO方面:对于页面重点文字,加标签,并使用css美化。
6. SEO方面:页面底部每个页面都有的链接,做消噪音处理。
7. SEO方面:对图片和链接,设置alt或title标签,可以预先留空
8. UED方面:设置favicon.ico文件
9. UED方面:手机访问测试。
10. UED方面:多种分辨率下的测试。800*600的分辨率可以不考虑。
11. WPO方面:所有图片都需要做无损压缩,定义图片的width和height
如果上述SEO WPO和UED的工作,在页面重构中完成,后续改动和优化工作就会很省力了。 作者: 谭砚耘@用户体验与可用性设计-科研笔记

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我们先来说说可用性的概念。根据ISO 9241-11的定义,可用性是指在特定环境下,产品为特定用户用于特定目的时所具有的有效性、效率和主观满意度。

  1. 有效性是用户完成特定任务和达成特定目标时所具有的正确和完整程度。
  2. 效率是用户完成任务的正确和完成程度与所用资源(如时间)之间的比率。
  3. 主观满意度是用户在使用产品过程中所感受到的主观满意和接受程度。


  1. 易学性:产品是否易于学习
  2. 交互效率:即客户使用产品完成具体任务的效率
  3. 易记性:客户搁置某产品一段时间后是否仍然记得如何操作
  4. 容错性:操作错误出现的频率和严重程度如何

总的来说,可用性直接关系着产品是否能满足用户的功能性需要,是用户体验中的一种工具性的成分。可用性是交互式产品的重要质量指标,如果人们无法使用或不愿意某个功能,那么该功能的存在也就没什么意义了。 Continue reading

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MVP – 最小可行产品

MVP – 最小可行产品
MVP 维基百科:



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[转]微软老将Philip Su的离职信:回首12年职场生涯的心得和随笔

Can’t agree more. So I repost this article.

编者注:Philip Su在1998年加入微软,开始时是一位软件工程师。12年后,Philip Su从微软辞职,当时是微软的主群经理(Principal Group Manager),又一次以一位普通软件工程师的身份加入Facebook。Philip Su现任Facebook 伦敦办公室的主管。Philip Su在当时的离职信中写了他在微软工作12年比较独到的一些体会,希望对在职场的读者们有一些启发。这封离职信写于2010年9月3日。

过去的 12 年里,我一直很喜欢在微软工作,但是今天是我在微软的最后一天。




上大学时,我从来没有想过在微软工作。但我 1997 年的时候在微软实习后,就对它一见钟情:免费的饮料、自己的办公室、奔腾 66… 一个程序员还能要求什么?几年后,我实习时的老板突然离职了。他电脑的硬盘当时发生了故障,丢失了几个月的工作。他说这是一个来自上天的征兆。我不知道他现在人在哪里,在做些什么事情。 Continue reading

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Lap times (287)

Pos Make / Model Time Speed (km/h) Year Power (hp) / Weight (kg) Driven by

1. Radical SR8LM 6:48.00 182 0 455 / 650 Michael Vergers
2. Radical SR8 6:55.00 179 ’05 363 / 650 Michael Vergers
3. Gumpert Apollo Speed 7:11.57 172 ’09 700 / 1200 Florian Gruber
4. Dodge Viper SRT-10 ACR 7:12.13 172 ’08 600 / 1536 Dominik Farnbacher
5. Porsche 918 Spyder 7:14.00 171 ’13 795 / 0 Marc Lieb
6. Lexus LFA Nurburgring Package 7:14.64 171 ’12 570 / 1509 Akira Iida
7. Donkervoort D8 RS 7:14.89 171 ’05 350 / 600 Michael Duechting
8. Porsche 911 GT2 RS 7:18.00 169 ’10 620 / 1370 Timo Kluck
9. Nissan GT-R 7:18.00 169 ’12 550 / 1736 Toshio Suzuki
10. Radical SR3 Turbo 7:19.00 169 ’03 320 / 500 Phil Bennett Continue reading
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