A lot of apps nowadays use iPhone and iPad cameras. Some even do pretty badass things with it (performance wise), like running each frame through a neural network or applying a realtime filter. Either way you may want to get as low as you can in terms of the level at which you interact with the device hardware, be it getting data from a camera sensor or computations involving GPU — you still want to minimise the impact on device’s limited computational resources.
Writing unit tests is like having sex in high school: everybody is talking about it, although very few are actually doing it. In the iOS world it had a couple of additional roadblocks for a while due to a lack of solid and stable testing capabilities out of the Xcode’s box. However, with the Apple’s XCTest framework things have improved greatly: you no longer have an excuse of needing 3rd party frameworks to test your code properly.
Apple mobile devices have so many capabilities nowadays, that it is not always obvious where this or that functionality is coming from. Have you ever thought of how the Google Cardboard VR apps work? The answer is — they all use device motion sensors, be it an Android or iOS device.
There are quite a few potential scenarios where you may want your user to go through a set of questions, take a test or simply provide feedback. I hope this post will give you a useful example of interacting with the user on a mobile device, and will inspire you to design something straightforward and clear next time you face a similar challenge.
I have come across an interesting UX use case on medium.com recently: a concept of a banking mobile app. Not only this concept looks impressive when it comes to usability in comparison with pretty much every mobile banking app, it also has a couple of neat and engaging UI design tricks that really catch your eye.