


The interface
The interface is linear, from top to bottom, left to right. A traditional rosary is circular, but trying to emulate that in the iPhone rosary app created affordance issues. As it is, we have some fat-finger syndrome in the interface due to the number of “gems” needed to complete the prayer cycle. While you can click any gem at any time, the large arrow button at the bottom is the main navigation tool. Simply click the arrow and the rosary advances, lighting up each jewel along the way. We used the Symbols feature of Fireworks which was indispensable because it took many tweaks to get each gem right. While we tweaked, we only had to make changes to the master copy and all the others would update. What a time saver!
Text helps and guide
Using Objective-C, we created the logic for the app, including the modal screens that are launched from the secondary icons above the arrow bar. The text was set in standard HTML imported into XCode, but styled by hand in Dreamweaver. The modal graphics are deliberately muted so the iPhone doesn’t glow too much, which we think any best rosary app is going to have to get right. It would have been very bright, by contrast, to go from a muted UI screen to largely bright white UI screen, so we opted for a toned down textured look:
Splash screen
Although Apple didn’t quite intend to allow the use of a “default.png” to substitute as a splash screen, it is quite often used that way. This is the screen that launches when you first click the icon from the iPhone UI. This was also created in Fireworks. We used the custom polygon tool and a drop shadow that knocks out it’s own shape to create the 12 stars. The text is Trajan with a gradient fill to simulate gold, along with a slight indented emboss to simulate metal being set into leather. The overall goal for this screen, as well as the other UI elements, was to create something that had a handmade feel, along the lines of a leather money clip or key fold: