Let's discuss the first launch experience in your app that magical first time when the user launches your app for the very first time, as Apple says, lunchtime is your first opportunity to onboard new users and reconnect with the returning ones. design a launch experience that's fast, fun and educational. Now, as always, let's go over the guidelines provide a launch screen. A launch screen appears the moment your app starts giving the impression that your app is fast and responsive, while allowing initial content to load. This screen is quickly replaced by the first screen of your app. So it should closely resemble this screen with the exception of localizable text and interactive elements.
We'll discuss some More about the launch screen itself in the launch screen lecture. Launch screen is something more to do with the every launch of your app though, and in this lecture, we will concentrate on the very first launch mostly launch in the appropriate orientation. If your app supports both portrait and landscape mode, it should launch using the device's current orientation. If your app only runs in one orientation, it should always launch in that orientation and let people rotate the device if necessary. Unless there is a compelling reason not to an app in landscape mode should orient itself correctly. Regardless of which horizontal way the device is being held.
Meaning whether the home button is on the left or on the right. Get to the action. And quickly. Apple says get to the action quickly. Avoid showing the splash screen menus and instructions that make it take longer to reach content and start using your app. Instead, let people dive right in.
If your app needs tutorials or interest sequences, provide a way to skip them and don't show them to return users. I strongly agree with this personally, no one wants to look at your tutorials slides. People want to get to the action or content ASAP. So provide the dots on the if necessary. anticipate the need for help. This is interesting one, proactively look for times when people might be stuck.
Apple tells us a game for example, could casually show useful tips when paused or when the character isn't advancing. let users replay tutorials in case they missed something the first time. Stick to the essentials and tutorials. It's fine to provide guidance for beginners. But education isn't a substitute for a great app design. First and foremost, make your app intuitive.
Too much guidance is needed for revisit the design of your app. I think this is quite controversial one, because you might want to provide some novel functionality and unique UI, which would require quite some learning. But of course, you should assess the risks of going that route. Making learning fun and discoverable. learning by doing is a lot more fun and effective than reading a list of instructions, even with the slides. Using animation and interactivity to teach gradually, and in context, avoid displaying screenshots that appear interactive Avoid asking for setup information upfront.
People expect app to just work. design your app for the majority and let the few that want a different configuration. adjust settings to meet the needs. To the extent possible, derives the DOP information from device settings and defaults, or through a synchronization service such as iCloud. If you must ask for the setup information, prompt for the first time, and let users modified later. Avoid showing in app licensing agreements and disclaimers.
Let the App Store display agreements and disclaimers before your app is downloaded. If you must include these items within your app, integrate them in a balanced way that doesn't disrupt the user experience. Now this one is not about the first launch To restore the previous state when your app restarts, don't make people retrace steps to reach their previous location in your app, preserve and restore your app state so they can continue where they left off. Don't ask people to rate your app too quickly or too often. Asking for a rating too soon or too frequently is annoying, and decreases the amount of useful feedback you receive. To encourage well considered feedback.
Give people time to form an opinion about your app before asking for rating. always provide a way to opt out of rating problems and never force users to rate your app. Lastly, don't encourage rebooting or restarting takes time and makes your apps team unreliable and hard to use. Your app has memory or other issues that make it difficult to run unless this system has just booted You need to address those issues.