Sounds like you're speaking of a debate on user experience based on differences of opinion on interaction design, and some on your team advocates bleeding edge (on the far edge of gestural convention which may mean some learning is required by your users) and some feel its prudent to stay within today's gestural conventions for this particular first release.
Your discussion should map back to what you defined at the outset as the UX strategy and who your primary/secondary target users are (you created personas, right?). Its not about what the team wants and doesn't want. Its about what you know the users need when using the app. Secondarily, one of the most informative things you can do is produce a prototype (paper or digital) of both sets of interactions and do some testing yourself. You need to hear in their own words how THEY feel about learning new gestural behaviors or if they want/need what they know now. The worst thing that can happen is if you choose to go down a path without any basis in research, your app is hated by users, receives bad reviews and then becomes ignored to die an app-death. Ideally you've also had discussions with the team about how much they're willing to risk in this release.
Suggestion: aside from getting to know your users better, you might consider a more familiar set of interactions for this first release. As the app gains acceptance and you learn more about how your users receive your app's features and functionality, you can explore more "futuristic" interactions and let the users grow with your app. You want to develop a base of loyal users, not scare them off with interaction design that seems cool to you, but is a PITA to them.
Strategy. Personas. Research. Prototype. <--- The answers are in there.
You can do it! Give us a follow up on what you chose to do.
On Jan 30, 2012, at 11:08 PM, adam webber wrote:
I'm working on a new iPhone app and having internal debates about over cluttering the app vs cutting out the fat. When I came across this article I began wondering what the UI community would think about the design rules being discussed... is this good design or to confusing?
This is where I got interested and thought I'd ask you guys... An excerpt from the article:
"Clear does have affordances and discoverability, he argues--it?s just ahead of its time, relying on gestural conventions that are still somewhat in flux now, but will seem to the people of 2025 as intuitively obvious as pointing and double-clicking on icons seem to us now. Those interactions (known as the WIMP paradigm, for "window, icon, menu, pointer"), after all, are no more objectively "intuitive" than pinching or swiping on a touch screen. We?re just so used to them after three decades that nobody needs to explain them anymore. We all simply expect WIMP-style graphical user interfaces to follow those rules, just like we expect a doorknob to twist and unlock a door."
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