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	<title>Vincent Gable's Blog &#187; Splashs Screen</title>
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		<title>Splash Screens Are Evil</title>
		<link>http://vgable.com/blog/2010/01/13/splash-screens-are-evil/</link>
		<comments>http://vgable.com/blog/2010/01/13/splash-screens-are-evil/#comments</comments>
		<pubDate>Thu, 14 Jan 2010 02:58:29 +0000</pubDate>
		<dc:creator>Vincent Gable</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[Usability]]></category>
		<category><![CDATA[Branding]]></category>
		<category><![CDATA[Splashs Screen]]></category>

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		<description><![CDATA[Splash screens are evil. While branding is important, the proper place for it is in the iconography, optional &#8220;About&#8221; or &#8220;Info&#8221; screens, and App Store profiles. The most common interaction pattern with iPhone applications is to launch them frequently, close them quickly, and treat them as part of a set of tools that interact to [...]]]></description>
			<content:encoded><![CDATA[<blockquote><p>Splash screens are evil. While branding is important, the proper place for it is in the iconography, optional &#8220;About&#8221; or &#8220;Info&#8221; screens, and App Store profiles. The most common interaction pattern with iPhone applications is to launch them frequently, close them quickly, and treat them as part of a set of tools that interact to comprise a single user experience. <strong>Splash screens break the perception of seamlessness</strong>.</p>
<p><a href="http://developer.apple.com/iphone/library/documentation/UserExperience/Conceptual/MobileHIG/Introduction/Introduction.html">The HIG</a> offers a very useful suggestion for managing launch states, which may be quite slow, depending on the needs of your application. The suggestion is to provide a PNG image file in your application bundle that acts as a visual stand-in for the initial screen of your application. For example, if the main screen for your application is a table full of data, provide an image of a table without data to act as a stand-in. When your data is ready to be displayed, the image will be flushed from the screen, and the user experience will feel more responsive.</p>
<p>In this book, we will explore extensions of this, including a pattern for loading application state lazily
</p></blockquote>
<p>&#8211;Toby Boudreaux, <cite><a href="http://www.amazon.com/gp/product/0596155468?ie=UTF8&#038;tag=vincgabl-20&#038;linkCode=as2&#038;camp=1789&#038;creative=390957&#038;creativeASIN=0596155468">iPhone User Experience</a></cite>, page 15; emphasis mine.</p>
<p>I&#8217;ve <em>always</em> hated splash screens, from the first time I turned on a computer. They get in the way of what I want to do. I want to write, or draw, or play &#8212; but if I launch Word, or Photoshop, or any game, I have to sit through a splash screen before I can get to it.</p>
<p><strong>Branding a splashscreen is putting your name on <em>a purely negative experience</em></strong>. Nobody wants to wait for their computer. Splashscreens, by definition, force you to wait. It&#8217;s hard for me to imagine why anyone wants to associate their brand with a computer not doing what customers want.</p>
<h3>iPhone 4 Update</h3>
<p><a href="http://db.tidbits.com/article/11378">Fast App Switching</a>, introduced in iOS 4, makes  splash screens a <em>much worse</em> idea. They won&#8217;t consistently display, because sometimes the app will really be resuming, not starting for the first time, when the user &#8220;launches&#8221; it. Forcing a splash-screen to appear on a resume as well means breaking the &#8220;multitasking&#8221; experience.</p>
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