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These GUIs are provided from a multitude of sites, including SmashingMagazine, SpeckyBoy, Yahoo Design Library, Freshbooks and others. Please note that they are provided for free, but donations are appreciated to keep the innovation coming and reward those who worked hard to make them available.

I have had great success with the Omnigraffle Ultimate iPhone stencil and am particularly excited to use the iPhone 3  stencils.

To help streamline your iPhone app design and development, here is  a fairly comprehensive collection of iPhone & iPad GUI kits that will allow you to focus on developing rather than having to design everything from scratch.
Within this post you will find complete GUI kits and stencils, iPhone GUI elements and PSDs and finally a collection of the best icon-sets perfectly suited for the iPhone. (Some of the preview images are intentionally to large to show the as much of each GUI as possible).

Complete iPhone & iPad GUI Kits

iPhone PSD Vector Kit

iPhone PSD Vector Kit
This iPhone PSD Vector set, from Smashing Magazine and designed by Renee Rist, comes with several button elements as well as six different iPhone interface options.
iPhone PSD Vector Kit »

iPhone GUI PSD Design Template

iPhone GUI PSD Design Template
iPhone GUI PSD Design Template »

iPhone Design Stencils – Yahoo Design Pattern Library

iPhone Design Stencils - Yahoo Design Pattern Library
This iPhone Yahoo! Design Stencil Kit version 1.0 is available for OmniGraffle, Visio (XML), Adobe Illustrator (PDF and SVG), and Adobe Photoshop (PNG).
iPhone Design Stencils – Yahoo Design Pattern Library »

Ultimate iPhone Stencil (OmniGraffle)

Ultimate iPhone Stencil (OmniGraffle)
This ‘Ultimate Stencil’ for OmniGraffle contains backgrounds, title bars, buttons, selectors, and almost all iPhone UI elements. The text is fully editable on lists, title bars, buttons, and scroll wheels and the buttons can be resized horizontally by ungrouping, resizing the middle element, and then regrouping the elements back into a single button.
Ultimate iPhone Stencil for OmniGraffle »

iPhone 3G Stencil (OmniGraffle)

iPhone 3G Stencil (OmniGraffle)
This OmniGraffle stencil includes standard interface components for the iPhone 3G: buttons, fields, map elements, keyboards, icons… All of the components are on a transparent background and should re-size nicely.
iPhone 3G Stencil for OmniGraffle »

iPad and iPhone Design (OmniGraffle)

iPad and iPhone Design (OmniGraffle)
Design your application for iPhone, iPod touch and iPad devices with this exhaustive set of stencils. All stencils have been originally created by hand with native OmniGraffle shapes and groups and can be scaled, resized and exported to other vector formats in Graffle.
iPad and iPhone Design (OmniGraffle) »

FreshBooks iPhone Application GUI

FreshBooks iPhone Application GUI

FreshBooks iPhone Application GUI »

iPhone GUI as Rich Symbols for Fireworks

iPhone GUI as Rich Symbols for Fireworks
iPhone GUI as Rich Symbols for Fireworks »

iPhone UI Vector Elements

iPhone UI Vector Elements
iPhone UI Vector Elements
iPhone UI Vector Elements »

iPad GUI PSD Design Template

iPad GUI PSD Design Template

This PSD was constructed using vectors, so it’s fully editable and scalable. The workable screen design is formatted to 768×1024 so anything you design in the Photoshop file can easily be brought over to the SDK.
iPad GUI PSD Design Template »

iPad Vector GUI Elements

iPad Vector GUI Elements
This GUI set contains almost all of the iPad UI elements, including buttons, tabs, menus, keyboard, ballons, etc… It also includes scalable and totally editable vector versions (AI).
iPad Vector GUI Elements »

iPhone GUI PSD Elements

MobileMe Full iPhone GUI

MobileMe Full iPhone GUI

MobileMe Full iPhone GUI »

Matte iPhone UI

Matte iPhone UI

Matte iPhone UI »

Sexy Vector Cell Phone

Sexy Vector Cell Phone

Sexy Vector Cell Phone »

MobileMe Full GUI

MobileMe Full GUI

MobileMe Full GUI »

iPhone 3G-3GS PSD

iPhone 3G-3GS PSD

iPhone 3G-3GS PSD »

Apple iPad: Fully editable PSD

Apple iPad: Fully editable PSD

Apple iPad: Fully editable PSD »

Apple iPhone 4G .PSD

Apple iPhone 4G .PSD

This. PSD is based on the controversial iPhone Gizmodo.com obtained and may not reflect the actual final product.
Apple iPhone 4G .PSD »

iPhone App Dev Icon Sets

iPhone Toolbar Icons

iPhone Toolbar Icons
There are 160 clean and simple toolbar icons in this set designed specifically for the iPhone, with a source .psd file for futher customisation.
iPhone Toolbar Icons »

Glyphish’/>

Glyphish
The Glyphish icon set have designed and carefully optimized specifically for use on toolbars and tab bars in iPhone apps, but would also be perfect for Android Development.
The 130 icons are 24-bit .png images are about 30×30 pixels for tab bar icons and about 20×20 pixels for toolbar and navigation icons.
Glyphish »

iPhone Toolbar Icon Set

iPhone Toolbar Icon Set
This set of 64 icons for the iPhone toolbar that contain beautiful shaded portions to give added depth and to highlight the icon features.
iPhone Toolbar Icon Set »

Free iPhone Toolbar Icons

Free iPhone Toolbar Icons
These icons have been developed specifically for iPhone developers, completely free for anyone to use commercially under the Creative Commons Attribution 2.5 Canada license.
Free iPhone Toolbar Icons »

30 Free Vector Icons

30 Free Vector Icons

30 Free Vector Icons »

iconSweets

iconSweets
iconSweets is a free icon set containing 60 vector Photoshop shapes, influenced by icon sets such as Glyphish and Pictoico. Perfectly suitable for iPhone & iPad app development.
iconSweets »

Touchscreen Hand Gestures v2 (OmniGraffle)

Touchscreen Hand Gestures v2 (OmniGraffle)
Vectorized version of Dan Saffer’s “Touchscreen Hand Gestures” stencil (http://graffletopia.com/stencils/432) containing a collection of drawn hands for documenting touchscreen interactions.
Touchscreen Hand Gestures v2 (OmniGraffle) »

Gesturecons – Multi-Touch Icons

Gesturecons - Multi-Touch Icons
These vector based icons have been created to help in the design, development, implementation and promotion of multi-touch interfaces. You can use Gesturecons inside of your applications in order to demonstrate to users how to complete actions or prompt them to interact with an application when they approach it. You can scale them to any size and alter them in any way you wish.
Within the download package there are 52 high resolution vector icons entirely scalable and alterable (.pdf, .ai, .eps file types.).
Gesturecons – Multi-Touch Icons »

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I have reported previously (June, 2010April, 2009) about how, when and why Verizon would include an iPhone in their available handsets over the last 2 years.

TechCrunch has done some research about the CDMA supply chain which points fairly reliably to the fact that Verizon will begin selling iPhones as early as January, 20011. The article was written by Steve Cheney is an entrepreneur and formerly an engineer & programmer specializing in web and mobile technologies.

We’ve been hearing Verizon iPhone rumors for years now.

It’s to the point that no one really believes the rumors anymore, since analysts and pundits have cried wolf so many times.  But this time looks to be different due to some key dynamics in the semiconductor value chain, and I am going to go on record to say Verizon will be selling an iPhone this coming January. Here’s why:

Smartphones like the iPhone are built from a collection of components, which are sourced individually from suppliers—e.g. the iPhone 4’s cellular baseband (the core chipset used in mobile phones to handle voice and data communications) comes from Infineon and its GPS chipset from Broadcom.

Component purchases and manufacturing starts don’t typically reveal strong links to individual handset OEMs. But in some cases components have a DNA which is traceable through the supply chain. For example, iPad rumors became much more concrete when we knew Apple was procuring large LCD screens.

For typical refreshes of GSM-based iPhones (the model that works on AT&T’s network), suppliers and component product families remain fairly consistent between models.  But a Verizon compatible iPhone would be CDMA-based, which would make its DNA distinct from other iPhones and traceable through the supply chain.

The dominant supplier of CDMA chipsets is Qualcomm, the largest fabless chip company in the world. Apple has never procured baseband chipsets from Qualcomm before.

If Qualcomm were to plan for orders from Apple, there would be a ripple effect through the supply chain. It works like this: Apple’s iPhone forecast links to Qualcomm’s CDMA chipset forecast, which then trickles down to their foundry partner TSMC, who uses the forecast to plan wafer starts.

A CDMA-based iPhone would likely sell 2-3 million units in the first few weeks (modeled after iPhone 4’s oversubscribed launch). The lead-time associated with upside in the semiconductor world is huge, sometimes as long as 26 weeks (supply is tight right now so this rule is in effect and Apple had major supply problems with the iPhone 4 and iPad).

Sources with knowledge of this entire situation have assured me that Apple has submitted orders for millions of units of Qualcomm CDMA chipsets for a Verizon iPhone run due in December. This production run would likely be for a January launch, and I’d bet the phone is nearly 100% consistent with the current iPhone 4 (with a fixed internal insulator on the antenna).

I can’t say with 100% accuracy that an iPhone will hit Verizon store shelves in January, but all of the signals point that way, and it would give Verizon’s CEO some interesting things to talk about in his CES keynote (though he may have to refrain as CES comes before Apple’s typical January keynote). I may be proven wrong, but based on my history dealing with components and selling to Apple, a Verizon-compatible iPhone looks to be a done deal.

After working on iPhone applications, I have come up with several methodologies to administer, monitor and analyze iPhone apps. I plan on sharing my findings and musing over the next few months, but wanted to start by sharing some colleagues’ recent articles about the subject.

An article from 24 April 2010 by Liz McMahon

Usability experts familiar with testing websites may find they are faced with some new challenges the first time they carry out a usability test of an iPhone app. The tried and tested methods that worked before will need to be adapted – so here are Pancentric’s top tips on what to expect.

Be unobtrusive
When testing a website, the tester is interacting with a static laptop, which the moderator and observers can easily see, either directly or via a camera. People holding iPhones have a tendency to move them around quite a bit, especially expressive types who gesticulate while talking. If you are recording the session you will sometimes need to reposition the device so that it is in shot – try to be as unobtrusive as possible, and don’t interrupt their flow.

Watch your language
Web terminology is well-defined and understood by the majority of web users – link, click, refresh, etc. But in the world of apps, the language to describe the interactions (tapping, sliding) is new and unfamiliar. Be sure that the tester understands the terminology you are using. Remember, the iPhone being relatively new, testers may be unfamiliar with the terminology and may be more reluctant than web users to admit they can’t complete a task. Reassure your testers by using their language, even if it isn’t the term you would ordinarily use.

Put your testers at ease
Its relatively easy when testing a website to create a ‘natural’ environment where the tester feels comfortable, and not as if they are being studied in a lab. When it comes to testing an app however, testers will likely be asked to hold the device in a particular manner so that it can be captured by the camera. This may feel unnatural. You will need to reinforce the message that each tester’s opinion is important.

Spend time interviewing the testers
Interviewing website testers about their online habits can be predictable, with people typically citing EBay, Facebook, Hotmail, BBC News etc as their favourite / most visited sites. Although some of the same names crop up again in their app incarnations (particularly Facebook, EBay and email), asking testers about their most-used apps can offer great insight into their personality and technical expertise. The wealth of apps available on the market tailored to almost every need means that people will download and use a very individual range of apps.
Remember this is a new field for most people
Most web users today feel comfortable using the web to purchase items and conduct online banking, but paying by credit card via an app is an issue for iPhone users who are not convinced of its security. Talking to app users is much like talking to web users 6 or 7 years ago – many are suspicious of security and distrustful of the unfamiliar names behind the products.

Concentrate!
During website usability tests, testers will typically spend at least a few seconds on a web page. This, and the time in between clicking a link to a new page loading, can provide valuable breathing space for the moderator, and an opportunity for the tester to offer more opinions. Apps however can be navigated very quickly, often without time for the testers to fully “think aloud” while completing a task. You’ll need to be very aware of what is happening on the screen – if you can get somebody else to take notes, so much the better. Using a system such as Morae which allows you to mark observations quickly is recommended.

Just do it
As with a website, a usability test on an app can be carried out quickly and cheaply at a testers’ desk, or full-scale in a specialist lab; either way it’s always a valuable exercise. My final observation is that testing an app can be cheaper and quicker than testing a website. This is because testing a website usually involves exploring many user journeys and tasks and tests generally last 60 – 90 minutes, whereas an iPhone app typically has far fewer interactions than a website, leading to shorter and more defined tasks for usability testing. Tests are therefore much shorter, meaning more tests can be carried out in a single day than a typical website test.

Another article discussing how to choose a good company to do the testing (software, stability & usability testing)

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