Mobile and wireless application design is complex and challenging. Selecting an application technology and designing a mobile application require an understanding of the benefits, costs, context, and restrictions of the development company, end user, target device, and industry structure.Designing t
Designing the mobile user experience
โ Scribed by B Ballard
- Publisher
- Wiley
- Year
- 2007
- Tongue
- English
- Leaves
- 259
- Category
- Library
No coin nor oath required. For personal study only.
โฆ Table of Contents
Content: Cover --
Designing the Mobile User Experience --
Contents --
Preface --
About the Author --
1 Introduction: Mobility is Different --
1.1 Mobilizing Applications --
1.2 What is 'Mobile' Anyhow? --
1.3 The Carry Principle --
1.4 Components of a Mobile Application --
1.5 About This Book --
2 Mobile Users in the Wild --
2.1 Mobile User Characteristics --
2.1.1 Mobile --
2.1.2 Interruptible and Easily Distracted --
2.1.3 Available --
2.1.4 Sociable --
2.1.5 Contextual --
2.1.6 Identifiable --
2.2 Groups and Tribes --
2.2.1 Voice and Texting --
2.2.2 Extending Online Communities --
2.2.3 Physical and Mobile Hybrids --
2.2.4 Mobiles as Status --
2.3 International Differences --
2.3.1 Europe --
2.3.2 Japan --
2.3.3 United States --
2.3.4 Other Regions --
3 Mobile Devices --
3.1 A Device Taxonomy --
3.1.1 General-Purpose Devices --
3.1.2 Targeted Devices: the Information Appliance --
3.1.3 Ubiquitous Computing --
3.2 Anatomy of the PCD --
3.2.1 The Carry Principle --
3.2.2 Input Mechanisms --
3.2.3 Output Mechanisms --
3.2.4 Technologies --
3.2.5 Connection Characteristics --
3.2.6 Standby Screen --
4 Selecting Application Technologies --
4.1 Input Modalities --
4.1.1 Buttons --
4.1.2 Speech --
4.1.3 Speech+Buttons --
4.1.4 Visual+Buttons --
4.2 Interaction Responsiveness --
4.3 Data Storage Locations --
4.4 Display Modality --
4.5 Supplemental Technologies --
4.6 Distribution Methods --
4.6.1 Cost of Deployment --
4.6.2 Sales Channels --
4.7 Other Concerns --
4.8 Platforms --
5 Mobile Design Principles --
5.1 Mobilize, Don't Miniaturize --
5.1.1 The Carry Principle --
5.1.2 Small Device --
5.1.3 Specialized Multi-Purpose --
5.1.4 Personal Device --
5.1.5 Customized Device --
5.1.6 Always On, Always Connected --
5.1.7 Battery-Powered --
5.1.8 Inconsistent Connectivity --
5.2 User Context --
5.3 Handling Device Proliferation --
5.3.1 Targeted Design --
5.3.2 Least Common Denominator --
5.3.3 Automatic Translation --
5.3.4 Class-based Design --
5.4 Emulators and Simulators --
5.5 Detailed Design Recommendations --
5.5.1 Platform Providers --
5.5.2 Standards Organizations --
5.5.3 Carriers and Device Manufacturers --
5.5.4 Third-Party Guidelines --
6 Mobile User Interface Design Patterns --
6.1 About User Interface Patterns --
6.1.1 Mobilization --
6.1.2 Universal Patterns --
6.1.3 Corporate Patterns (Library) --
6.2 Screen Design --
6.2.1 List-based Layout --
6.2.2 Table-based Layout --
6.2.3 Location Selection --
6.2.4 Returned Results --
6.2.5 Menus --
6.2.6 Tab Navigation --
6.2.7 Breadcrumbs --
6.3 Application Navigation --
6.3.1 List Navigation --
6.3.2 Game Navigation --
6.3.3 Alphabetic L.
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