Description |
1 online resource (xii, 243 pages) : illustrations |
Contents |
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 |
Summary |
Gain the knowledge and tools to deliver compelling mobile phone applications. 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 the Mobile User Experience provides the experienced product development professional with an understanding of the users, technologies, devices, design principles, techniques and industry players unique to the mobile and wire |
Bibliography |
Includes bibliographical references and index |
Notes |
Print version record |
Subject |
Mobile communication systems.
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Form |
Electronic book
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ISBN |
0470060573 |
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0470060581 (electronic bk.) |
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9780470060575 |
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9780470060582 (electronic bk.) |
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(hbk.) |
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(hbk.) |
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