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Design
with virtually no budget and no tech skills!
Design for Mobile
 •   There’s no rules

 •   How do I know where to start

 •   Lots of recommendations
No rules for mobile design?
 •   There are only considerations and constraints
          - Josh Campbell, Magic + Might

          http://floatlearning.com/2011/06/josh-campbell-multiscreen-design-strategies/



 •   The landscape is fragmented.

 •   Analyze your market - design for the biggest
     chunk

 •   Is the next biggest chunk worth a customized
     design?
Build your library
 •   Online Interface guides

     •   Updated often

     •   Word is straight from the source

     •   Lots of examples
How to get the Online Guides...
   •   Apple iOS HIG -
           http://developer.apple.com/library/ios/#documentation/
           UserExperience/Conceptual/MobileHIG/Introduction/
           Introduction.html


   •   Android Guidelines -
           http://developer.android.com/design/index.html


   •   Blackberry -
           http://docs.blackberry.com/en/developers/subcategories/?
           userType=21&category=BlackBerry+UI+Guidelines
Build your library
 •   Great Books on the Topic

     •   Constantly coming out!

     •   Look for generalities, not OS or version
         specific titles
Some Key Thoughts
 •   Real world objects are the metaphor du jour

 •   Don’t stray too far unless you’re a star

 •   More than 5 tabs? You’re doing it wrong

 •   Let people know where they are!

 •   Design for the finger. 1CM or thereabouts

 •   Custom UI controls should be used sparingly

 •   Learn, Internalize and Synthesize Design
     Patterns

 •   Simplify, Simplify, Simplify
Real World Objects
•   A little Skeuomorphism goes a long way
        http://madebymany.com/blog/apples-aesthetic-dichotomy


•   Both Google and Apple recommend it in their
    own styles
        http://developer.apple.com/library/ios/#documentation/
        UserExperience/Conceptual/MobileHIG/Principles/Principles.html#//
        apple_ref/doc/uid/TP40006556-CH5-SW2

        http://developer.android.com/design/get-started/principles.html
Don’t stray too far
•   Usability trumps all else (except beautiful
    usability)
         http://www.useit.com/alertbox/20030825.html

         http://www.markboulton.co.uk/journal/comments/aesthetic-
         usability-effect&#13


•   The HIG pretty much lays it out for usability,
    Hoober’s book also give great tips on this.
5 Tabs!
•   Any more leads to hidden options... Not good.
Let ‘em know where they are!
•   Always give the title & back button good labels!
How big is your finger?
•   Old rule - 44px... Best rule? About 1CM
Custom UI Controls?
•   Your existing toolkit is big... Use it.

•   Only after you have exhausted it, should look
    outside.
Learn, Grasshopper!
•   When do you use a list? A grouped list?

•   Only after you have exhausted your options,
    should you look outside.
Simplify!
•   Less is best.

•   When you have the bare minimum to achieve
    your goals... You are there.




X
Test
•   Get it on the device immediately

•   Save as a PNG, open it like a photo
15 Minutes

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Design concepts for Mobile Learnng

  • 1. Design with virtually no budget and no tech skills!
  • 2. Design for Mobile • There’s no rules • How do I know where to start • Lots of recommendations
  • 3. No rules for mobile design? • There are only considerations and constraints - Josh Campbell, Magic + Might http://floatlearning.com/2011/06/josh-campbell-multiscreen-design-strategies/ • The landscape is fragmented. • Analyze your market - design for the biggest chunk • Is the next biggest chunk worth a customized design?
  • 4. Build your library • Online Interface guides • Updated often • Word is straight from the source • Lots of examples
  • 5. How to get the Online Guides... • Apple iOS HIG - http://developer.apple.com/library/ios/#documentation/ UserExperience/Conceptual/MobileHIG/Introduction/ Introduction.html • Android Guidelines - http://developer.android.com/design/index.html • Blackberry - http://docs.blackberry.com/en/developers/subcategories/? userType=21&category=BlackBerry+UI+Guidelines
  • 6. Build your library • Great Books on the Topic • Constantly coming out! • Look for generalities, not OS or version specific titles
  • 7. Some Key Thoughts • Real world objects are the metaphor du jour • Don’t stray too far unless you’re a star • More than 5 tabs? You’re doing it wrong • Let people know where they are! • Design for the finger. 1CM or thereabouts • Custom UI controls should be used sparingly • Learn, Internalize and Synthesize Design Patterns • Simplify, Simplify, Simplify
  • 8. Real World Objects • A little Skeuomorphism goes a long way http://madebymany.com/blog/apples-aesthetic-dichotomy • Both Google and Apple recommend it in their own styles http://developer.apple.com/library/ios/#documentation/ UserExperience/Conceptual/MobileHIG/Principles/Principles.html#// apple_ref/doc/uid/TP40006556-CH5-SW2 http://developer.android.com/design/get-started/principles.html
  • 9. Don’t stray too far • Usability trumps all else (except beautiful usability) http://www.useit.com/alertbox/20030825.html http://www.markboulton.co.uk/journal/comments/aesthetic- usability-effect&#13 • The HIG pretty much lays it out for usability, Hoober’s book also give great tips on this.
  • 10. 5 Tabs! • Any more leads to hidden options... Not good.
  • 11. Let ‘em know where they are! • Always give the title & back button good labels!
  • 12. How big is your finger? • Old rule - 44px... Best rule? About 1CM
  • 13. Custom UI Controls? • Your existing toolkit is big... Use it. • Only after you have exhausted it, should look outside.
  • 14. Learn, Grasshopper! • When do you use a list? A grouped list? • Only after you have exhausted your options, should you look outside.
  • 15. Simplify! • Less is best. • When you have the bare minimum to achieve your goals... You are there. X
  • 16. Test • Get it on the device immediately • Save as a PNG, open it like a photo