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Young Digital: Going mobile


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A slideshow about how to make your digital media projects compatible with mobile devices.

Produced by Dr. Michael Gallagher from the University of Glasgow, for Young Digital, a project about digital media in research with children and young people:

Published in: Education, Technology, Business
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Young Digital: Going mobile

  1. 1. Going mobile Five steps to making researchcompatible with mobile devices
  2. 2. 1. Is it importantthat your researchworks with mobile devices?
  3. 3. This depends on how much yourtarget groups use mobile devices.- Do your research participantshave access to mobile devices?-If so, which devices, and what dothey use them for?- If you have other target audiences,do they use mobile devices?
  4. 4. I mainly use my My iPhone is too Blackberry for slow for web messaging friends. browsing. At home we have an iPad, I use it for internet and games. I use my phone for everything! I use my PC for web browsing, and my Blackberry forMy Windows phone is Twitter and emails. great for music and videos. I take lots of I have an Android photos and videos phone but I can’t with my phone. afford to use it much.
  5. 5. 2. Avoid using technologies thatrely on Adobe Flash.
  6. 6. Adobe Flash is used foranimations, video and audio.At the time of writing (2012),Flash is not supported on manymobile devices (e.g. iPhone, iPad,Android phones).Adobe have stopped investing inFlash for mobiles, so this trendlooks set to continue.
  7. 7. But whichwebsites use If we listed all the Flash? websites and services that use Flash, by the time you read this, the information would probably be out what am I date.supposed to do? A web search for ‘does X use Adobe Flash?’ can be helpful. You could also look at FAQs, help files and tech blogs.
  8. 8. 3. Use products thathave been designed for mobiles.
  9. 9. Some examples…- Mobile application software (‘apps’)- Mobile website building services, e.g.Zinadoo, Jaemobi, MoFuse- Mobile plugins for blogs ( has mobile plugins)- Most of the ‘big name’ social mediasites are optimised for mobile webbrowsers. Many also have apps thatadd extra functions.
  10. 10. Social media apps add extra features(e.g. uploading media), but users must be willing to download the app. Also,some apps are slow or badly designed. Do you want to use such apps? Is it realistic to expect your users to download them? Are there some apps they already use and like? Or do you want to avoid using apps?
  11. 11. 4. Design yourmedia to work in a small format.
  12. 12. - Keep things short- Use bold, simple designs- Avoid unnecessary features- Use tight, close-up framing inphotos and videos- Avoid requiring users todownload files as this can beslow – embed media instead
  13. 13. 5. Test your project for mobilecompatibility
  14. 14. - Test using some mobile devices.- Pay attention to load times - thefaster the better.- If you don’t have a full range ofdevices, there are simulators, e.g. mobiReady is a free service thatchecks the mobile compatibility ofany website:
  15. 15. mobiReady
  16. 16. It’s best to test early in the development process.Make a quick, rough version, e.g. asurvey with 2-3 fake questions, a30 second video, a blog with a few random words/images. Now test this for mobile devices - with your users if possible. If there are problems, it’ll be easier to address them at this early stage.
  17. 17. This slideshow was created byDr. Michael Gallagher, University of Glasgow, for Young Digital www.youngdigital.netImage credits: pierocksmysocks, via deviantART