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Designing for Mobile
Dee Sadler
         Adobe Community Professional
      Adobe Certified Expert / Instructor
           Adobe Freelancer Program
        and... am a UI strategist for Sprint
  Dreamweaver and Fireworks video presenter
currently doing a Designing for mobile video title,
            and a Dreamweaver book



@DeeSadler
Areas of mobile design
1. Mobile web or mobile app?
2. Does size really matter?
3. Human Interaction - what?
4. Wireframing/prototyping
5. Choices, choices..
Mobile web, or app?
Media Queries
     /* Smartphones (portrait and landscape) -----------
     */                                                    /* iPads (landscape) ----------- */
@media only screen                                         @media only screen
and (min-device-width : 320px)                             and (min-device-width : 768px)
and (max-device-width : 480px) {                           and (max-device-width : 1024px)
/* Styles */                                               and (orientation : landscape) {
}                                                          /* Styles */
                                                           }
/* Smartphones (landscape) ----------- */
@media only screen                                         /* iPads (portrait) ----------- */
and (min-width : 321px) {                                  @media only screen
/* Styles */                                               and (min-device-width : 768px)
}                                                          and (max-device-width : 1024px)
                                                           and (orientation : portrait) {
/* Smartphones (portrait) ----------- */                   /* Styles */
@media only screen                                         }
and (max-width : 320px) {
/* Styles */                                               /* Desktops and laptops ----------- */
}                                                          @media only screen
                                                           and (min-width : 1224px) {
/* iPads (portrait and landscape) ----------- */           /* Styles */
@media only screen
and (min-device-width : 768px)
                                                               From Hard Boiled Web Design, by Andy Clarke
and (max-device-width : 1024px) {
/* Styles */
}
Example for iPhone
  .myImage {
      height: 40px;
      width: 100px;
      -webkit-background-size: 100px 40px;
      background: url("images/myImage.jpg");
  }
@media screen and (-webkit-device-pixel-ratio: 2) {
    .myImage {
        background: url("images/myImage@2x.jpg");
    }
}
Flex media queries
  ActionBar { chromeColor: #000000; }
@media (os-platform: "Android")
{
  ActionBar { chromeColor: #999999; /* dark gray */ }
}
@media (os-platform: "IOS")
{
  ActionBar { chromeColor: #6DA482; /* blue */ }
}

This example code uses the default ActionBarSkin skin class from the Mobile theme and changes
thechromeColor property.You can use this same technique to completely replace the default skin with
your own platform-specific skin.
Choices using themes

•   Create your own build scripts

•   Manually change the arguments per platform

•   Refactor your project into multiple projects that share the
    same base project and/or libraries
Design for..
•   latency
•   segment your content (provide your own app structure and navigation
•   pixel denisty and screen size
•   use true full screen for video
•   reinforce spation relationships with motion
If you are going to bother making a web app, consider the
experience
http://pttrns.com
Decide things like,
How is the user going to navigate?
Size
Does it matter?
Pixel Density/Screen size
To get the ppi, you first need to find out how many pixels there are diagonally.

This is the square root of each side squared, added together
(from a2 + b2 = c2)

Android densities: low, medium, high and extra high
Density-independent pixel (dp)
A virtual pixel unit that you should use when defining UI layout, to express layout dimensions or position in a density-independent way.
The density-independent pixel is equivalent to one physical pixel on a 160 dpi screen, which is the baseline density assumed by the system for a "medium"
density screen. At runtime, the system transparently handles any scaling of the dp units, as necessary, based on the actual density of the screen in use. The
conversion of dp units to screen pixels is simple: px = dp * (dpi / 160). For example, on a 240 dpi screen, 1 dp equals 1.5 physical pixels.You should always use
dp units when defining your application's UI, to ensure proper display of your UI on screens with different densities.
http://developer.android.com/guide/practices/screens_support.html
So much for easy
  Resolution
  The total number of physical pixels on a screen.
• Screen density
  The quantity of pixels within a physical area of the screen, usually referred to as DPI (dots per inch).
• Density-independent pixel (DP)
  This is a virtual pixel unit that you would use when defining a layout’s UI in order to express the
  layout’s dimensions or position in a density-independent way. The density-independent pixel is
  equivalent to one physical pixel on a 160 DPI screen, which is the baseline density assumed by the
  system of a “medium”-density screen. At runtime, the system transparently handles any scaling of the
  DP units as necessary, based on the actual density of the screen in use. The conversion of DP units to
  screen pixels is simple: pixels = DP * (DPI / 160). For example, on a 240 DPI screen, 1 DP equals 1.5
  physical pixels. Always use DP units when defining your application’s UI to ensure that the UI displays
  properly on screens with different densities.
Device Screen res (height x
                  width)

iPhone - 320 x 480
iPhone 4 - 320 x 480 (scaled up by a factor of 2)
Nokia N97 - 360 x 640
HTC Legend - 320 x 480
LG eXpo - 480 x 800

Apple Human Interface Guidelines recommends a
hit target no less than 44 X 44px
Pixel Screen Densities. Bad above, and good below
From Apple’s guidelines
Fingers, where to go
Gestures




by Steven Hoober
Human Interactioin Guidelines
Be aware of orientation
Add detail and depth
Typography is just as important
Think twice before you design
a standard control!
Create a great brand experience
Think top down
Where is their hand going to be?
Make usage easy and logical
Design using physicality and realism
Always work at a higher resolution
than you need.
Where to go
http://developer.android.com/guide/practices/screens_support.html

http://developer.apple.com/library/ios/#documentation/userexperience/
conceptual/mobilehig/Introduction/Introduction.html#//apple_ref/doc/uid/
TP40006556-CH1-SW1

http://www.adobe.com/devnet/devices/articles/designing-blackberry-
playbook.html
Wireframing/prototyping
Fireworks Android template
Vector or Raster?
  Vector is fine for simple shapes

   If it is complex... rasterize it!

  Think in terms of render times
Wireframes
         Balsamiq
          Axure
        Fireworks
       Omnigraffle
EightShapes for InDesign
    iMockups for iPad
   SketchyPad for iPad
Keynotopia for Keynote
     Many, many more
Using Fireworks
Pages/Master Pages
Why I use Fireworks
           Canvas size
       Vectors vs bitmaps
         Layers, sublayers
          Master pages
   States and sharing to layers
               slices
      9-alice scaling guides
             symbols
     orientation and resizing
Choices and more choices!
Flex 4.5.x (design view has improved!)
Fireworks: Great for wireframing, is a vector web graphics too, has 9-slice scaling, master
pages, great export options, symbols, drag and drop to Flash for continued functionality.
States, click throughs, and more.
Photoshop: pixel-level control
Illustrator:Visuals, Flash integration, SVG
After Effects: High-fidelity prototyping, transitions
Flash Pro: Interactive design, High-fidelity prototypes, AIR applications, export for mobile,
works great with Flash Builder
Flash Catalyst: Great for wireframing, prototyping click-through and transitions
Thanks!
http://pinchzoom.com/posts/anatomy-of-a-html5-mobile-app/anatomy-of-a-html5-mobile-app

http://www.unitymobile.com/

http://www.modernizr.com/

http://developer.android.com/guide/practices/ui_guidelines/index.html

http://help.adobe.com/en_US/flex/mobileapps/WSe11993ea1bd776e514f77f1212a431f2a35-8000.html


www.androidpatterns.com and www.pttrns.com


http://developer.apple.com/library/ios/navigation/


http://developer.android.com/guide/index.html


http://www.usercentric.com/news/2009/08/26/best-practices-designing-mobile-applications


http://www.smashingmagazine.com/guidelines-for-mobile-web-development/


http://www.adobe.com/devnet/flex/articles/mobile-development-flex-flashbuilder.html
The Mobile Design Process
http://mobile.tutsplus.com/tutorials/mobile-design-tutorials/the-mobile-...


MobileTuts
http://mobile.tutsplus.com/

jQuery Touch-Optimized Web Framework for Smartphones & Tablets
http://jquerymobile.com/demos/1.0b1/#/demos/1.0b1/

The Dos and Do Nots of Mobile Applications
http://www.getelastic.com/mobile-app-dos-donts/

iPad Apps Dos and Don'ts
http://www.uxbooth.com/blog/ipad-app-dos-and-donts/

Considerations for Mobile Design
http://www.uxbooth.com/blog/considerations-for-mobile-design-part-1-speed/

Best sites ti get mobile resources
http://www.ekoob.com/best-sites-to-get-mobile-resources-4523/

Smartphone Infographic
http://rww.readwriteweb.netdna-cdn.com/assets_c/2011/06/the-intellegent-...

14 Differences Between Mobile Search & Desktop Search Results
http://searchengineland.com/14-differences-between-smartphone-search-des...

Best Practices for Designing Mobile Touch Screen Applications
http://www.usercentric.com/news/2011/06/15/best-practices-designing-mobi...

Stencils and UI Elements
http://designmodo.com/30-free-web-mobile-ui-element-kits-and-stencils-fo...

Wireframe Tools and Kits
http://www.smashingapps.com/2011/02/02/50-free-web-ui-mobile-ui-wirefram...

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Designing for mobile

  • 2. Dee Sadler Adobe Community Professional Adobe Certified Expert / Instructor Adobe Freelancer Program and... am a UI strategist for Sprint Dreamweaver and Fireworks video presenter currently doing a Designing for mobile video title, and a Dreamweaver book @DeeSadler
  • 3. Areas of mobile design 1. Mobile web or mobile app? 2. Does size really matter? 3. Human Interaction - what? 4. Wireframing/prototyping 5. Choices, choices..
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  • 8. Media Queries /* Smartphones (portrait and landscape) ----------- */ /* iPads (landscape) ----------- */ @media only screen @media only screen and (min-device-width : 320px) and (min-device-width : 768px) and (max-device-width : 480px) { and (max-device-width : 1024px) /* Styles */ and (orientation : landscape) { } /* Styles */ } /* Smartphones (landscape) ----------- */ @media only screen /* iPads (portrait) ----------- */ and (min-width : 321px) { @media only screen /* Styles */ and (min-device-width : 768px) } and (max-device-width : 1024px) and (orientation : portrait) { /* Smartphones (portrait) ----------- */ /* Styles */ @media only screen } and (max-width : 320px) { /* Styles */ /* Desktops and laptops ----------- */ } @media only screen and (min-width : 1224px) { /* iPads (portrait and landscape) ----------- */ /* Styles */ @media only screen and (min-device-width : 768px) From Hard Boiled Web Design, by Andy Clarke and (max-device-width : 1024px) { /* Styles */ }
  • 9. Example for iPhone .myImage {     height: 40px;     width: 100px;     -webkit-background-size: 100px 40px;     background: url("images/myImage.jpg"); } @media screen and (-webkit-device-pixel-ratio: 2) {     .myImage {         background: url("images/myImage@2x.jpg");     } }
  • 10. Flex media queries ActionBar { chromeColor: #000000; } @media (os-platform: "Android") { ActionBar { chromeColor: #999999; /* dark gray */ } } @media (os-platform: "IOS") { ActionBar { chromeColor: #6DA482; /* blue */ } } This example code uses the default ActionBarSkin skin class from the Mobile theme and changes thechromeColor property.You can use this same technique to completely replace the default skin with your own platform-specific skin.
  • 11. Choices using themes • Create your own build scripts • Manually change the arguments per platform • Refactor your project into multiple projects that share the same base project and/or libraries
  • 12. Design for.. • latency • segment your content (provide your own app structure and navigation • pixel denisty and screen size • use true full screen for video • reinforce spation relationships with motion
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  • 22. If you are going to bother making a web app, consider the experience
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  • 31. Decide things like, How is the user going to navigate?
  • 33. Pixel Density/Screen size To get the ppi, you first need to find out how many pixels there are diagonally. This is the square root of each side squared, added together (from a2 + b2 = c2) Android densities: low, medium, high and extra high Density-independent pixel (dp) A virtual pixel unit that you should use when defining UI layout, to express layout dimensions or position in a density-independent way. The density-independent pixel is equivalent to one physical pixel on a 160 dpi screen, which is the baseline density assumed by the system for a "medium" density screen. At runtime, the system transparently handles any scaling of the dp units, as necessary, based on the actual density of the screen in use. The conversion of dp units to screen pixels is simple: px = dp * (dpi / 160). For example, on a 240 dpi screen, 1 dp equals 1.5 physical pixels.You should always use dp units when defining your application's UI, to ensure proper display of your UI on screens with different densities. http://developer.android.com/guide/practices/screens_support.html
  • 34. So much for easy Resolution The total number of physical pixels on a screen. • Screen density The quantity of pixels within a physical area of the screen, usually referred to as DPI (dots per inch). • Density-independent pixel (DP) This is a virtual pixel unit that you would use when defining a layout’s UI in order to express the layout’s dimensions or position in a density-independent way. The density-independent pixel is equivalent to one physical pixel on a 160 DPI screen, which is the baseline density assumed by the system of a “medium”-density screen. At runtime, the system transparently handles any scaling of the DP units as necessary, based on the actual density of the screen in use. The conversion of DP units to screen pixels is simple: pixels = DP * (DPI / 160). For example, on a 240 DPI screen, 1 DP equals 1.5 physical pixels. Always use DP units when defining your application’s UI to ensure that the UI displays properly on screens with different densities.
  • 35. Device Screen res (height x width) iPhone - 320 x 480 iPhone 4 - 320 x 480 (scaled up by a factor of 2) Nokia N97 - 360 x 640 HTC Legend - 320 x 480 LG eXpo - 480 x 800 Apple Human Interface Guidelines recommends a hit target no less than 44 X 44px
  • 36. Pixel Screen Densities. Bad above, and good below
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  • 42. Be aware of orientation Add detail and depth Typography is just as important Think twice before you design a standard control! Create a great brand experience
  • 43. Think top down Where is their hand going to be? Make usage easy and logical Design using physicality and realism Always work at a higher resolution than you need.
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  • 55. Vector or Raster? Vector is fine for simple shapes If it is complex... rasterize it! Think in terms of render times
  • 56. Wireframes Balsamiq Axure Fireworks Omnigraffle EightShapes for InDesign iMockups for iPad SketchyPad for iPad Keynotopia for Keynote Many, many more
  • 58. Why I use Fireworks Canvas size Vectors vs bitmaps Layers, sublayers Master pages States and sharing to layers slices 9-alice scaling guides symbols orientation and resizing
  • 59. Choices and more choices! Flex 4.5.x (design view has improved!) Fireworks: Great for wireframing, is a vector web graphics too, has 9-slice scaling, master pages, great export options, symbols, drag and drop to Flash for continued functionality. States, click throughs, and more. Photoshop: pixel-level control Illustrator:Visuals, Flash integration, SVG After Effects: High-fidelity prototyping, transitions Flash Pro: Interactive design, High-fidelity prototypes, AIR applications, export for mobile, works great with Flash Builder Flash Catalyst: Great for wireframing, prototyping click-through and transitions
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  • 64. The Mobile Design Process http://mobile.tutsplus.com/tutorials/mobile-design-tutorials/the-mobile-... MobileTuts http://mobile.tutsplus.com/ jQuery Touch-Optimized Web Framework for Smartphones & Tablets http://jquerymobile.com/demos/1.0b1/#/demos/1.0b1/ The Dos and Do Nots of Mobile Applications http://www.getelastic.com/mobile-app-dos-donts/ iPad Apps Dos and Don'ts http://www.uxbooth.com/blog/ipad-app-dos-and-donts/ Considerations for Mobile Design http://www.uxbooth.com/blog/considerations-for-mobile-design-part-1-speed/ Best sites ti get mobile resources http://www.ekoob.com/best-sites-to-get-mobile-resources-4523/ Smartphone Infographic http://rww.readwriteweb.netdna-cdn.com/assets_c/2011/06/the-intellegent-... 14 Differences Between Mobile Search & Desktop Search Results http://searchengineland.com/14-differences-between-smartphone-search-des... Best Practices for Designing Mobile Touch Screen Applications http://www.usercentric.com/news/2011/06/15/best-practices-designing-mobi... Stencils and UI Elements http://designmodo.com/30-free-web-mobile-ui-element-kits-and-stencils-fo... Wireframe Tools and Kits http://www.smashingapps.com/2011/02/02/50-free-web-ui-mobile-ui-wirefram...