Designing for mobile

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Designing for mobile

  1. 1. Designing for Mobile
  2. 2. Dee Sadler Adobe Community Professional Adobe Certified Expert / Instructor Adobe Freelancer Program and... am a UI strategist for Sprint Dreamweaver and Fireworks video presentercurrently doing a Designing for mobile video title, and a Dreamweaver book@DeeSadler
  3. 3. Areas of mobile design1. Mobile web or mobile app?2. Does size really matter?3. Human Interaction - what?4. Wireframing/prototyping5. Choices, choices..
  4. 4. Mobile web, or app?
  5. 5. Media Queries /* Smartphones (portrait and landscape) ----------- */ /* iPads (landscape) ----------- */@media only screen @media only screenand (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 screenand (min-device-width : 768px) From Hard Boiled Web Design, by Andy Clarkeand (max-device-width : 1024px) {/* Styles */}
  6. 6. 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");    }}
  7. 7. 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 changesthechromeColor property.You can use this same technique to completely replace the default skin withyour own platform-specific skin.
  8. 8. 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
  9. 9. 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
  10. 10. If you are going to bother making a web app, consider theexperience
  11. 11. http://pttrns.com
  12. 12. Decide things like,How is the user going to navigate?
  13. 13. SizeDoes it matter?
  14. 14. Pixel Density/Screen sizeTo 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 highDensity-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. Theconversion 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 usedp units when defining your applications UI, to ensure proper display of your UI on screens with different densities.http://developer.android.com/guide/practices/screens_support.html
  15. 15. 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.
  16. 16. Device Screen res (height x width)iPhone - 320 x 480iPhone 4 - 320 x 480 (scaled up by a factor of 2)Nokia N97 - 360 x 640HTC Legend - 320 x 480LG eXpo - 480 x 800Apple Human Interface Guidelines recommends ahit target no less than 44 X 44px
  17. 17. Pixel Screen Densities. Bad above, and good below
  18. 18. From Apple’s guidelines
  19. 19. Fingers, where to go
  20. 20. Gesturesby Steven Hoober
  21. 21. Human Interactioin Guidelines
  22. 22. Be aware of orientationAdd detail and depthTypography is just as importantThink twice before you designa standard control!Create a great brand experience
  23. 23. Think top downWhere is their hand going to be?Make usage easy and logicalDesign using physicality and realismAlways work at a higher resolutionthan you need.
  24. 24. Where to gohttp://developer.android.com/guide/practices/screens_support.htmlhttp://developer.apple.com/library/ios/#documentation/userexperience/conceptual/mobilehig/Introduction/Introduction.html#//apple_ref/doc/uid/TP40006556-CH1-SW1http://www.adobe.com/devnet/devices/articles/designing-blackberry-playbook.html
  25. 25. Wireframing/prototyping
  26. 26. Fireworks Android template
  27. 27. Vector or Raster? Vector is fine for simple shapes If it is complex... rasterize it! Think in terms of render times
  28. 28. Wireframes Balsamiq Axure Fireworks OmnigraffleEightShapes for InDesign iMockups for iPad SketchyPad for iPadKeynotopia for Keynote Many, many more
  29. 29. Using FireworksPages/Master Pages
  30. 30. 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
  31. 31. 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, masterpages, great export options, symbols, drag and drop to Flash for continued functionality.States, click throughs, and more.Photoshop: pixel-level controlIllustrator:Visuals, Flash integration, SVGAfter Effects: High-fidelity prototyping, transitionsFlash Pro: Interactive design, High-fidelity prototypes, AIR applications, export for mobile,works great with Flash BuilderFlash Catalyst: Great for wireframing, prototyping click-through and transitions
  32. 32. Thanks!http://pinchzoom.com/posts/anatomy-of-a-html5-mobile-app/anatomy-of-a-html5-mobile-apphttp://www.unitymobile.com/http://www.modernizr.com/http://developer.android.com/guide/practices/ui_guidelines/index.htmlhttp://help.adobe.com/en_US/flex/mobileapps/WSe11993ea1bd776e514f77f1212a431f2a35-8000.htmlwww.androidpatterns.com and www.pttrns.comhttp://developer.apple.com/library/ios/navigation/http://developer.android.com/guide/index.htmlhttp://www.usercentric.com/news/2009/08/26/best-practices-designing-mobile-applicationshttp://www.smashingmagazine.com/guidelines-for-mobile-web-development/http://www.adobe.com/devnet/flex/articles/mobile-development-flex-flashbuilder.html
  33. 33. The Mobile Design Processhttp://mobile.tutsplus.com/tutorials/mobile-design-tutorials/the-mobile-...MobileTutshttp://mobile.tutsplus.com/jQuery Touch-Optimized Web Framework for Smartphones & Tabletshttp://jquerymobile.com/demos/1.0b1/#/demos/1.0b1/The Dos and Do Nots of Mobile Applicationshttp://www.getelastic.com/mobile-app-dos-donts/iPad Apps Dos and Dontshttp://www.uxbooth.com/blog/ipad-app-dos-and-donts/Considerations for Mobile Designhttp://www.uxbooth.com/blog/considerations-for-mobile-design-part-1-speed/Best sites ti get mobile resourceshttp://www.ekoob.com/best-sites-to-get-mobile-resources-4523/Smartphone Infographichttp://rww.readwriteweb.netdna-cdn.com/assets_c/2011/06/the-intellegent-...14 Differences Between Mobile Search & Desktop Search Resultshttp://searchengineland.com/14-differences-between-smartphone-search-des...Best Practices for Designing Mobile Touch Screen Applicationshttp://www.usercentric.com/news/2011/06/15/best-practices-designing-mobi...Stencils and UI Elementshttp://designmodo.com/30-free-web-mobile-ui-element-kits-and-stencils-fo...Wireframe Tools and Kitshttp://www.smashingapps.com/2011/02/02/50-free-web-ui-mobile-ui-wirefram...

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