Introduction to Mobile for (Web) Designers

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Introduction to Mobile for (Web) Designers

  1. 1. Presentations mobile design in :20 Introduction to mobile for designers Prepared by Steven Hoober for User Centered Design at AII 2 November 2010 Elements, unless noted, shared under Creative CommonsMobile-Intro Saved on 2 November 2010 at 11:28 PM Brand and format ©2010 Steven Hoober Attribution-Share Alike 3.0 http://creativecommons.org/licenses/by-sa/3.0/
  2. 2. A 4ourth mobile design in twenty minutes Presentations Web or App? ...or both? Wait, or a service? Or? Utility: Web • To reach the broadest audience, you need a mobile website. • Apps require maintenance, can rarely be ported well or easily. • Runs anywhere (customize if you want, though). • Always has to be connected (for now). Need: • Mercy or blessing of operators. • Repeated use, deep information is an app. • Quick hits, rare usage is an app. • Revenue models? • Towtruck and accident apps are stupid. What do your users really need? • Google is powerful. Marketability: App • Even if free, apps are functionally products. If you have customers instead of viewers, maybe an app is the way to go. Else, you are a website. • Platform dependent. • Apps that are just installable websites are rejected by users. Be careful. • Always works. Content: • Hardware access. • Apps work offline. Websites must be connected. • Mercy or blessing of stores. • But make sure your data is fresh. • And app engines have limits on storage. How much data do you have? • May have limited revenue models. • Important to keep? Availability: • Watch the analytics. If getting lots of web traffic, make a website. Services • How can people discover your app? They can get desktop, and pre app-store platforms did fine. Can your website sell your apps? • Network related (BBM) or super-universal (SMS). • Low learning curve. Cost: • Minimal ability to teach or discover. • Mobile web is much cheaper (50-80% of a desktop site), including fitting to multiple device types. • Viral, but only viral. • Apps are much more expensive, and that’s per platform. Very, very, very few app providers are making money in even Apple’s store. Mobile-Intro Saved on 2 November 2010 at 11:28 PM ©2010 Steven Hoober 2
  3. 3. A 4ourth mobile design in twenty minutes Presentations Being a mobile designer Ten or eleven things  . web designers  . need to know  . before going  . mobile  . Mobile-Intro Saved on 2 November 2010 at 11:28 PM ©2010 Steven Hoober 3
  4. 4. A 4ourth mobile design in twenty minutes Presentations One Live a mobile life Mobile-Intro Saved on 2 November 2010 at 11:28 PM ©2010 Steven Hoober 4
  5. 5. A 4ourth mobile design in twenty minutes Presentations Two Believe it’s a communications device And a computer Mobile-Intro Saved on 2 November 2010 at 11:28 PM ©2010 Steven Hoober 5
  6. 6. A 4ourth mobile design in twenty minutes Presentations Three Use mobile analytics Desktop web tools won’t cut it Mobile-Intro Saved on 2 November 2010 at 11:28 PM ©2010 Steven Hoober 6
  7. 7. A 4ourth mobile design in twenty minutes Presentations Four Know your platform Mobile-Intro Saved on 2 November 2010 at 11:28 PM ©2010 Steven Hoober 7
  8. 8. A 4ourth mobile design in twenty minutes Presentations Five Target the devices your users have Mobile-Intro Saved on 2 November 2010 at 11:28 PM ©2010 Steven Hoober 8
  9. 9. A 4ourth mobile design in twenty minutes Presentations Six Design for contexts of use Mobile-Intro Saved on 2 November 2010 at 11:28 PM ©2010 Steven Hoober 9
  10. 10. A 4ourth mobile design in twenty minutes Presentations Seven Understand the region and culture Mobile-Intro Saved on 2 November 2010 at 11:28 PM ©2010 Steven Hoober 10
  11. 11. A 4ourth mobile design in twenty minutes Presentations Eight Learn the implications of intermediaries Mobile-Intro Saved on 2 November 2010 at 11:28 PM ©2010 Steven Hoober 11
  12. 12. A 4ourth mobile design in twenty minutes Presentations Nine Use device repositories Mobile-Intro Saved on 2 November 2010 at 11:28 PM ©2010 Steven Hoober 12
  13. 13. A 4ourth mobile design in twenty minutes Presentations Ten Send only what is needed Mobile-Intro Saved on 2 November 2010 at 11:28 PM ©2010 Steven Hoober 13
  14. 14. A 4ourth mobile design in twenty minutes Presentations Eleven Design with rules and patterns Not pixels Mobile-Intro Saved on 2 November 2010 at 11:28 PM ©2010 Steven Hoober 14
  15. 15. A 4ourth mobile design in twenty minutes Presentations What is mobile? Everything GPS Navigational assistants Navigation Digital cameras Navigator phones Broadcast television Television TV phones TV phones Message phones Cameraphones Film cameras Camera phones Photography 2-way paging Blackberry, etc. Feature phones Paging Alpha paging Paging Everything phones PCS Music phones Music phones GSM PDA Game phones Telephony phones AMPS Smart phones IMTS Radiotelephony PDAs Day planners Calendars Portable gamers Portable games Gaming MP3 players Portable music players Music 1980 1985 1990 1995 2000 2005 2010 Mobile-Intro Saved on 2 November 2010 at 11:28 PM ©2010 Steven Hoober 15
  16. 16. A 4ourth mobile design in twenty minutes Presentations What is mobile? Anything Mobile-Intro Saved on 2 November 2010 at 11:28 PM ©2010 Steven Hoober 16
  17. 17. A 4ourth mobile design in twenty minutes Presentations What is mobile? Interactive Personal The new normal Mobile-Intro Saved on 2 November 2010 at 11:28 PM ©2010 Steven Hoober 17
  18. 18. D 4ourth Mobile Design Documentation Operating System Documentation Join the mobile community mobile patterns wiki Visit www.4ourth.com/wiki/ to contribute to the design patterns, and to add and view other mobile design tips and tools. Elements, unless noted, shared under Creative Commons Mobile-Intro Saved on 2 November 2010 at 11:28 PM Brand and format ©2010 Steven Hoober Attribution-Share Alike 3.0 http://creativecommons.org/licenses/by-sa/3.0/ 18

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