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Responsive eCommerce: Design Once, Sell Everywhere

Responsive eCommerce: Design Once, Sell Everywhere

Mobile usage is exploding, and redefines how people shop in retail and digital spaces. Understanding the difference between mobile vs small screen strategy, native vs web applications, and fixed vs responsive design is critical to creating joyous, profitable user experiences.

This presentation compares the methods and tools available today, how they fit customer needs, and the effect on your business strategy with respect to all devices.

More info: http://gravitydept.com/blog/responsive-ecommerce/

Conference: Magento Imagine 2012
Speaker: Brendan Falkowski @ http://gravitydept.com
Location: Las Vegas, USA
Date: April 25, 2012

Brendan Falkowski

April 25, 2012
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Transcript

  1. Design Once,
    Sell Everywhere
    Responsive
    eCommerce
    Brendan Falkowski
    april 25, 2012
    Magento imagine conference
    Las Vegas, Nevada

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  2. Good afternoon!
    Good afternoon!

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  3. Brendan
    Falkowski
    @Falkowski
    I’m Brendan Falkowski. Today I’m going to talk about mobile first, responsive design for
    eCommerce.

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  4. But first, let me briefly explain what I do.

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  5. GravityDept.com
    I founded a small web strategy and design studio called Gravity Department.

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  6. Mr. Lightyear
    Brendan, now I’m
    curious...what does a
    Space Ranger
    Gravity Department
    actually do?
    http://xfinity.comcast.net/slideshow/entertainment-animatedanimals/15/
    Rex
    Most people at the conference have asked me what does a Gravity Department actually do?

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  7. GravDept’s projects
    Client Work
    50%
    Products
    50%
    My work is split 50/50 between client services and products, like Acumen.

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  8. acumen-magento.gravdept.com
    740+ stores rely on Acumen
    24 months of steady development
    Updated for every stable Magento release
    Which is the best-selling Magento front-end on an open marketplace.

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  9. Many hats:
    User Experience
    Interaction Design
    Graphic Design
    Identity / Branding
    Usability
    Accessibility
    Front-End Dev
    Back-End Dev
    Business Advisory
    Technology Advisory
    Web Strategy
    Marketing
    Analytics
    Data Modeling
    Social Media
    Search Optimization
    That means I wear a lot of hats on any given day, but this is the sweet spot.

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  10. Trifecta:
    User Experience
    Interaction Design
    Graphic Design
    Identity / Branding
    Usability
    Accessibility
    Front-End Dev
    Back-End Dev
    Business Advisory
    Technology Advisory
    Web Strategy
    Marketing
    Analytics
    Data Modeling
    Social Media
    Search Optimization
    The majority of my job is finding design problems and inefficiencies, thinking about how to
    improve them for users, and then building those solutions.
    These days I’m thinking about mobile.

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  11. Mobile Matters
    Mobile usage is exploding, and redefines how people shop in retail and digital spaces.
    Understanding the difference between mobile vs small screen strategy, native vs web
    applications, and fixed vs responsive design is critical to creating joyous, profitable user
    experiences.
    This presentation compares the methods and tools available today, how they fit customer
    needs, and the effect on your business strategy with respect to all devices.

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  12. BILLION
    $194
    United States online sales
    estimate for 2011
    http://www.census.gov/retail/mrts/www/data/pdf/ec_current.pdf
    It’s 2012. eCommerce went mainstream fifteen years ago, and it’s still a huge opportunity
    that few businesses have fully capitalized. Total U.S. online sales are estimated at $194
    billion for 2011.
    eCommerce can beat retail channels in key aspects of the shopping experience: selection,
    pricing, convenience, and service. It’s still growing, but it’s also changing shape.

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  13. http://derek.broox.com/photos/closet-cleaning/19356/
    Five years ago, no phones had the full web. They weren’t very smart.

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  14. http://en.wikipedia.org/wiki/File:Tablet.jpg
    Two years ago, tablets were a laughable at best. Bulky hardware. Bloated software.

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  15. Quick Poll
    Quick audience poll.
    Please raise your hand and keep it raised.
    Who owns an iPhone? iPad? iPod Touch? Android phone? Android tablet? Blackberry? Kindle?
    Any other smart device?
    That’s a lot of hands.

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  16. Mobile isn’t
    emerging.
    Mobile isn’t emerging.

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  17. It’s invading.
    It’s already here. It’s ubiquitous, and it’s not slowing down.
    Mobile devices are selling significantly faster the desktop computers did.

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  18. >
    iOS devices
    sold in:
    2011 1976
    1977
    1978
    1979
    1980
    1981
    1982
    1983
    1984
    1985
    1986
    1987
    1988
    1989
    1990
    1991
    1992
    1993
    1994
    1995
    1996
    1997
    1998
    1999
    2000
    2001
    2002
    2003
    Macs sold in:
    Apple sold more iOS devices in 2011 than all the Macs it sold in its first 28 years combined.

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  19. A normal day near
    the end of 2011
    Let’s look at a 24 hour span near the end of 2011:

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  20. Children
    born per day
    371thousand
    This is the number of children born.

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  21. iPhones
    sold per day
    378thousand
    iPhones sold.

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  22. 184thousand
    Other iOS devices (iPod + iPad)
    sold per day
    Other iOS devices sold.

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  23. Android devices
    activated per day
    700thousand
    Android devices activated.

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  24. Nokia smartphones
    sold per day
    200thousand
    Nokia smartphones sold.

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  25. Blackberries
    sold per day
    143thousand
    Blackberries sold.

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  26. On Earth per day
    0
    375,000
    750,000
    1,125,000
    1,500,000
    Children Born Mobile Devices Sold
    1,400,000
    371,000
    That’s 371 thousand children vs. 1.4 Million mobile devices.
    Every day.

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  27. 90%
    of people on Earth live within
    mobile network access today
    90% of the world lives within mobile network access today.

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  28. Web access by
    mobile phones will
    overtake PCs in
    2013.
    In 2013, Gartner forecasts mobile phones will overtake PCs as the most common web-access
    device worldwide.

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  29. one
    billion
    will own
    smartphones
    by 2016
    By 2016, Forrester estimates 1 billion people will own smartphones.

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  30. one
    billion
    will own
    smartphones
    350
    Million
    will use
    smartphones
    at work
    by 2016
    350 million workers will use smartphones daily.

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  31. one
    billion
    will own
    smartphones
    350
    Million
    will use
    smartphones
    at work
    200
    million
    will take
    their device
    to work
    by 2016
    And 200 million will take their own device to work.

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  32. Mobile commerce
    growth
    Mobile commerce is growing just as fast.

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  33. 37%
    of U.S. smartphone owners have
    purchased a product on their device
    in last 6 months
    37% of U.S. smartphone owners have purchased a product on their device in the last 6
    months.

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  34. Amazon sales from
    mobile devices in 2010
    $1billion
    Amazon’s revenue from mobile devices was over 1 Billion dollars in 2010.

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  35. $0B
    $1B
    $2B
    $3B
    $4B
    2009 2010 2011
    $4.00B
    $0.70B
    $0.35B
    PayPal mobile payments
    PayPal mobile payments topped 4 Billion dollars in 2011.

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  36. $0B
    $2B
    $3B
    $5B
    $6B
    2009 2010 2011
    $5.00B
    $2.00B
    $0.60B
    eBay GMV from mobile
    eBay’s Gross Merchandise Volume from mobile topped 5 Billion dollars.

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  37. 40%
    of eBay transactions
    came from its mobile app
    And 40% of their online transactions came from its 1-year-old mobile app.

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  38. (Too) many form
    factors
    What is a mobile device? The landscape is becoming increasingly diverse.
    Let’s define some device classes.

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  39. Feature Phones
    Feature phones.
    Nearly everything pre-iPhone.
    Limited to no third-party apps.
    Limited web browser. Often not graphical.
    Still the most common device worldwide.

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  40. Smartphones
    http://www.intomobile.com/wp-content/uploads/2011/04/smartphones.jpg
    Smartphones
    Smartphones.
    iPhone. Tons running Android. Windows 7 Phone. Blackberry. Nokia.

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  41. Portable Media Players
    Portable Media Players.
    iPod Touch.
    Android-based media players.
    Sony PS Vita.
    Nintendo DS.

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  42. eReaders
    eReaders.
    Amazon Kindles.
    Barnes & Noble Nook.
    Sony Reader.

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  43. Tablets
    Tablets.
    iPad.
    Android.
    Kindle Fire.
    Blackberry Playbook.
    HP TouchPad.

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  44. Computers
    Computers.
    Desktops.
    Laptops.
    Netbooks.

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  45. Other Screens
    Other screens.
    Internet enabled TV.
    Game consoles.
    Refrigerators.
    Contact lenses. The US Army is commissioning them.

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  46. “@brad_FROST
    Why you should never rely on
    device dimensions:
    https://twitter.com/#!/brad_frost/status/172081637021065216
    Sounds complex, right?
    It’s tempting to generalize mobile as smartphones and tablets. Cover them and your mobile
    strategy is in the bag.
    Not quite.

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  47. https://twitter.com/#!/samwe11er/status/171744811915821056
    @samwe11er:
    Our app has been exposed to more
    than 500 different resolutions in
    the past 30 days.
    Mobile devices and platforms are extremely fragmented with literally hundreds of variations.
    Start thinking of mobile devices a continuous spectrum rather than distinct groups.

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  48. One does not simply support mobile.
    One does not simply support mobile.
    Not with 10,000 developers could you do this.

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  49. It is folly.
    It is folly.

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  50. Small Screen
    vs.
    Mobile Strategy
    So we know mobile devices matter. How do you define a strategy?
    Well, that depends. Do you need a Small Screen Strategy or a Mobile Strategy?

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  51. daishō
    The pairing of long and short swords.
    Literally: big and small.
    Small Screen Strategy is optimizing access for mobile device form factors. Small Screen
    Strategy is like daishō in feudal Japan.

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  52. daishō
    Daishō is the pairing of long and short swords. Each sword is designed for a specific
    constraint.

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  53. tachi
    (long sword)
    tachi (long sword) for open-field battle on horseback and tantō...

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  54. tantō (short sword)
    tantō (short sword) for close-quarters combat on foot.

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  55. Different sizes.
    Same objective.
    Different size. Same objective.

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  56. daishō for websites
    tantō
    tachi
    Apply the daishō principle to websites and you have a Small Screen Strategy. Tachi is desktop
    access, and tantō is small screen access.

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  57. Different sizes.
    Same objective.
    Together they cover specific needs.

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  58. Don’t assume user
    goals are identical
    on mobile devices.
    Don’t assume your user’s context or goals are identical on mobile devices though.

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  59. “Businesses should stop thinking
    about [mobile] as a small Web site
    on a tiny computer, and start
    thinking about mobile as being
    deeply embedded systems of
    engagement. That turns out to have
    huge implications.
    http://bits.blogs.nytimes.com/2012/02/13/get-ready-for-1-billion-smartphones-by-2016-forrester-says/
    Ted Schadler @ Forrester
    You should stop thinking about mobile as a small web site on a tiny computer.
    Mobile is a deeply embedded system of engagement that has huge implications.

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  60. Mobile Strategy
    is determined by user goals in a mobile
    context, and not solely the device’s size.
    Mobile Strategy is determined by user goals in a mobile context, and not solely the device’s
    size.

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  61. Hypothetical
    Example
    Mark walks into Megamart. An ideal mobile application knows he has bought baseball gear in
    the past.
    When he passes the sporting goods section, it notifies him about a new baseball glove. Only
    one left! Mark scans the barcode, and checks himself out.
    He can order one for his brother on the same transaction and Megamart delivers it.

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  62. Enhance the shopping
    experience with behaviors
    available on mobile devices.
    Mobile Strategy enhances the shopping experience with new behaviors. It’s facilitated by a
    constant presence of mobile devices with advanced sensors.

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  63. #macys doesn't
    get it. Clicked a
    link on an email
    from my phone
    #mcommerce
    https://twitter.com/royrubin05/status/178512565876428800
    @royrubin05
    Magento, General Manager
    The technology is falling into place, but for some reason we’re not there yet. Instead we have
    this:

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  64. Mobile devices are
    not always used in
    a mobile context.
    Keep in mind, the opposite is true also: mobile devices are not always used in a mobile
    context.

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  65. 6%
    of iPad sessions use
    cellular networks
    Only 6% of iPad sessions come from cellular networks

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  66. 94%
    use WiFi
    leaving 94% of access over WiFi.

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  67. Small Screen &
    Mobile Strategy are
    good partners.
    You shouldn’t be choosing between Small Screen Strategy and Mobile Strategy though. They
    aren’t mutually exclusive. The best applications will draw strengths from both approaches.

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  68. Building
    applications for
    many devices
    What can you build? Let’s explore our options:

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  69. Desktop Website
    You already have one of these I hope. It’s probably designed for 1024 by 768 screens and up.

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  70. Threadless.com
    Positives are it’s a “do nothing” strategy. Mobile browsers automatically scale websites to fit
    available width.

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  71. New York Times on iPhone
    Negative
    Bad user experience.
    Hard to read. Hard to interact with.
    Constant pinch/zoom required.
    Mis-taps are common — buttons are too small and too close.

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  72. Mobile Website
    Mobile Website
    Traverse a hierarchy of pages with full page refreshes.
    Behaves like a desktop website with but presentation is optimized for a specific “device class”
    — typically smartphones with Grade-A browsers.

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  73. Desktop Site Mobile Site
    Positive
    Opportunity for a very good user experience is high.
    Familiar development model and tools.
    Excellent platform support — Magento can easily run multiple frontends from the same
    backend installation.

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  74. Desktop Site Mobile Site
    Negative
    Mobile websites aren’t a true flexible solution. They’re a one device strategy. Just like
    desktop sites.
    They exclude the majority of the device landscape.

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  75. Mobile Web App
    Mobile Web App
    Single-page model where the browser loads a container and uses asynchronous requests to
    load additional content based on the user’s context.
    Magento announced its first mobile web app yesterday.

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  76. Common for large scale apps
    Twitter’s mobile web app is a great example.
    Positive
    Rich media and tailored experience.
    Asynchronous content loading improves apparent speed.
    Familiar development model and tools.
    Negative
    Requires tight platform integration.
    Prone to bad assumptions: limiting functionality based on device size.

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  77. Native apps
    Native apps are written for a specific mobile operating system. Magento Mobile has iOS and
    Android apps. Or you could write custom apps.

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  78. Good user experiences
    Positive
    Native apps can have better usability than the mobile web today.

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  79. ...and the bad
    Negative
    Apps are prohibitively expensive to develop for many devices.
    Mismatched expectations: users get new devices. Your app doesn’t support it. His perceived
    value of the device is lowered. You lose the sale.
    App Stores are middlemen between you and users. Review processes slow you down.
    Exposure is hard: featured and top 10 lists are extremely competitive.

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  80. Native Apps with
    Web UI
    Native apps can also simply be a wrapper for a mobile web app.

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  81. Native app is a wrapper for the web
    Positive
    Familiar development.
    Avoids deploying custom code for different mobile operating systems.
    Relatively inexpensive compared to multiple native apps.
    Negative
    Still producing sites for single device sizes.
    This thinking is unsustainable.

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  82. All fall short.
    These strategies are all incomplete.

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  83. “The mobile web is the only long-
    term commercially viable content
    platform for mobile devices.
    http://mobiledesign.org/the_ubiquity_principle
    Brian Fling
    The mobile web is the only long-term commercially viable content platform for mobile
    devices.
    But I’m not advocating mobile-specific sites.

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  84. Responsive
    Web Design
    What we really need is an alternative approach: flexible and ubiquitous. We need Responsive
    Web Design.

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  85. http://www.flickr.com/photos/roboppy/251526872/
    The Web is like water. Water adapts to the shape of its container naturally.
    Our design language and principles are derived from the canvas: a space with fixed
    dimensions. We imposed these constraints on the Web to exercise control and familiarity.
    We did this against the Web’s nature.

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  86. “We should embrace the fact that
    the web doesn’t have [print’s]
    constraints, and design for this
    flexibility. But first, we must
    “accept the ebb and flow of things”.
    http://www.alistapart.com/articles/dao/
    JOHN Allsop
    Twelve years ago John Allsopp wrote “A Dao of Web Design” suggesting we “accept the ebb
    and flow of things”. This rings truer today.
    Screens are getting smaller and larger simultaneously. Our artificial constraints break the
    Web, rather than embracing its fluidity.
    Responsive Web Design is a philosophy and methodology to design a flexible Web. Not
    simply fluid for the container, but adaptive to the content and user’s context.

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  87. http://www.flickr.com/photos/drewm/5736754615/
    Ethan Marcotte
    =
    Responsive
    Web Design
    It was delineated by Ethan Marcotte.

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  88. http://www.abookapart.com/products/responsive-web-design
    If I convince you of anything, read his treatise: Responsive Web Design. I’ll give it a glancing
    summary.

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  89. Responsive Components
    ๏ Fluid Grids
    ๏ Flexible Images
    ๏ Media Queries
    The foundations of responsive design spring from three core elements:
    Fluid grids
    Flexible images
    Media queries

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  90. Fluid Grids

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  91. http://en.wikipedia.org/wiki/Grid_(page_layout)
    The grid is a graphic design tool for creating layouts with consistent line, space, and rhythm.

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  92. http://en.wikipedia.org/wiki/Grid_(page_layout)
    They originate from the content and are bound by the page’s dimensions.
    On the web you see grid frameworks in use every day without even realizing it.
    But, as I’ve noted, the web is inherently flexible and fixed-width grids don’t embrace this. So
    the first charge of responsive web design is constructing fluid grids.

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  93. http://960.gs/demo.html
    Let’s start with a simple 960px grid having twelve 60 pixel columns and 20 pixel gutters.

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  94. Main content


    Sidebar content


    We’re designing a layout with a main content area 620 pixels wide and a sidebar 300 pixels
    wide. Our markup probably looks like this:

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  95. .blog { overflow:hidden; width:960px; margin:0 auto; }
    .blog > div { float:left; margin:0 10px; }
    .blog .main { width:620px; }
    .blog .sidebar { width:300px; }
    And let’s add some very basic CSS.
    That’s a good start, but it’s still rigid. We need to define our grid dimensions in relative terms
    to maintain the proportions in our design across differently sized browsers.

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  96. target ÷ context
    = result
    Marcotte provides the formula:
    target / context = result

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  97. .blog { overflow:hidden; width:960px; margin:0 auto; }
    .blog > div { float:left; margin:0 10px; }
    .blog .main { width:620px; }
    .blog .sidebar { width:300px; }
    Starting with the “main” class, the target width is 620px. The context width is its parent
    container’s width (.blog) which is 960px. So we have:

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  98. 620 px ÷ 960 px
    = 0.6458333333
    620 divided by 960 = a really long decimal

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  99. 0.6458333333 × 100
    = 64.58333333 %
    Convert this value to a percentage by multiplying by 100.

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  100. BEFORE:
    .blog { overflow:hidden; width:960px; margin:0 auto; }
    .blog > div { float:left; margin:0 10px; }
    .blog .main { width:620px; }
    .blog .sidebar { width:300px; }
    AFTER:
    .blog { overflow:hidden; max-width:960px; margin:0 auto; }
    .blog > div { float:left; margin:0 1.041666667%; /* 10/960 */ }
    .blog .main { width:64.58333333%; /* 620/960 */ }
    .blog .sidebar { width:31.25%; /* 300/960 */ }
    Compare the fixed and relative CSS.
    Notice I changed the width on .blog to max-width:960px; to prevent the container from
    becoming awkwardly large.
    That’s it. Now our grid is fluid and proportional.

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  101. Flexible Images
    Fluid grids work great for textual content, but what about images? On a narrow screen they
    can easily overflow their container, which is poor form.
    We can instruct the browser to flexibly scale images with one rule:

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  102. img { max-width:100%; }
    If the image is too wide, this will scale it down with its parent container.
    max-width can be applied to many media elements including img, embed, object, and video.
    It’s well supported in modern browsers — including IE7 and up — but there are performance
    considerations. I’ll touch on them later.

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  103. Wait, that’s just
    liquid layout.
    By now you might be thinking: “That’s just liquid layout.” like Wikipedia.

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  104. http://en.wikipedia.org/wiki/Charlie_Chaplin_filmography
    And it becomes unusable at the extremes.

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  105. http://en.wikipedia.org/wiki/Charlie_Chaplin_filmography
    The glue in responsive web design is media queries.

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  106. Media Queries
    Media queries let us write conditional rules to control the inheritance, fallback, and re-
    definition of CSS. This is incredibly powerful.
    We can adjust a site’s layout and style to create the best experience for whatever size the
    user’s device is.
    Media queries use technology every front-end developer is familiar with and have widespread
    adoption in the latest browsers.

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  107. width
    height
    device-width
    device-height
    orientation
    aspect-ratio
    device-aspect-ratio
    device-pixel-ratio
    color
    color-index
    monochrome
    resolution
    scan
    grid
    http://www.w3.org/TR/css3-mediaqueries/
    They extend the media type functionality with expressions to match particular media
    features.
    I won’t go into detail on every media feature. Many can use min/max prefixes to create
    ranges.
    Primarily you’ll be working with width, height, and device-pixel-ratio.

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  108. href=”style.css”
    rel=”stylesheet”
    media=”screen and (min-width:480px)”
    />
    The syntax is pretty straightforward and builds on CSS2 media types.

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  109. @media screen {
    body { font-size:14px; }
    }
    @media screen and (min-width:480px) {
    body { font-size:16px; }
    }
    @media screen and (min-width:1024px) {
    body { font-size:18px; }
    }
    It can also be referenced inline.
    In this example, I’m setting a font-size of 14px for all screen sizes.
    The absence of a media query is the first media query. You can use this intelligently to define
    baseline styles without layout.
    If the screen is larger than 480 pixels and later 1024 pixels, then the font-size is bumped up.
    Browsers re-render the layout instantly as the viewport changes size.

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  110. Viewport Scaling
    By default, smartphones and tablets will scale down websites that are wider than the screen’s
    device-width value.
    Pinching and zooming requires a substantial amount of additional input though, and isn’t
    ideal.

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  111. name=”viewport”
    content=”initial-scale=1.0, width=device-width”
    />
    We can set a baseline viewport for these devices that prevents them from scaling.
    For example, on the iPhone 4S, this changes the viewport width from 980px to 320px, and
    lets us easily use width-based media queries to alter layout.

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  112. ๏ Internet Explorer 9+
    ๏ Chrome 4+
    ๏ Firefox 3.5+
    ๏ Opera 9.5+
    ๏ iOS 3.2+
    ๏ Android 2.1+
    Browser Support
    http://caniuse.com/css-mediaqueries
    Browser and mobile device support is good, but it presents some problems for older versions
    of Internet Explorer.
    Thankfully there are some JS polyfills.

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  113. Polyfills
    https://github.com/scottjehl/Respond
    Respond.js
    http://code.google.com/p/css3-mediaqueries-js/
    css3-mediaqueries-js
    Respond.js is a fast and lightweight polyfill for min/max-width media queries in IE 6-8. I use
    this in most projects because it covers the primary use cases.
    A more robust (but heftier) solution is css3-mediaqueries-js:

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  114. Mobile First
    In the eCommerce world, mobile almost always comes after the desktop site. It’s not
    necessarily an afterthought, but desktop has been the dominant access method. So a lot of
    major enterprises are invested and entrenched in their desktop site.
    If you’re building a Responsive website, then scaling down your desktop site is a big mistake.
    You should be thinking Mobile First.

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  115. http://www.flickr.com/photos/localcelebrity/6022720655/
    Luke Wroblewski
    =
    Mobile First
    It’s a methodology put forth by Luke Wroblewski suggesting that experiences should start at
    the mobile scale, and ramp up to bigger, more capable devices.

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  116. http://www.abookapart.com/products/mobile-first
    Like Marcotte, he’s written a book on the subject which is worth every penny.

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  117. Mobile is the
    frontier
    I wager everyone in this room has a dozen competitors whose website has feature and
    content parity. It’s really hard to stand out.
    By comparison, good mobile web experiences are far and few between. Mobile is Manifest
    Destiny. You need to stake a claim before the frontier is settled.

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  118. Small form factor
    = priorities
    Mobile First means embracing the constraints of a small screen. Think about the must-haves
    of a desktop eCommerce site:
    Nice, prominent logo
    Multi-tiered navigation
    Search
    Account links
    Sidebars
    Facebook widgets

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  119. 6 square
    inches
    Now squeeze all that into 6 square inches. Oh, I forgot. We didn’t mention any actual content
    yet:
    Product names
    Photography
    Description
    Details
    Reviews
    Configurable options
    Related products
    Call to action

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  120. Narrow your focus.
    Prioritize user needs.
    Big screens have made us lazy, and we caved in. Most websites are an assault on the user’s
    senses. Designing for the mobile experience first narrows your focus and prioritizes user
    needs.

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  121. Ripe for innovation
    Contexts in which mobile devices are used is much more varied than traditional computers.
    New capabilities and sensors native to these devices enable innovative experiences not
    possible or relevant to desktops. When’s the last time you pulled out your laptop in the
    grocery store?

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  122. Methodology for
    responsive design
    In development, applying the mobile first methodology to responsive design is logical and
    produces more maintainable code.

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  123. We’re just now starting to get into
    mobile first and web second for a
    lot of our products . . . it’s actually
    teaching us a lot about how to
    design back to the desktop.
    http://www.lukew.com/ff/entry.asp?1226
    Kate Aronowitz
    Facebook, Director of design
    Starting with simple semantic markup and CSS leads to a clean foundation for progressive
    enhancement, and it can help you design better desktop sites.

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  124. RWD Examples
    So what does it actually look like? Responsive design is hard to demonstrate without a few
    devices or at least a browser to resize.
    The following examples show screenshots of sites at various breakpoints to demonstrate
    their adaptation to the available space.

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  125. Responsive
    These designs use the full gamut of responsive techniques.

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  126. alistapart.com/articles/responsive-web-design/
    This is Ethan Marcotte’s canonical responsive design example from May 2010.

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  127. BostonGlobe.com
    The Boston Globe was the first high-profile site to fully embrace these techniques.

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  128. BarackObama.com
    Obama does it.

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  129. SmashingMagazine.com
    Online publishers do it.

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  130. MediaQueri.es
    There are hundreds of examples cataloged at the Media Queries site.

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  131. Adaptive
    Adaptive sites use media queries to adjust the layout at specific breakpoints, but aren’t
    necessarily 100% fluid in between those breakpoints.

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  132. 8faces.com
    8faces is limited-run book publisher.

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  133. CiscoLondon2012.com
    Cisco’s site for the London 2012 Olympics is adaptive.

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  134. Responsive
    eCommerce
    There are surprisingly few examples of eCommerce sites utilizing responsive design.
    A few responsive themes for Shopify, OpenCart, and WordPress eCommerce are popping up,
    but they’re not exemplary of the approach’s potential.
    Several bespoke implementations are heading in the right direction though:

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  135. Nuts.com
    Nuts.com has a deep catalog and information architecture, but doesn’t require separate
    mobile sites.

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  136. Nuts.com product view
    The content reacts to the viewport size and adapts to fit best. It’s one of the few complex
    implementations of responsive eCommerce currently.

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  137. WearYouBelong.com
    The first wave will be small shops like Wear You Belong with limited amounts of content and
    functionality.

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  138. What’s holding
    eCommerce back?
    Why haven’t major brands published responsive storefronts? It’s complicated.

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  139. Mobile disrupts
    selling
    Combining mobile and commerce is disruptive. The issue is bigger than websites and apps.
    The minute customers started carrying the Internet in their pocket retailing became more
    exponentially more competitive and multi-faceted.
    Organizational structures and business practices need to adapt to reflect the new
    environment.

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  140. It’s a major
    investment
    The MF/RWD approach requires a major reinvestment to rebuild the front-end system using
    modern techniques.
    Likewise, re-architecting content entrenched in legacy infrastructure is expensive and
    difficult.
    New enterprises have a significant advantage in starting fresh, and this is where responsive
    eCommerce will appear first.

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  141. You need
    stakeholder buy-in
    Navigating these strategic constraints is not only complex, but it usually requires a champion
    in a C-suite position.

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  142. Partner processes
    need to change
    Technology partners need to adapt too. Many eCommerce agencies are factories. Salesmen,
    project managers, designers, and engineers work in silos passing the project down the line.
    Their process isn’t structured for cross-functional teams, exploration, prototyping, and
    iterative design/development.

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  143. Small teams will
    get there first
    Smaller, agile teams are best equipped to define the vision and execute the process that
    responsive eCommerce requires.

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  144. Demo:
    SkinnyTies.com
    Skinny Ties is a company I’ve been working on a major branding and design realignment with
    over the last year.
    We’re about 80% complete, but I’d like to show you a functional prototype of their new
    Magento-powered site that’s fully responsive.

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  145. Techniques
    There is no perfect toolkit. You’ll need a myriad of approaches for different projects. These
    are kickstarters to get you off on the right foot.

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  146. Responsive
    Content

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  147. FitText is a jQuery plugin for scaling text.

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  148. FitVids is a jQuery plugin for maintaining the proportion in scaled video.

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  149. jQuery Anystretch is plugin to dynamically resize background images.

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  150. High-res displays
    & image assets
    Devices like the iPhone 4, 4S, iPad 3, and some newer Android phones have high resolution
    displays that are more than double the pixel density of computer displays.
    To serve crisp images, your assets need to be 2x or 1.5x depending on the platform. This has
    a big impact on performance.
    You don’t want a iPhone user wait for 3 megabytes of product photos to download over 3G.
    And you don’t want a desktop user to download larger assets than their hardware can
    display.

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  151. There are several approaches managing this.
    Retina JS is mimics Apple’s pattern of loading the smallest usable image first. In the
    background, the script begins downloading the hi-res assets after the page has finished
    loading.
    They’re swapped in as soon as they’re ready. In total bandwidth, this technique is expensive
    but the perceived speed is fast because users aren’t waiting on large assets.

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  152. Adaptive Images uses a server side callback to determine the screen size, then scale, cache,
    and deliver the appropriately sized asset.
    Neither of these methods is perfect. There isn’t a standard, reliable method for designating
    alternate resolution images in markup but a proposal is being primed for W3C review.

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  153. Responsive Testing
    Test on real devices. Buy a tablet or two. Get a cheaper Android phone. There is no substitute
    or emulator that can simulate the dexterity of touch gestures.

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  154. Responsive.is is one of my go-to tools for testing common device breakpoints.

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  155. Matt Kersley built an iframe previewer.

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  156. Screenfly is like Responsive.is on steroids with profiles for dozens of devices.

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  157. Aptus is a Mac app designed specifically for responsive testing. It lets you set the specific
    breakpoints necessary and quickly scale to them.

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  158. CSS
    Pre-Processors
    Pre-processors enable a super-set of CSS with features like variables and functions. They
    drastically reduce the effort in using vendor-prefixed properties, and help you write more
    flexible, readable stylesheets.

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  159. LESS is a library that can run on the client or server-side.

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  160. SASS is an alternative library, and my weapon of choice because the open-source Compass
    framework runs on it.

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  161. Compass is basically a bundle of shortcuts and pre-defined mixins that make authoring
    complex CSS simpler.

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  162. Frameworks
    Responsive frameworks are a good way to wet your feet. They provide markup, reusable
    design patterns, and generic examples to learn from.

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  163. HTML5 Mobile Boilerplate

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  164. 320 and Up

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  165. Twitter Bootstrap

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  166. and Skeleton

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  167. Responsive
    Grid Systems
    Responsive grid systems serve the same purpose as frameworks.

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  168. Less

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  169. 1140 CSS Grid

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  170. Gridpak for generating your own grids.

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  171. And Gridset for complex grids.

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  172. Assumptions
    / Pitfalls
    These are some common traps in responsive/mobile thinking.

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  173. Content for
    multiple contexts is
    the same.
    Content for multiple contexts is the same.

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  174. Content for
    multiple contexts is
    the same.
    I can’t tell you ‘users want X on smartphones and Y on desktops’. You can’t guess it either or
    copy from your competitors.
    Analytics data and user testing are invaluable and inexpensive tools to uncover how people
    use your site.

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  175. Cost per KB to the
    user is minimal or
    non-existent.
    Cost per kilobyte to the user is minimal or non-existent.

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  176. Cost per KB to the
    user is minimal or
    non-existant.
    Over 3G mobile websites frequently take over 10 seconds to load. Front-end optimization is
    critical. Compress, cache, and modularize resources whenever possible.
    Use tools like YSlow to grade performance and identify weaknesses. Minimizing HTTP
    requests and using a CDN can significantly reduce page load times.

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  177. Persistent and
    high-speed
    network access is
    available.
    Persistent and high-speed network access is available.

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  178. Persistent and
    high-speed
    network access is
    available.
    Even with highly performant websites, we’ve all experienced dead zones and reverting to 2G
    networks. Quality and strength of cellular connections vary widely.
    New HTML5 APIs can provide some relief through offline web applications, web storage, and
    indexed databases.

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  179. Mobile browsers
    are smart and will
    support the same
    standards
    consistently.
    Mobile browsers are smart and will support the same standards consistently.

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  180. Mobile browsers
    are smart and will
    support the same
    standards
    consistently.
    WebKit dominates iOS and Android but it’s not the only mobile browser.
    Opera Mobile, Firefox Mobile, Windows Phone 7 IE9, BlackBerry browser, etc. are all in the
    wild.
    Even within WebKit standards are evolving. When the iPad launched it supported the
    ‘orientation’ media query, but the iPhone OS wasn’t updated with this addition until months
    later.

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  181. Technology comes
    before user needs.
    Technology comes before user needs.

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  182. Technology comes
    before user needs.
    This is a thorny area and getting more complex. It’s tempting to buy into a solution
    provider’s “package” and throw technology at users.
    Don’t do this. Start with user goals and work backwards. You’ll discover mistakes faster and
    create better experiences.

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  183. Best practices
    When designing for small screens be prepared to validate every assumption made for desktop
    websites.

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  184. Lead with content
    Scaling the complex information architecture of eCommerce websites to small screens can be
    challenging. Always lead with content rather than navigation.

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  185. Nav first Content first
    Browser chrome, navigation, search, and account info eat up valuable screen space. Collapse
    them using overlays or show the site’s architecture in the page footer so users see content
    first.

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  186. Super-sized touch
    targets
    Touch targets need to be large. Easy to see. Easy to tap. Compared to normal web buttons,
    on mobile devices buttons can seem toylike.
    You need to test on real devices to get a feel for what works.

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  187. 44 px width
    56 px height
    Practical minimum:
    44 x 30
    iOS Human Interface Guidelines suggest a minimum of button size of 44x44 pixels (about
    1/4”). The iPhone’s keyboard breaks this suggestion out of necessity.
    The practical minimum size for any tap target is 44 x 30. At least one dimension should hit
    the minimum value.
    Tighter spacing requires bigger buttons to prevent mis-taps. If possible try to separate
    alternative actions to reduce mis-taps.

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  188. Tablets
    Tablets fill an odd space. They’re significantly smaller than desktop screens, but often have
    comparable or greater resolutions.

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  189. http://www.apple.com/ipad/features/
    10 inch tablets like the iPad usually work great desktop-scale sites.

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  190. http://www1.pcmag.com/media/images/271407-amazon-kindle-fire-cnn.jpg
    6 to 8 inch tablets like the Kindle Fire straddle the line between mobile and desktop scale
    though, and both present awkward user experiences.
    Mobile designs look comically huge on them, while desktop sites are crunched too much for
    comfort. Yet, they’re strong enough to provide good usability with non-linearized content
    when some care is given to designing for the 7-inch form factor.

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  191. Be
    user-centered
    Follow user-centered design principles.

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  192. Never limit user’s
    capabilities based
    on their device.
    Never limit user’s capabilities based on their device. Context is not determined by the device.

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  193. Context

    Action
    Context is based on action.

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  194. Action

    Goals
    Action stems from goals.

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  195. Goals

    Needs
    Goals are a manifestation of needs.

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  196. Needs are the root
    of context.
    Needs are the root of a user’s context.
    Website content should be published once, and devices should be smart enough to know
    what to render. Adaptive content is a real solution to device-centric experiences.

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  197. “One Web means making, as far as is
    reasonable, the same information
    and services available to users
    irrespective of the device they are
    using.
    http://mobiledesign.org/do_nothing
    w3c
    One Web means making, as far as is reasonable, the same information and services available
    to users irrespective of the device they are using.

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  198. “However, it does not mean that
    exactly the same information is
    available in exactly the same
    representation across all devices.
    http://mobiledesign.org/do_nothing
    W3c
    However, it does not mean that exactly the same information is available in exactly the same
    representation across all devices.

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  199. Think about what
    users need and expect.
    Think about what users need and expect.

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  200. Why offer guest
    checkout?
    Why offer guest checkout?

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  201. An account isn’t
    necessary to buy.
    Signing up for an account isn’t always necessary. It delays the first transaction.

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  202. What’s your TPS?
    Let’s look at another example.
    What’s your TPS?

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  203. Not Lumbergh’s TPS.
    Not Lumbergh’s TPS.

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  204. TPS =
    Time Pre-Shopping
    TPS = Time Pre-Shopping

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  205. 1. Visit the app store
    2. Search for the app
    3. Authenticate
    4. Download
    5. Downloading...
    6. Downloading...
    7. Downloading...
    8. Downloading...
    9. Install
    10. Browse
    APP
    3 minutes
    For a native app, users have a three minute delay before they can start shopping.

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  206. 1. Click link
    2. Browse
    Website
    1. Visit the app store
    2. Search for the app
    3. Authenticate
    4. Download
    5. Downloading...
    6. Downloading...
    7. Downloading...
    8. Downloading...
    9. Install
    10. Browse
    APP
    3 minutes 3 seconds
    For a website, their delay is 3 seconds.

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  207. Mobile Commerce
    has expectations
    rooted in
    eCommerce.
    Mobile Commerce has expectations rooted in eCommerce. Users shouldn’t need another
    account to make a purchase, and they shouldn’t need an app to make a purchase.

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  208. Don’t add friction.
    Delivering the app is a barrier. Delivering app updates is a barrier. Apps increase friction in a
    way you can’t negate.
    The web has continuous deployment baked in. It’s not a strength you want to give up, and
    you can deliver comparable experiences using standardized web technologies.

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  209. Be future
    friendly
    Be future friendly.

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  210. Jakob Nielsen
    =
    Usability Expert
    http://www.useit.com/jakob/photos/
    This is Jacob Nielsen. He’s been writing about web usability for 17 years. Business Week has
    called him one of the “world’s most influential designers”.

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  211. “Mobile apps currently have better
    usability than mobile sites...
    http://www.useit.com/alertbox/mobile-sites-apps.html
    jakob Nielsen
    He says:
    Mobile apps currently have better usability than mobile sites.
    But...

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  212. “Mobile sites will win over mobile
    apps in the long term.
    http://www.useit.com/alertbox/mobile-sites-apps.html
    jakob Nielsen
    Mobile sites will win over mobile apps in the long term.

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  213. Why?
    Expenses increase rapidly when developing for more platforms to the point where minimal
    ROI makes further development unsustainable for new platforms.
    The web is one platform, and it benefits from full integration with the rest of the web.

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  214. Raise your hand if you...
    ๏ Send email to customers
    ๏ Participate in social media
    ๏ Optimize for search engines
    ๏ Advertise online
    Please raise you hand and keep it raised if any of these apply to you.
    Send email to customers.
    Participate in social media.
    Optimize for search engines.
    Advertise online.
    Actually, nevermind. Raise your hand if you do none of those things.

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  215. Links don’t
    open apps.
    Links don’t open apps.
    The predominant marketing efforts are based on links. It doesn’t matter what device you’re
    using. Links open the web.

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  216. “The only native application that
    matters is the browser.
    http://mobiledesign.org/the_ubiquity_principle
    Brian Fling
    The only native application that matters is the browser.

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  217. Anyone who’s betting against the
    Web right now is an idiot.
    http://mobiledesign.org/the_ubiquity_principle
    daniel applequist
    co-chair W3C Mobile web initiative
    Anyone who’s betting against the web right now is an idiot.

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  218. Your Strategy
    Now let’s put it all together.

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  219. Start with your
    business goals
    Start with your business goals.
    How can a mobile presence help you achieve them?
    Will it improve your current reach?
    Will it open up new opportunities?

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  220. Study users and
    talk to them
    Study users and talk to them.
    How do they use mobile devices?
    What tasks do they perform?
    When do they use mobile vs tablet vs desktop?
    Where?
    What info is most valuable to them?
    What influences their decisions?

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  221. Define your target
    device classes
    Define your target device classes.
    Use your analytics data to determine which device classes matter to your business, and set
    the baseline experience you will deliver. Progressively enhance and iterate.
    The latest and greatest device is not necessarily the most relevant.
    Don’t be afraid to abandon legacy browsers. Your return may be higher from devoting
    resources to the sum of growing devices than a single old browser.

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  222. Study and leverage
    best practices
    Study and leverage best practices.
    Some of your competitors are already active in mobile.
    Explore what has been done and identify best practices and failures.
    Look outside your industry for innovation at big and small companies.
    Identify what your users are accustomed to.
    Clarify and make the experience unique.

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  223. Simplify tasks.
    Don’t limit features.
    Simplify tasks. Don’t limit features.
    Mobile behavior includes frequent, short dips but also long, sustained dives. Focus on
    removing barriers and distractions so people can get in/out easily, but also have reason to
    stay.
    Drive this thinking to large-screen experiences.

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  224. Don’t assume you
    know the user’s
    context.
    Don’t assume you know the user’s context.
    Start with user goals and work backwards. You’ll uncover assumptions faster, avoid costly
    mistakes and rewrites, and create better experiences.

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  225. Test on real
    devices.
    Test on real devices.
    Resizing browsers and running device emulators aren’t an effective stand-in or
    representative of touch/gesture interfaces.

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  226. Engage designers
    and engineers in
    strategic discussions.
    Engage designers and engineers in strategic discussions.
    They are experts in user experience, information architecture, usability, interaction design,
    performance, and optimization. Delivering responsive design requires a lattice-work of ideas
    and collaboration across disciplines.
    Leave silos and titles at the door.

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  227. Think future
    friendly.
    Think future friendly.
    Initially everyone will struggle to adapt to new processes, workflows, and methodologies.
    Don’t settle for an outmoded strategy that aims for a new sliver.
    Responsive design is the whole pie.

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  228. Thank you.
    I want to thank Magento for inviting me to speak.
    And thank you all for listening and making the conference a pleasure.

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  229. Questions
    Questions. Please queue in the aisle so you can use the microphone.

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  230. Get in touch.
    ๏ Web: GravityDept.com
    ๏ Email: [email protected]
    ๏ Twitter: @GravityDept (propaganda)
    ๏ Twitter: @Falkowski (intelligence)
    I’d love to hear from you if you’re working on these problems too, or would like me to help
    you solve them.

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