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Designing Mobile Web Experiences

Designing Mobile Web Experiences

This introductory session is for designers and developers looking to create their first mobile web experience. We will introduce you to many of the tools and tactics you need to create a usable mobile web experience.

First we will start with outlining mobile web as a platform versus app creation. We will cover the basic considerations in creating a mobile web experience, user context, how human factors play into mobile designs, and mobile usability heuristics.

Next we will go over the methods and tools available to help you bring your mobile web experience from fragile ideas, to paper, to then to pushing pixels around in Photoshop. We will be sure to cover how to navigate all the different displays in mobile, their resolutions, and making sure to outline tactics to take advantage of the iPhone Retina display.

At the end we will have 20 minutes to go over any questions, or review designs from participants.

For more information about the author visit: www.thoughtmerchants.com

thoughtmerchant

March 09, 2012
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  1. Almost half of American adults have smart phones. 46%, 53%

    among cell phone owners. Just 13% of people 65 or older. http://pewinternet.org/Reports/2012/Smartphone-Update-2012.aspx 50% Have Smart Phones!
  2. One word that best describes how you feel about your

    cell phone. 72% positive responses http://pewinternet.org/Infographics/2011/Smartphones.aspx
  3. Apps (Pros) • Best experiences (right now) • Limits connectivity

    problems • Usability is clearly better • Can control entire experience
  4. Apps (Cons) • Expensive • Limited to a particular platform

    • Requires another skill-set • No continuous deployment
  5. Web (Pros) • Same skill-set as the rest of the

    web • Build once, use everywhere • Continuous deployment! • Can be in the same codebase as your web app • Flexible • Tight integration with rest of the web
  6. Web (Cons) • Connectivity* • Rely on browsing experience of

    platform • Not as tight of an integration to the platform
  7. Mobile First • Less data to push to the phone

    • Optimized for the tiny screen • Plenty of frameworks • Well defined space • Emulating native app patterns
  8. Desktop First • Build once, for all platforms • Complicated

    • Harder to design for • More data to push to the device
  9. ...But I need inspiration... Users are not on your web

    site most of the time. Leverage the patterns that already exist.
  10. iPhone 320 x 480 iPhone & iPod Retina 640 x

    960 iPad 768 x 1024 iPad Retina 1536 x 2048
  11. .my-­‐button  {        width:    20px;    

       height:  20px;        background-­‐image:  url(retina-­‐images/my-­‐button-­‐40x40.png);        -­‐webkit-­‐background-­‐size:  20px  20px;        background-­‐size:  20px  20px; } <meta  name="viewport"  content="width=device-­‐width;  initial-­‐scale=1.0;  maximum-­‐scale=1.0;"> <img  src="retina-­‐images/my-­‐button-­‐40x40.png"  width="20"  height="20"> http://labs.thesedays.com/blog/2010/07/16/10-tips-for-designing-mobile-websites/ https://developer.apple.com/library/ios/#documentation/UserExperience/Conceptual/MobileHIG/IconsImages/IconsImages.html#//apple_ref/doc/uid/TP40006556-CH14-SW1
  12.    <link  rel="shortcut  icon"  href="/images/favicon.ico">    <link  rel="apple-­‐touch-­‐icon"  href="/images/apple-­‐touch-­‐icon.png">  

     <link  rel="apple-­‐touch-­‐icon"  sizes="72x72"  href="/images/apple-­‐touch-­‐icon-­‐72x72.png"  />    <link  rel="apple-­‐touch-­‐icon"  sizes="114x114"  href="/images/apple-­‐touch-­‐icon-­‐114x114.png"  /> Home Screen Icon