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Mobile User Experience : Patterns to Make Sense of It All.

Ebook Central College Complete Available online

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Format:
Book
Author/Creator:
Mendoza, Adrian.
Language:
English
Subjects (All):
Mobile computing.
User interfaces (Computer systems)--Design.
User interfaces (Computer systems) -- Design.
Application software--Development.
Application software -- Development.
Physical Description:
1 online resource (249 pages)
Edition:
1st ed.
Place of Publication:
San Diego : Elsevier Science & Technology, 2013.
Contents:
Front Cover
Mobile User Experience: Patterns to Make Sense of it All
Copyright
Dedication
Contents
Acknowledgments
Author Biography
Preface
Chapter 1: Introduction
Chapter 2: Why Mobile UX, Why Now?
Introduction
The Perfect Storm of Mobile
Technology
Users
User Experience
The Problem
The Opportunity
Chapter 3: Your Desktop Experience Is Not Your Mobile Experience
Mobile Use Is Not Desktop Use
Mobile Users Are Not Your Desktop Users
You Cannot Fit Everything on One Screen
Customers Determine Your User Mobile Experience
Rethink Hyperlinking
The Mobile Browser Is Less Forgiving
Say Goodbye to the Mouse
Building A Mobile Experience Is More Complicated
Planning Your Mobile Experience
Let's Move Forward
Chapter 4: Understanding the Device
Getting to Know iOS
An Anecdote About Gestures
Introduction to Behaviors and Gestures in iOS
Behaviors of iOS
The Language of Touch Gestures
The Tap
The Drag
The Flick
The Swipe
The Pinch
Random Gestures
The iOS Kit of Parts
Screen Sizes
Standard iOS Display-320 × 480
Retina iOS Display for 3.5" Screen-640 × 960
Retina iOS Display for 4" Screen-640 × 1136
User Interface Elements
The Keyboard
The Pickers and Date Pickers
Inputs
The Tab Bar
The Navigation Bar
The Tool Bar
Action Menu
Getting to Know Android
Welcome to the Android Party
Hardware Interface, Android Gestures, and Behaviors
Hardware to Software Interface
Android Behaviors and Interactions
The Menu
Touch Gestures
Understanding the Android Kit of Parts
Tabs
Lists
Turning Over a New Leaf …
Understanding Everyone Else
Windows Phone 8
Nokia Symbian and Beyond
Blackberry.
Getting to Know the Tablet
iPad (iOS)
Android
Putting It All Together
Next Steps: Building the Narrative
Chapter 5: How Mobile Wireframing Works
Create Context
Screen Size
Representing Page and Screen Flows
Creating Your First Layout
Representing Inputs
Representing Gestures
Annotate, Annotate, Annotate
Wireframing Other Cases
Representing Motion (Accelerometer)
Representing Multiple Devices (MOBILE APP)
Representing Responsive Design (Mobile Web)
Chapter 6: Mobile UX Patterns
Why Patterns?
Pattern 1: The Launcher
The Basic Layout
The Header
The Work Area
Creating Connections
Adding Extras
Ads
Search and Features
The Advance Launcher
Sliding Panels
Logging In and Out
Personalizing and Customizing the Launcher
Pattern 2: The Tray
The Active Button
The Tray Area
The Advanced Tray
Good Gestures
Avoiding Mistakes
Be clean and lean
Keep names short
Don't scroll too much
Don't add other gestures
Don't over do a good thing
Pattern 3: The List
The List Item
The Navigation Buttons
The Advanced List
Making the Last Page Actionable
Using a Dynamic List
Don't skip a step
No dead ends
Pattern 4: The Rotate
The Rotation
The Horizontal or Vertical Screen
The Advanced Rotate
Designing for the Rotation and Tilt Gesture
Changing the Content in Rotated Views
Going Even Further
Pattern 5: The Log In
The Basic Flow
The Log In
The Sign-Up
The Forgotten Password
The Advanced Login: Social Integration
Beware of screen size
Beware of making screen elements too small
Pattern 6: The Camera
The Basic Flow.
The Camera Screen
The Confirm/Add a Filter (Optional)
The Action/Share Screen
Next Steps
Pattern 7: The Map and Location
The Location Search
iOS
The Map Page
The Location Detail Page
What's Next?
Chapter 7: How to Prototype in Mobile
What Is Mobile Prototyping?
Methods of Prototyping
Paper Prototyping
The Mobile Sheet
Making the Screen Scroll
Showing Inputs, Keyboards, and UI
The Notecard
Exercise 1-Group
Exercise 2-Individuals
Desktop Prototyping
The Simple Method
The Advanced Method
Why don't you use the SDK iOS simulator or Android emulator on the desktop for prototyping?
Using the Device to Prototype
The Image Prototype
Creating a Clickable Prototype
The Prototype Trap
Chapter 8: Mobile App or Mobile Web: The Big Debate
The Mobile App
Advantages
Built Using Native Code
Using Device Specific Features
Design for Known Devices (iOS)
Disadvantages
Design for Unknown Devices (Android)
Pay to Play
The App Store
The Mobile Web
Everyone Has a Browser
No Special Code to Build
No Need to Push Updates
Monetization Is All You
Redirects Are Still a Problem
Multiple Mobile Sites
Not All Mobile Only Features Are Available as APIs
Responsive Web Design
Say Goodbye to Redirects and Say Hello to Break Points
No Need to Learn Another Piece of Software
RWD = More Work at Your End
Rethink Your Fancy Web Design
Performance Problems-The Double-Edged Sword
The Triple Play
Chapter 9: The Future of Mobile UX is in Using Performance Metrics
Failure Redefined
Start Differently
Performance Pattern 1: Limiting Social Interactions.
Performance Pattern 2: Limiting Products or Images
Performance Pattern 3: Designing Responsive Web Design (RWD) with Intent for Every Platform
Making a Plan to Test on Devices
Proving a Point
A Call to Action
Appendix A: List of Devices from Chapter 1
Device List
Pdas
Feature Phones
MP3 Players
Smartphones
Appendix B: List of My Devices from Chapter 4
Pictured
Not Pictured
Musical SIM Cards
Appendix C: Sample Mobile Sheets from Chapters 5 and 7
Step 1: Cut Mobile Sheets out of This Book
Step 2: Scan the Pages or Photocopy Them
Step 3: Draw on Them!
Appendix D: Mobile Performance Results from Chapter 9
Testing Methodology
Performance Pattern #1
URLs Tested
Results
Average Page Load Time (Seconds): ( from High to Low)
Average Page Load Time by Carrier (Seconds), ( from High to Low)
Average Page Load Time by Device (Seconds), ( from High to Low)
Performance Pattern #2
URLS Tested
Average Page Load Time (Seconds), ( from High to Low)
Want to Learn More about Mobile Performance Monitoring on Real Devices?
Index.
Notes:
Description based on publisher supplied metadata and other sources.
Other Format:
Print version: Mendoza, Adrian Mobile User Experience
ISBN:
9780124114906
OCLC:
857769485

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