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