Designing the Mobile User Experience
Category: Technical
Tag: Science/Engineering
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Description
Designing the Mobile User Experience

Publisher: Wiley
Number Of Pages: 260
Publication Date: 2007-04-20
Sales Rank: 47133
ISBN / ASIN: 0470033614
EAN: 9780470033616
Binding: Hardcover
Manufacturer: Wiley
Studio: Wiley
Book Description:
Gain the knowledge and tools to deliver compelling mobile phone applications.
Mobile and wireless application design is complex and challenging. Selecting an application technology and designing a mobile application require an understanding of the benefits, costs, context, and restrictions of the development company, end user, target device, and industry structure.
Designing the Mobile User Experience provides the experienced product development professional with an understanding of the users, technologies, devices, design principles, techniques and industry players unique to the mobile and wireless space. Barbara Ballard describes the different freeduan.com components affecting the user experience and principles applicable to the mobile environment, enabling the reader to choose effective technologies, platforms, and devices, plan appropriate application features, apply pervasive design patterns, and choose and apply appropriate research techniques.
Designing the Mobile User Experience:
Provides a comprehensive guide to the mobile user experience, offering guidance to help make appropriate product development and design decisions.
Gives product development professionals the tools necessary to understand development in the mobile environment.
Clarifies the components affecting the user experience and principles uniquely applicable to the mobile application field.
Explores industry structure and power dynamics, providing insight into how mobile technologies and platforms become available on current and future phones.
Provides user interface design patterns, design resources, and user research methods for mobile user interface design.
Illustrates concepts with example photographs, explanatory tables and charts, and an example application.
Designing the Mobile User Experience is an invaluable resource for information architects, user experience planners and designers, interaction designers, human factors specialists, ergonomists, product marketing specialists, and brand managers. Managers and directors within organizations entering the mobile space, advanced students, partnership managers, software architects, solution architects, development managers, graphic designers, visual designers, and interface designers will also find this to be an excellent guide to the topic.
Designing the Mobile User Experience
Contents
Preface
About the Author
1 Introduction: Mobility is Different
1.1 Mobilizing Applications
1.2 What is ‘Mobile’ Anyhow?
1.3 The Carry Principle
1.4 Components of a Mobile Application
1.5 About This Book
2 Mobile Users in the Wild
2.1 Mobile User Characteristics
2.1.1 Mobile
2.1.2 Interruptible and Easily Distracted
2.1.3 Available
2.1.4 Sociable
2.1.5 Contextual
2.1.6 Identifiable
2.2 Groups and Tribes
2.2.1 Voice and Texting
2.2.2 Extending Online Communities
2.2.3 Physical and Mobile Hybrids
2.2.4 Mobiles as Status
2.3 International Differences
2.3.1 Europe
2.3.2 Japan
2.3.3 United States
2.3.4 Other Regions
3 Mobile Devices
3.1 A Device Taxonomy
3.1.1 General-Purpose Devices
3.1.2 Targeted Devices: the Information Appliance
3.1.3 Ubiquitous Computing
3.2 Anatomy of the PCD
3.2.1 The Carry Principle
3.2.2 Input Mechanisms
3.2.3 Output Mechanisms
3.2.4 Technologies
3.2.5 Connection Characteristics
3.2.6 Standby Screen
4 Selecting Application Technologies
4.1 Input Modalities
4.1.1 Buttons
4.1.2 Speech
4.1.3 Speech+Buttons
4.1.4 Visual+Buttons
4.2 Interaction Responsiveness
4.3 Data Storage Locations
4.4 Display Modality
4.5 Supplemental Technologies
4.6 Distribution Methods
4.6.1 Cost of Deployment
4.6.2 Sales Channels
4.7 Other Concerns
4.8 Platforms
5 Mobile Design Principles
5.1 Mobilize, Don’t Miniaturize
5.1.1 The Carry Principle
5.1.2 Small Device
5.1.3 Specialized Multi-Purpose
5.1.4 Personal Device
5.1.5 Customized Device
5.1.6 Always On, Always Connected
5.1.7 Battery-Powered
5.1.8 Inconsistent Connectivity
5.2 User Context
5.3 Handling Device Proliferation
5.3.1 Targeted Design
5.3.2 Least Common Denominator
5.3.3 Automatic Translation
5.3.4 Class-based Design
5.4 Emulators and Simulators
5.5 Detailed Design Recommendations
5.5.1 Platform Providers
5.5.2 Standards Organizations
5.5.3 Carriers and Device Manufacturers
5.5.4 Third-Party Guidelines
6 Mobile User Interface Design Patterns
6.1 About User Interface Patterns
6.1.1 Mobilization
6.1.2 Universal Patterns
6.1.3 Corporate Patterns (Library)
6.2 Screen Design
6.2.1 List-based Layout
6.2.2 Table-based Layout
6.2.3 Location Selection
6.2.4 Returned Results
6.2.5 Menus
6.2.6 Tab Navigation
6.2.7 Breadcrumbs
6.3 Application Navigation
6.3.1 List Navigation
6.3.2 Game Navigation
6.3.3 Alphabetic Listings – Short
6.3.4 Alphabetic Listings – Long
6.3.5 Softkey and Button Management
6.4 Application Management
6.4.1 Application Download
6.4.2 Application State Management
6.4.3 Launch Process
6.4.4 Cookies
6.5 Advertising
6.5.1 Interstitials
6.5.2 Fisheye Ads
6.5.3 Banners
7 Graphic and Media Design
7.1 Composition for the Small Screen
7.1.1 Learning from Portrait Miniatures
7.1.2 Distinguishing from User-generated Content
7.1.3 Style and Technique
7.1.4 Context of Use
7.2 Video and Animation
7.2.1 Content
7.2.2 Production and Preprocessing
7.2.3 Post-production
7.3 Sound
7.3.1 Content
7.3.2 Post-production
7.4 Streaming versus Downloaded Content
7.5 Managing Media: Meta Data
8 Industry Players
8.1 Carriers (Operators)
8.1.1 Carriers and Devices
8.1.2 Walled Gardens and Decks
8.1.3 Mobile Virtual Network Operators
8.1.4 Network Types
8.2 Device Manufacturers
8.3 Technology and Platform Providers
8.3.1 Browsers
8.3.2 Application Environments
8.3.3 Operating Systems
8.3.4 Hardware and Other Software
8.4 Application and Content Developers
8.5 Content Distributors
8.6 Industry Associations
8.7 Government
9 Research and Design Process
9.1 Mobile Research Challenges
9.1.1 Device Proliferation
9.1.2 Multimodal Applications
9.1.3 Field versus Laboratory Testing
9.2 User Research
9.3 Design Phase Testing
9.3.1 Card Sorting
9.3.2 Wizard of Oz Testing
9.4 Application Usability Testing
9.4.1 Emulator Usability Testing
9.4.2 Laboratory Usability Testing
9.4.3 Field Usability Testing
9.5 Market Acceptance (beta) Testing
10 Example Application: Traveler Tool
10.1 User Requirements
10.1.1 User Types
10.1.2 User Goals
10.1.3 Devices
10.1.4 Key User Needs
10.2 Product Requirements
10.2.1 Features
10.2.2 Technologies and Platform
10.2.3 Device Classes
10.2.4 Development Strategy
10.3 High-level Design Concepts
10.3.1 Task List
10.3.2 Communications Center
10.3.3 Maps, Directions, and Transportation
10.3.4 Journaling
10.3.5 Local Information
10.3.6 Main Screen
10.3.7 Softkey Strategy
10.4 Detailed Design Plan
10.4.1 Process
10.4.2 Tasks
10.4.3 Data Sources
10.4.4 Testing Plan
Appendices
A: Mobile Markup Languages
B: Domain Names
C: Minimum Object Resolution
D: Opt-In and Opt-Out
E: Mobile Companies
Glossary
Index
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