When putting together the requirements for delivering content to
a person using a mobile device, think of each of the
following:
- Who are your users? What type of behaviour can you assume or
predict?
- What is happening? What are the circumstances in which they
will best absorb the content you intend to present?
- When will they interact?
- At home, they have more time;
- At work, people generally interact for short periods;
- In idle moments, while in a queue
- Where are they?
- In public, will not want to view private data or are they
likely to be in private?
- Are they inside or outside
- Why will they use your application? What value will they
gain?
Compare this with the who, when, where, what and how for a
journalist story.
Keep the solution simple. Define what the users want and eliminate
everything else. In navigation, put the most popular option at the
top of the list and give direct access to the option(s).
The author wants to end the design myth by asserting that people
do not respond to visual asthetic as much as you think. After first
impressions, it is layout, taxonomy (what things are called),
findability of content, how intuitive it is to perform tasks that
are important. So focus on information architecture first, before
design. When developing for a mobile, first decide what you want to
present, then look at how to position this on the screen (layout).
Test the layout with actual size paper prototypes. For a better end
product, create images of the layout and go outside, if that is
where the mobile application will be used and check that it works
in this environment. Once these have been done, design (style) the
application.
Use a native application, program written for the mobile device
rather a web application, if one of the following reasons
apply:
- If you want to charge for it
- Location of user is required for the application
- Need to store or use user data. Only use in small doses and ask
permission. Otherwise your application can be viewed as
span/malicious and operators may pull your app.
Make sure your application works when there is no
signal. A user could start with full signal and end with no
signal.
For browser applications note that Javascript and AJAX drains
the devices battery.
When designing your application consider whether the web
experience look match the devices style or your own style.
Did you know the iPhone users spend longer on a page and view more
pages on a web site than computer browsers?
Because there are still major difficulties in building
applications that will work on all devices it is recommended to
start by creating for one devices. Consider the following
"tricks":
- Code symatically (use mark-up to describe the content) - ensure
the page is usable without stylesheets.
- Device plan, know which devices you intend to support.
- Have both lower common denominator and high-end device designs
before you begin. Try to visualise a way to create both from one
code base.
- Test on different mobile devices from the start.
- If adding a desktop layer, always create the mobile first.
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Technology, App