INFSCI 1052 Adapted from O’Reilly Mobile Design and Development.

Slides:



Advertisements
Similar presentations
Coding a Responsive HTML
Advertisements

The Web Wizards Guide to HTML Chapter Six Tables.
Copyright © Terry Felke-Morris WEB DEVELOPMENT & DESIGN FOUNDATIONS WITH HTML5 Chapter 7 Key Concepts 1 Copyright © Terry Felke-Morris.
Term 2, 2011 Week 1. CONTENTS Sending and receiving devices Mobile devices connected to networks – Smart phones – Personal digital assistants – Hand-held.
Introduction to Mobile Computing Dr. Frank McCown Harding University Spring 2010 An Overview of Mobile Devices and Developing Mobile Applications.
UI Best Practices Application Developer’s Intro School Week 1 Day 1.
6 Developing Content and Layout Section 6.1 Generate and organize content ideas Write and organize Web text Section 6.2 Identify page dimension guidelines.
 CSS Presentation and layout is based on the CSS Box Model.  The CSS Box Model states that every element on a page is a rectangular box.  This includes:
Chapter Concepts Discuss Fonts Understand Fonts
XP Exploring the Basics of Microsoft Windows XP1 Exploring the Basics of Windows XP.
Chapter 2 Web Site Design Principles Principles of Web Design, Third Edition.
COMS E6125 WHIM Prof. Gail Kaiser Presented by Shuai Yue (sy2342)
Chapter 2 Web Site Design Principles Principles of Web Design, 4 th Edition.
Introduction To Smart Devices: iPhones iPads
Shala Sylvester, Dejah Sanford, Stephanie Hicks, Tierra Beason.
14-Aug-15 Design Principles. Design principles In The Non-Designer’s Design Book: Design and Typographic Principles for the Visual Novice, Robin Williams.
7 Selecting Design and Color Section 7.1 Identify presentation design principles Use a custom template Add pages to a navigation structure Section 7.2.
1 CGS1060 Mobile UIs Copyright 2012 by Janson Industries.
 jQuery Mobile An Introduction. What is jQuery Mobile  A framework built on top of jQuery, used for creating mobile web applications  Designed to make.
Expression Web 2 Concepts and Techniques Expression Web Design Feature Web Design Basics.
JRN 440 Adv. Online Journalism Internet Growth Wednesday, 4/11/12.
Chapter 8 More on Links, Layout, and Mobile Copyright © 2013 Terry Ann Morris, Ed.D revised by Bill Pegram, 9/24/
Multimedia & The World Wide Web winny HCI 201 Multimedia and the www.
Document and Web design has five goals:
Multimedia & The World Wide Web winny HCI 201 Multimedia and the www.
Date (2 nd Jan) Cherry Cheng (Original) Will Kwok (1 st revision) SHATIN 沙田 A brief history of mobile.
Software development. Chapter 6 – Advanced interface design.
Apple Iphone Woubshet Nema Bethelhem Tadele.  This is a presentation about AppleIphoneguidelines  Woubshet Nema  Bethelhem.
Web Design.
Creating a PowerPoint Presentation
Week 8 – Part 3 More on Links, Layout, and Mobile Key Concepts 1.
Responsive design - Bedrock to our site Responsive site templates included.
Copyright 2012 Adobe Systems Incorporated. All rights reserved. ® Copyright 2010 Adobe Systems Incorporated. All rights reserved. ® Copyright 2012 Adobe.
Word 2010 Vocabulary List 1. Click and Type - A feature that allows you to double-click a blank area of a document to position the cursor in that location,
Features of mobile apps. Introduction of mobile apps  FACEBOOK  Facebook is an online social networking service. Its name comes from a colloquialism.
Lesson 05 // Web Design, Layout & Structure 1.Web Design/Designer-Coder Relationship 2.Fixed vs Fluid Website Layouts 3.Screen Resolutions.
CREATING A POWERPOINT PRESENTATION. Planning a presentation Create a presentation Rearrange and delete text and slides Add animations Add transitions.
Designing & Testing Information Systems Notes Information Systems Design & Development: Purpose, features functionality, users & Testing.
Coatbridge High School 10 Commandments For Good Design Layouts.
Chapter 2 Web Site Design Principles Principles of Web Design, Third Edition.
CS 352, W12 Eric Happe, Daniel Sills, Daniel Thornton, Marcos Zavala, Ben Zoon ANDROID/IOS RPG GAME UI.
INFO 355Week #71 Systems Analysis II User and system interface design INFO 355 Glenn Booker.
Chapter 2 Web Site Design Principles Principles of Web Design, 4 th Edition.
CS 352, W12 Eric Happe, Daniel Sills, Daniel Thornton, Marcos Zavala, Ben Zoon ANDROID/IOS RPG GAME UI.
_______________________________________________________________________________________________________________ PHP Bible, 2 nd Edition1  Wiley and the.
Microsoft Expression Web 3 – Illustrated Unit F: Enhancing a Design with CSS.
Copyright © Terry Felke-Morris WEB DEVELOPMENT & DESIGN FOUNDATIONS WITH HTML5 Chapter 7 Key Concepts 1 Copyright © Terry Felke-Morris.
Microsoft Expression Web 3 Expression Web Design Feature Web Design Basics.
App reviews By Meghan Roles. Introduction I am going to be talking about 2 different apps. One app is called Tripomatic, which is a city guide, and the.
SD1230 Unit 5 Turning a Problem into a Program. Course Objectives During this unit, we will cover the following course objectives: – Identify the different.
© 2012 DigitalDay | MOBILE WEB DESIGN PRINCIPLES Best Practices Workshop 1.
Web Design Principles. Designing a Website Choice of a site color scheme. Choice of text font and size. Placeholder text. Use of white space. Location.
Development of Internet Applications WebDesign Ing. Jan Janoušek 9.
Web Development & Design Foundations with HTML5
Windows Forms for mobile development
Chapter 10 Multimedia and the Web.
The world’s most advanced mobile platform
Styling For Print From Screen to Paper
Web Development & Design Foundations with HTML5
Layout Terms Visual Hierarchy
RESPONSIVE WEB DESIGN.
ALL ABOUT USING YOUR ANDROID DEVICE
Fixed Positioning.
WEB DESIGN FOR MULTIPLE SCREENS
Web Standards and Accessible Design.
Designing Pages and Documents
Web Development & Design Foundations with HTML5
Various mobile devices
17 RESPONSIVE WEB DESIGN.
Christopher Harrison Jeremy Foster
Presentation transcript:

INFSCI 1052 Adapted from O’Reilly Mobile Design and Development

 Modern mobile device capable of performing desktop functions  Modern mobile devices more than telephones  Desktop web applications made to be viewed in a browser on a large screen  Typically we are sitting when using desktop apps  /the-evolution-of-cell-phone-design-between / /the-evolution-of-cell-phone-design-between /

 Brick Era  Very heavy and large  1980’s  Telephone functions only  Very expensive  Needed very large batteries  Too impractical for common usage

 Candy Bar Era  1990’s  Long, thin, rectangular form  2 G technology by carriers  Increased creation of cell towers  Decreased need for large batteries allowing to fit in pocket  Just for telephone usage  Introduction to Short Message Capability SMS

 Feature Phone Era   Telephone plus  Games  Applications  Texting  3G networks  Cameras  Initially focused on ringtones, wallpaper, games

 Smart Phone era  2002 – present – some overlap with other eras  Similar to feature phone but use a common operating system  Larger screen  Qwerty keyboard or stylus  Use WIFI

 Touch Era  IPhone – 2007  Not a phone or computer – it was something else?  Within four months became largest selling mobile device  Within six months the Iphone and 3G 10,000 applications donloaded over 300 million times – 2 million a day  Ecosystem

 Design for native applications or Web  Native applications  IOS  Android  Windows Mobile  Web  HTML 5  CSS  Use HTML5 and CSS then application usually lives on the Web – Web Server does the processing

 In the download space users decide whether to “buy” simply on text and some small screenshots. Failure to deliver almost instantly results in failure.  Question? How do I express my content across the most possible devices?  Flash  Apple Ecosystem – is it necessary  Try to satisfy every one can be problematic – looks bad. Lowest Common Denominator Design

 Apple App Store  People make decisions partly on the quality of the icon design  Users read reviews and examine quality of its icon and screenshots  Idea is to not design for everyone but target to a specific market  Design for the best experience

 CONTEXT  Who are the users? What do you know about them? What type of behavior can  you assume or predict about the users?  What is happening? What are the circumstances in which the users will best absorb  the content you intend to present?  When will they interact? Are they at home and have large amounts of time? Are  they at work where they have short periods of time? Will they have idle periods of  time while waiting for a train, for example?  Where are the users? Are they in a public space or a private space? Are they inside  or outside? Is it day or is it night?  Why will they use your app? What value will they gain from your content or services  in their present situation?  How are they using their mobile device? Is it held in their hand or in their pocket?  How are they holding it? Open or closed? Portrait or landscape?

 Message  Branding  Overall mental impression you create explicity through visual design  The instinctual reaction to your design  Sparse and minimalist vs rich and artsy    wikipediamobile&hl=en wikipediamobile&hl=en

 Look and Feel  Different than messaging which is more holistic  How will the user use the system  How will it feel to move about  The user will press this button because  The user will go to this screen because  Iphone apps use stock interface elements and prebuilt components and detailed Human Interface Guidelines  Inspiration for mobile   Some examples  and-best-practices.html and-best-practices.html

 Layout  Structural and visual components  Where should nav go?  Use tabs or lists?  Footer  Difference between layout and design  If asking for feedback users may give you feedback on design instead of layout. The colors or a raised look – this is design  Sometimes make the layout sketch “rough” to avoid design comments  this-website/ this-website/ 

 Fluid versus fixed based on landscape orientation  Color  Mobile screens bit depth varies  Psychology of color just as important as desktop  Typography  Device screens have different pixel density and subpixel technology(sharpening of text)  Limited typeface options

 Typography continued  Use a high-contrast typeface  Remember that mobile devices are usually used outside. Having a high-contrast  typeface with regard to the background will increase visibility and readability.  The type of typeface you use tells the user what to expect. For example, a sans-serif  font is common in navigation or compact areas, whereas serif typefaces come in  handy for lengthy or dense content areas.  Provide decent leading (rhymes with “heading”) or line spacing  Mobile screens are often held 10–12" away from the eye, which can make tracking  each line difficult. Increase the leading to avoid having the users lose their place.  Leave space on the right and left of each line; don’t crowd the screen  Most mobile frameworks give you full access to the screen, meaning that you nor-  mally need to provide some spacing between the right and left side of the screen’s  edge and your text—not much, typically about three to four character widths.  Generously utilize headings  Break the content up in the screen, using text-based headings to indicate to the  user what is to come. Using different typefaces, color, and emphasis in headings  can also help create a readable page.  Use short paragraphs  Like on the Web, keep paragraphs short, using no more than two to three sentences  per paragrap

 Graphics  Most common is the icon  Photos and images  Pay attention to landscape changes  Tools and SDK kits  Xcode – Apple  Android SDK  Windows mobile SDK  interface-development-ultimate-gui-toolbox-for-android- iphone-ipad-palm-pre/ interface-development-ultimate-gui-toolbox-for-android- iphone-ipad-palm-pre/