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= Welcome to the new Mobile Design Patterns Library brought to you by 4ourth Mobile. = {{{#!html

<div class="saleshead">
    <div class="block" id="left">
        <a href="http://4ourth.com/wiki/4ourth%20Mobile%20Touch%20Template">
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           <h3>4ourth Mobile Touch Template</h3>
           <p>Design for people, not pixels with this handy, wallet-sized inspection and design tool, only $10. <span>Order yours now</span></p>
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           <h3>Mobile Interaction Design Patterns Poster</h3>
           <p>Every pattern from the book and this wiki, plus easy-to-follow relationships, and key information on sizes for readability and touch. <span>Order now</span></p>
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[[http://www.amazon.com/gp/product/1449394639/ref=as_li_tf_tl?ie=UTF8&tag=4ourthmobile-20&linkCode=as2&camp=217145&creative=399373&creativeASIN=1449394639|{{attachment:Book-Cover.png|Designing Mobile Interfaces, by Steven Hoober & Eric Berkman.|align="left"}}]]'''''Designing Mobile Interfaces: Patterns for Interaction Design''''' is a comprehensive reference for mobile design patterns. Whether designing for smartphones, featurephones or other related devices, common principles are discussed and codified as 76 universal interaction and interface patterns.

Aside from suggestions, each pattern lists pitfalls and implementations to avoid. Every pattern is grouped with similar or optional patterns, and explained with the underlying psychology and physiology. Along with appendices detailing mobile technologies, type and design principles and human factors, you will have a base of knowledge to make up your own mind, and react to the always-changing mobile environment.

''"Designing Mobile Interfaces is another stellar addition to O’Reilly’s essential interface books. Every mobile designer will want to have this thorough book on their shelf for reference."''
— Dan Saffer

'''Buy it from Amazon:'''
 * [[http://www.amazon.com/gp/product/1449394639/ref=as_li_tf_tl?ie=UTF8&tag=4ourthmobile-20&linkCode=as2&camp=217145&creative=399373&creativeASIN=1449394639|Paperback, 582 pages, color.]]
 * [[http://rcm.amazon.com/e/cm?t=4ourthmobile-20&o=1&p=8&l=as1&asins=B00630NWGK&ref=tf_til&fc1=000000&IS2=1&lt1=_blank&m=amazon&lc1=0000FF&bc1=000000&bg1=FFFFFF&f=ifr|For your Kindle.]]

'''Buy it direct from O'Reilly:'''
 * [[http://shop.oreilly.com/product/0636920013716.do|Paperback, 582 pages, color.]]
 * [[http://shop.oreilly.com/product/0636920013716.do|eBook. DRM-Free PDF, ePub, Kindle-compatible .mobi, DAISY, and Android .apk for pretty much any reader you wish.]]

Or, you can just read it right here on this wiki. Pretty much every bit of content from the book is posted online, right here.

'''Read in other languages'''
 * ''Designing Mobile Interfaces'' has been translated into Russian, Chinese, Korean, and Italian. [[Other languages and editions]]

We also update it occasionally, especially the reference sections, so even if you buy the book check back for updates, and [[https://shoobe01.wufoo.com/forms/contact-us-about-the-book-or-wiki/|contact us]] with errors, suggestions or to get access to the wiki to add updates yourself.

-----


== Preface ==
 * [[Preface]]
 * [[Who This Book Is For]]
 * [[What We Mean by “Mobile”]]
 * [[What Is a Pattern?]]
 * [[Where Did These Patterns Come From?]]
 * [[Common Practice Versus Best Practice]]
 * [[Reading the Patterns]]
 * [[Successfully Designing with Patterns and Heuristics]]
 * [[Principles of Mobile Design]]
 * [[Heuristics for Evaluating Mobile Designs]]


-----
== 2nd Edition? ==
These are just thoughts that have come up lately based on writing about creating specs, creating pattern libraries for clients, etc. Instead of adding and tweaking, an all new structure. Very well may be not v.2 but ''Designing Smartphone Interfaces''. Give examples for Android/iOS/BB10/Windows?
 * IA - Multi-device/Omni-channel stuff. Core to this is design-once, branch to each platform.
  * Define device classes, include features by group or class.
  * Fuzzy and conditional classes. Like Windows Pro tablets or mounted iPads that are de-facto kiosks.
 * Flow & Process - Cover stuff like the stack from Android, in principle, and.
  * Principles of design for imperfection, failure, etc.
  * Features you don't include because they are provided by other apps, the OS, etc. Details about intent pickers, etc.
  * Maybe a bit about specifying widgets vs. designing them.
 * Information Design - Back to that term, consider it like IA per page component.
  * Device grasping and touch stuff. Why this matters (e.g. obscuring content with the selection finger).
  * There are no pages. Be clear about states and widgets and info areas. View areas, and so on help understand why scrolling is not for the page.
  * Break out the sections of the page, and how hierarchies work within the viewport.
 * Patterns, grouped by section - This is partly because things seem to be settling into better cross-platform patterns. And also from some touch revelations about differences in clicking parts of the screen.
  * Like, Title bars are getting to be much the same so can be covered in one pattern
  * Like, Menus are more often drawers than fixed (iOS) or popups.
  * More, more, more...

-----
== The Patterns ==

Think we need to add a pattern? You might have just missed it, or the world might have changed. [[http://4ourth.com/wiki/Index?action=newaccount|Create an account]] and add it directly to this wiki, or if more lazy just [[https://shoobe01.wufoo.com/forms/contact-us-about-the-book-or-wiki/|contact us]] and we'll look into it. Really!

 * [[I - Page]] -
  * [[Page|Introduction]]
  * Chapter 1 [[Composition]]: [[Scroll]], [[Annunciator Row]], [[Notifications]], [[Titles]], [[Revealable Menu]], [[Fixed Menu]], [[Home & Idle Screens]], [[Lock Screen]], [[Interstitial Screen]], [[Advertising]]
  * [[Page-Wrapup]]
 * [[II - Components]]
  * [[Components|Introduction]]
  * Chapter 2 [[Display of Information]]: [[Vertical List]], [[Infinite List]], [[Thumbnail List]], [[Fisheye List]], [[Carousel]], [[Grid]], [[Film Strip]], [[Slideshow]], [[Infinite Area]], [[Select List]]
  * Chapter 3 [[Control and Confirmation]]: [[Confirmation]], [[Sign On]], [[Exit Guard]], [[Cancel Protection]], [[Timeout]]
  * Chapter 4 [[Revealing More Information]]: [[Windowshade]], [[Pop-Up]], [[Hierarchical List]], [[Returned Results]]
  * [[Component Wrapup]]
 * [[III - Widget]]
  * [[Widget|Introduction]]
  * Chapter 5 [[Lateral Access]]: [[Tabs]], [[Peel Away]], [[Simulated 3D Effects]], [[Pagination]], [[Location Within]]
  * Chapter 6 [[Drilldown]]: [[Link]], [[Button]], [[Indicator]], [[Icon]], [[Stack of Items]], [[Annotation]]
  * Chapter 7 [[Labels and Indicators]]: [[Ordered Data]], [[Tooltip]], [[Avatar]], [[Wait Indicator]], [[Reload, Synch, Stop]]
  * Chapter 8 [[Information Controls]]: [[Zoom & Scale]], [[Location Jump]], [[Search Within]], [[Sort & Filter]]
  * [[Widget Wrapup]]
 * [[IV - Input and Output]]
  * [[Input and Output|Introduction]]
  * Chapter 9 [[Text and Character Input]]: [[Keyboards & Keypads]], [[Pen Input]], [[Mode Switches]], [[Input Method Indicator]], [[Autocomplete & Prediction]]
  * Chapter 10 [[General Interactive Controls]]: [[Directional Entry]], [[Press-and-hold]], [[Focus & Cursors]], [[Other Hardware Keys]], [[Accesskeys]], [[Dialer]], [[On-screen Gestures]], [[Kinesthetic Gestures]], [[Remote Gestures]]
  * Chapter 11 [[Input and Selection]]: [[Input Areas]], [[Form Selections]], [[Mechanical Style Controls]], [[Clear Entry]]
  * Chapter 12 [[Audio and Vibration]]: [[Tones]], [[Voice Input]], [[Voice Readback]], [[Voice Notifications]], [[Haptic Output]]
  * Chapter 13 [[Screens, Lights, and Sensors]]: [[LED]], [[Display Brightness Controls]], [[Orientation]], [[Location]]
  * [[Input and Output Wrapup]]


=== V - Stuff We Didn't Put In the Book ===
We made up a LOT of patterns as short descriptions, and when we got around to organizing and detailing them... they didn't all sound that good after all. Also, we have to keep the book at a reasonable size. But, we don't want to loose track of these, so here's an un-ordered list of those ideas we've kicked aside. For now.
 * [[Additional Topics]]

-----
== Appendices & General Information ==
To keep the patterns focused on design and implementation, I have pulled all kinds of supporting information out of them. However, a lot of it is still very interesting. And there's no good way for a designer or developer to get a summary of this sort of information.

So, I've included it here as an Appendix, ordered so you can just pretty much read it from one end to the other.

Visit any time to get the latest updates, or just to avoid typing in long links from a piece of paper. And please come add your own information, or update old or changed links.

 * [[An introduction to mobile radiotelephony]] - Cause everyone working in the field really should know.
  * [[Introduction to Location Technologies]] - Location is not just GPS. If you think it is, and are designing applications and services that use it, read this.
  * [[Introduction to NFC]] - Placeholder, mostly, now that this is coming online for real.
  * [[Introduction to Bluetooth]] - Also placeholder, with just some links of interest for now.
 * [[Drawing Tools & Templates]] - Graphic design tools, UI guidelines, tips for various tools.
  * [[Emulators]] - Emulators, prototyping tools, design aids, etc.
  * [[Device Detection]] - The step past responsive you need to do for mobile. By guest expert Luca Passani.
  * [[Leverage Existing Device Capabilities]] - URI schemes and inter-application linking.
  * [[Raster Design Tips]] - 72 dpi is (probably) wrong.
  * [[Optimize Mobile Performance]] - Just notes and links now
  * [[Documentation Templates]] - Designing documents can be as important to successful implementation as the actual design.
  * [[Design for Accessibility]] - Short, focused on apps, but I think an okay intro for now.
  * [[Color Deficit Design Tools]] - And other tools to help understand colorblindness and related conditions.
  * [[Other Mobile Pattern Libraries]] - Not that I agree with most of these, but for completeness.
 * [[Introduction to Mobile Typography]] - Overview of basic type terms and some things to watch out for in small screens.
  * [[Italics and Obliques For Digital Display]]
  * [[Readability and Legibility Guidelines]]
  * [[Typefaces for Screen Display]]
  * [[Greeking]] - If you need to represent placeholder text, or graphics, read this.
  * [[Type for Mobile Devices]] - A list of the typefaces used on various mobile platforms.
 * [[Human Factors & Physiology]] - Sensation, Visual Perception, and Information Processing
  * [[Conspicuity with Color]]
  * [[Hearing & Limits]]
  * [[Brightness, Luminance, and Contrast]]
  * [[How Do Users Really Hold Mobile Devices]]
  * [[General Touch Interaction Guidelines]]
  * [[Fitts' Law]]

{{{#!html
<a name="notmobile">&nbsp;</a>
}}}
-----
== Not Desktop, But Not Quite Mobile ==
Though the patterns are supposed to be general enough to apply to kiosks, telematics, 10-foot Ui, etc. experts in those fields insist they just aren't. I have given in and in the interest of increasing knowledge, am going to start linking to the good stuff in related domains.
 * '''Kiosks''' [[http://www.studioiq.com.au/blog/designing-software-for-kiosks|Designing Software for Kiosks]] by Studio IQ. Good tips. Keep bugging them, and maybe we'll get a full repository of info out of them.
  * [[http://www.uxmatters.com/mt/archives/2013/08/designing-intuitive-point-of-interest-and-point-of-sale-touch-interfaces.php|Designing Intuitive Point-of-Interest and Point-of-Sale Touch Interfaces - See more at: http://www.uxmatters.com/mt/archives/2013/08/designing-intuitive-point-of-interest-and-point-of-sale-touch-interfaces.php#sthash.sMtmEAeD.dpuf]]
 * '''10-foot-UI''' [[http://www.bbc.co.uk/gel/tv/device-considerations/designing-for-tv/introduction|Global Experience Language - TV]] by the BBC - Style guides and many guidelines and principles for TV graphics and interactive TV.
  * [[http://51degrees.mobi/Blog/TabId/553/ArtMID/1641/ArticleID/184/Which-TV-Screen-Size-is-Most-Popular-in-the-US.aspx|TV Screen Sizes]] by popularity of Web viewing, September 2013
 * '''Telematics''' (cars) - NEEDED
 * '''Games''' No matter what they are on, game design is a bit different. Different enough I did not cover it in anything else in this book. Game design resources (TBD) should be referenced generally.
  * [[http://www.thatgamesux.com/|That Game's UX]] terrific blog on gaming, with all sorts of great UX principles applied or reviewed.

-----
== References ==
 * [[Works Cited]]
 * [[Additional Resources]]

-----
== Other Stuff from the Book ==

 * [[Publishing Information]]
 * [[About the Authors]]
 * [[https://shoobe01.wufoo.com/forms/contact-us-about-the-book-or-wiki/|We'd Like to Hear from you]]
 * [[Safari® Books Online]]
 * [[Acknowledgements]]
 * [[Colophon]]
 * Index - This has not been imported as it's the ''book's'' index. It's keyed to page numbers, so doesn't work here. Consider it a value-add if you pay for the for the eBook or printed editions.

-----
== UX Office Hours - Kansas City ==
Steven will be appearing every Tuesday at the Kansas City Startup Village to provide free consulting or chatting on UX for your business. [[UX Office Hours|Find out more]].


-----
== Speaking Engagments, Presentations, Webcasts... ==
Eric works in Sydney, Australia. Steven lives in the Kansas City, Missouri (US) area.

We're pretty busy with day jobs, freelance jobs and so on. But if we're scheduled to go somewhere and talk about anything remotely related to mobile (and it's an open meeting you can come to) we'll [[Speaking|post it here]].
 

-----
== Mentions, Reviews & Other Writing ==
We (and especially Steven) write a lot still. [[Mentions, Reviews & Other Writing|Here we've gathered]] a list of articles of note, articles in which we're mentioned or interviewed, and reviews or other important mentions of this book.


-----
== UX & Mobile Development Work ==
 * [[Job Board]]

Designing Mobile Interfaces, by Steven Hoober & Eric Berkman.Designing Mobile Interfaces: Patterns for Interaction Design is a comprehensive reference for mobile design patterns. Whether designing for smartphones, featurephones or other related devices, common principles are discussed and codified as 76 universal interaction and interface patterns.

Aside from suggestions, each pattern lists pitfalls and implementations to avoid. Every pattern is grouped with similar or optional patterns, and explained with the underlying psychology and physiology. Along with appendices detailing mobile technologies, type and design principles and human factors, you will have a base of knowledge to make up your own mind, and react to the always-changing mobile environment.

"Designing Mobile Interfaces is another stellar addition to O’Reilly’s essential interface books. Every mobile designer will want to have this thorough book on their shelf for reference." — Dan Saffer

Buy it from Amazon:

Buy it direct from O'Reilly:

Or, you can just read it right here on this wiki. Pretty much every bit of content from the book is posted online, right here.

Read in other languages

We also update it occasionally, especially the reference sections, so even if you buy the book check back for updates, and contact us with errors, suggestions or to get access to the wiki to add updates yourself.


Preface


2nd Edition?

These are just thoughts that have come up lately based on writing about creating specs, creating pattern libraries for clients, etc. Instead of adding and tweaking, an all new structure. Very well may be not v.2 but Designing Smartphone Interfaces. Give examples for Android/iOS/BB10/Windows?

  • IA - Multi-device/Omni-channel stuff. Core to this is design-once, branch to each platform.
    • Define device classes, include features by group or class.
    • Fuzzy and conditional classes. Like Windows Pro tablets or mounted iPads that are de-facto kiosks.
  • Flow & Process - Cover stuff like the stack from Android, in principle, and.

    • Principles of design for imperfection, failure, etc.
    • Features you don't include because they are provided by other apps, the OS, etc. Details about intent pickers, etc.
    • Maybe a bit about specifying widgets vs. designing them.
  • Information Design - Back to that term, consider it like IA per page component.
    • Device grasping and touch stuff. Why this matters (e.g. obscuring content with the selection finger).
    • There are no pages. Be clear about states and widgets and info areas. View areas, and so on help understand why scrolling is not for the page.
    • Break out the sections of the page, and how hierarchies work within the viewport.
  • Patterns, grouped by section - This is partly because things seem to be settling into better cross-platform patterns. And also from some touch revelations about differences in clicking parts of the screen.
    • Like, Title bars are getting to be much the same so can be covered in one pattern
    • Like, Menus are more often drawers than fixed (iOS) or popups.
    • More, more, more...


The Patterns

Think we need to add a pattern? You might have just missed it, or the world might have changed. Create an account and add it directly to this wiki, or if more lazy just contact us and we'll look into it. Really!

V - Stuff We Didn't Put In the Book

We made up a LOT of patterns as short descriptions, and when we got around to organizing and detailing them... they didn't all sound that good after all. Also, we have to keep the book at a reasonable size. But, we don't want to loose track of these, so here's an un-ordered list of those ideas we've kicked aside. For now.


Appendices & General Information

To keep the patterns focused on design and implementation, I have pulled all kinds of supporting information out of them. However, a lot of it is still very interesting. And there's no good way for a designer or developer to get a summary of this sort of information.

So, I've included it here as an Appendix, ordered so you can just pretty much read it from one end to the other.

Visit any time to get the latest updates, or just to avoid typing in long links from a piece of paper. And please come add your own information, or update old or changed links.

 


Not Desktop, But Not Quite Mobile

Though the patterns are supposed to be general enough to apply to kiosks, telematics, 10-foot Ui, etc. experts in those fields insist they just aren't. I have given in and in the interest of increasing knowledge, am going to start linking to the good stuff in related domains.


References


Other Stuff from the Book


UX Office Hours - Kansas City

Steven will be appearing every Tuesday at the Kansas City Startup Village to provide free consulting or chatting on UX for your business. Find out more.


Speaking Engagments, Presentations, Webcasts...

Eric works in Sydney, Australia. Steven lives in the Kansas City, Missouri (US) area.

We're pretty busy with day jobs, freelance jobs and so on. But if we're scheduled to go somewhere and talk about anything remotely related to mobile (and it's an open meeting you can come to) we'll post it here.


Mentions, Reviews & Other Writing

We (and especially Steven) write a lot still. Here we've gathered a list of articles of note, articles in which we're mentioned or interviewed, and reviews or other important mentions of this book.


UX & Mobile Development Work

Index (last edited 2019-12-04 17:45:44 by shoobe01)