10899
Comment:
|
7372
|
Deletions are marked like this. | Additions are marked like this. |
Line 1: | Line 1: |
= Mobile Design Patterns Library = {{attachment:pattern-wiki.png}} |
== Designing Mobile Interfaces: Patterns for Interaction Design == [[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 the comprehensive, platform-agnostic reference for your mobile design work. Whether you design or develop for smartphones, featurephones, tablets, or other touchscreen devices, common principles are discussed and codified as 76 universal interaction and interface patterns. '''Designing Mobile Interfaces''' has been translated into [[http://4ourth.com/wiki/Other%20languages%20and%20editions|multiple languages]], used to teach interactive design at universities, and guided the creation of countless apps, websites and even entire OSs like Firefox. |
Line 4: | Line 4: |
== Introduction == An intro needs to go here... |
Each pattern explains the underlying psychology and physiology, describes best practices in implementation, and lists pitfalls and "best practices" you should watch out for and avoid. Every pattern is grouped with similar or optional patterns, and appendices detail key background information from typography to the principles of mobile networks. You get not just a list of designs and out of date screenshots, but have a base of knowledge to make up your own mind, and react to the always-changing mobile environment. |
Line 7: | Line 6: |
{{{#!wiki red/solid '''Please Add Your Thoughts''' |
''"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 |
Line 10: | Line 9: |
This is a wiki on purpose. We want the entire mobile design community to help with this effort. Even if you disagree, add your thoughts. For very significant changes, please add comments, instead of just over-writing what others have done without discussion. | '''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<1=_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.]] '''Read in other languages''' * ''Designing Mobile Interfaces'' has been translated into Russian, Chinese, Korean, and Italian. [[Other languages and editions]] === Read it Online === Or, you can just read the whole book [[Designing Mobile Interfaces|right here on this wiki]]. Pretty much every bit of content from the book is posted online. It is also regularly updated, 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. ----- == Designing for Fingers, Touch & People == If there's anything I'm the expert on now, it's how people hold and touch their mobile phones and tablets. I'm trending towards fully writing a smallish book on it. [[Fingers, Touch & People|This]] is where I am working on it or just check out the [[http://www.4ourth.com/Touch|Touch]] overview page for the most current complete articles, presentations, videos, guidelines and references. ----- == Designing Smartphone Interfaces == I had planned on updating the patterns to create an eventual second edition, and I certainly have added plenty of notes and so on, but now think I may propose a fairly different type of follow-on book. [[Designing Smartphone Interfaces|This]] is where I am working on it. {{{#!html <a name="notmobile"> </a> |
Line 12: | Line 38: |
----- == 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''' even if they are made by strapping an iPad to the wall, have different context, and different environmentally-derived interactions. Design them differently. * [[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]] * '''10-foot-UI''' is any interactive experience viewed from a distance. The usual assumption is a TV in a living room. Smart TVs have brought this out of the game console, and made it more mainstream. Your website is getting viewed at 10 foot range, in group settings. * [[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''' * [[http://ux.stackexchange.com/questions/41506/dark-screens-in-cars/41516#41516|Dark Screens in Cars]] a discussion that took off with many good links. * [[http://car-ux.com/|Car UX]] is just a bunch of photos of car control panels. So, continuing the bad tradition of confusing UI with UX. * '''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. * [[http://www.gamasutra.com/view/news/205434/Designing_better_controls_for_the_touchscreen_experience.php#comment224220|Designing Better Controls for the Touchscreen Experience]] from Gamasutra. * '''Augmented Reality''' - Not really a platform like the others, I have seen enough good stuff that is really pushing the bounds of what we think of as interaction and interface that I think AR also needs a separate and robust set of standards. Now. * [[Augmented Reality Standards and Examples]] that I have gathered * [[http://www.w3.org/community/ar/|W3C Working Group on AR Standards]] |
|
Line 13: | Line 57: |
== Patterns == | ----- == Speaking Engagments, Presentations, Webcasts... == Eric works in Sydney, Australia. Steven lives in the Kansas City, Missouri (US) area. |
Line 15: | Line 61: |
=== Components === A section or subsection of a design - This carousel is one of those. Components are made of widgets, and maybe other, custom stuff. |
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]]. |
Line 18: | Line 64: |
==== Display of Information ==== * [[Vertical List]] * [[Infinite List]] * [[Thumbnail List]] * [[Fisheye List]] * [[Carousel]] * [[Grid]] * [[Film Strip]] * [[Slideshow]] * [[Infinite Area]] * [[Select List]] ==== Control & Confirmation ==== * Confirmation Maybe Principles ... but the thing where you don't label buttons yes or no. Mostly modal dialogues. * ExitGuard * CancelGuard ====Revealing More Information / Drilldown==== Windowshade individual and list - explicit opening. When used as a list item, doesn't make it a new list type. Just the select action is in place, vs. a new screen or a popup. Pop-ups Various sorts. Should we steal from Sprint and use their several types, or just call them all variations on a theme. OR? Is this the sort of thing that goes in pages? Behavior as a modal popup is a page behavior thing... ???? Heirarchical lists Open up little arrows or +s to see the next level down. Like file system explorers... 4 BELOW HERE UNASSIGNED Returned results http://patterns.design4mobile.com/index.php/Returned_Results Could be a LIST, could be just a widget at top of screen... could be something else. Like uses LIST display modes, but it's a result section. Revealable Menus From softkeys to android to that weird thing on the Pre you pull up (or the bar on some FF mobile things) Fixed menus Same as revealable, but Apple style of it living there all the time. Dialer Not always done well, so lets do it well - hard and soft pause for example, and how dialer is different from entering numbers into address book. Things like keep mute/spkr buttons when num pad is visible (soft keypads only... but concept is sold. All those actions on a call are immediate. Allow access to 3-way, etc. but mute better be 1 button) - MAYBE lives in KEY section as a special type of keyboard. W - Widget Scrollbars, buttons, etc.- Smaller than a Component. Highly reusable items, used many times, over and over, in other places. Some similar sized items are not widgets, because they are custom implemented items. 1 Lateral Access - Tabs All these not so much sideways and "at the same level" and view switching - solutions to tabs not fitting, like USAT scrolling the tab bar. Note that tabs are terrible because text is horizontally inefficient Peel away The google maps on iPhone (I think) thing where you get to see other layers by peeling back to a layer behind Flip over Suggest device flipping also, but mostly rotating the virtual space to see the other side of an object Other 3D effects Like cube displays, etc. Find mobile equivalent of Prev/next Not just pagination... or is it? Could be that this is where that goes... 2 Drilldown - Stack of photos Tap to expand stack, etc. See all ways of doing it on Surface ... Many other drilldown methods' 4 BELOW HERE UNASSIGNED - Vertical Scroll Horizontal Scroll Or sideways indicator... see Seesmic details for an interesting version of "more over here" Links Suggest underlines for web. Indicators for off-site? Buttons size, indicator of priority. Still like BOA old ones with color/shape icons alongside. Apple arrowed button bars are good examples of this. Pointers Including text insertion points, the mag insertion for iPhone edit? Pre "splash" thing Icons Some notes about good practice, Consistency, modifiers to icons (+ next to one means, new message, but it better be big enough to see... multiple encoding) Avatar Image of a person, or the stand in, and how it's used various places Meters and levels Generalized version of what I think of battery meters. For all those things, signal strength, and anything else; ratings is a good one. How to show that your rating is different from baseline. Perhaps systematically similar to the charging state of the battery Text entry http://patterns.design4mobile.com/index.php/Text_Entry --- Probably several of these, so we cover all the usual form elements, and which work better and worse, and notes about pop-up selection or entry on default J2ME, S60... (and not to do it!) Reload/Refresh/Stop As one thing, since sometimes you use a single location. Must offer refresh for more than web browser URLs, so a single idea... I think. Clear fields Need an easy way to do this, as typical desktop methods are hard to do, BUT, abide by principles of mobile design and let it be undoable also. (suggest how, if not OS level, like press and hold clear after this returns it, or robust autocomplete saving) Spinners Or, more likely, their alternatives. The Galaxy has some nice ones. The gist is that we think that obscuring the number is dumb, and you need alternative methods (up/down arrows, direct entry... click and get numpad even if softkb only) and scrolling as machine-era interface should be left as secondary; also, if you must scroll, click detents; ALSO: here or other entry methods, pick good numbers. Scroller for minutes on a calendar should be at 15 min intervals, and direct entry required for any odd numbers. Pagination Convention page of page, range of total, but also dot indicators of position in a list (as for multiple home pages), etc. Location Within Indicates location, without a jump to feature, or a pagination control per se. Dot indicators may be THIS instead Wait indicators http://patterns.design4mobile.com/index.php/Wait_Indicator this is terrible. See various styles in Sprint guide. Yes, overlaps widget and component. Make it work, as ONE item. Talk through it as wait indicator is the widget, suggestd /implementation/ for some states is as a modal dialogue. Zoom, scale Methods to zoom in and out, especially suggested icons, ways of indicating zoom level (national to house) and literal scale bars. Location jump Thinking of the rolodex slider motif of some address books, but ALSO the widget to type a name in an address book, and it doesn't jump but goes to the first location. See search-within for a contrasting widget Search within Simple. Search box, whether website or address book, when typed it either jumps to or filters results. NOT the same as location jump. I think. Unless we think that the jump behavior makes them overlap... Sort and Filter Controls Some overlap with location jump and search-within... Work on this. Truncation ellipsis are three dots, or the glyph, and nothing else. Highly suggest those to make it clear (else make sure characters can be chopped at ends of viewport). Character truncation, word truncation and when to use each. Mention marquee, but an old technique so not expected, not favored now except on very small screens. Lazy loading Different from infinite area, or infinite list. More a widget thing, like if you have an infinite list, the images might lazy load to get the basic list in place. Animation, low-res, etc. Type principles? Like, pick good readable stuff, try to pick fonts where bold face is not roomier than roman. Even mention square serifs for readability. Or... too much and not really a pattern???? - GO TO END OF THAT LINK. Has simple rules you should follow! Add square serifs to it, if not mentioned. P - Page page layout and basics stuff - NOT WIDGETS THOUGH... Multi-encoding? (text/icon, color/contrast) REally basic stuff like this, or should there be a "Principles" section... or should P stand for principles instead??? Screens? auto brightness? Wrapper I think the concept is valid and worth mentioning. There's a template that exists, with menu indicators, annunciator rows, titles, etc. They all have their place, and you should only eliminate them under certain conditions. Generally, I think you at least allow access to, say, the annunciator row (or equivalent) so you can always find out alerts, status, battery, signal, etc. if you need. Why be surprised when in camera mode, for example? DO think we can combine as one. Unless you think it should be multiple items. Idle Screens Basic deck, and the multiple-home-screen mentality Apple esp brought us. Side or other scrolling, pros and cons, indicators of position... Signon/Pswds Everything I say about non-obscuring, and notes that you probably don't need it at all; devices are personal and those with secure info better lock the device -- device lock hints: make gestures clear, pattern codes, etc. Notifications Strips are becoming a best practice. But also talk about icons as widgets, etc. Non-interrupting, but visible. Refer to copia stuff a lot on this. It's pretty solid, really. Widgets As a principle. A widget is something that changes. Show eric my Hero200 control icons. Widgets. An icon that pulls up a control panel is an icon, not a widget. Etc. B - Behaviors interaction with no key screen component - Sound, vibration, etc. May overlap gestures but I think it meant output vs. input??? LED Blink, colors, etc. - Again, got some of these in the blog post on battery indicators Sound Audible feedback guidelines, AND reading of on-screen stuff, or reminders, or... Backlight Timing can be odd Use of technology? Like the N8s nice sleep state clock. Something along the lines of avoiding common practice, and using best practice (OLED power per lit pixel) K - Key Keyboard, Keypad and Other input features. Gestures here or somewhere else? Sensors? Soft keyboards Probably. Unless it should be under Key below. Use my gripes about non-standard Galaxy Epic as a baseline. Keypad layout Keyboard layout Galaxy epic issues, for example. Use localized standards, do not make up own. FN only when needed, and backlight as well as reflective indicators... Press-and-hold Can it be generalized? Haptic feedback? Spacing Worth repeating basic ergonomics? Or are we getting into hardware design too much Input modes Mostly, the indicator of which mode. http://patterns.design4mobile.com/index.php/Text_Entry should come back even with full keyboards, and soft keyboards I think. Some value as indicator of what entry is ALLOWED for a field, not just what mode currently in. Autocomplete All the bad things about predictive text input. I guess. Complex issue. Accesskeys Includes screen listing of them. Contrast with numbered lists... |
----- == 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. |
Designing Mobile Interfaces: Patterns for Interaction Design
Designing Mobile Interfaces: Patterns for Interaction Design is the comprehensive, platform-agnostic reference for your mobile design work. Whether you design or develop for smartphones, featurephones, tablets, or other touchscreen devices, common principles are discussed and codified as 76 universal interaction and interface patterns. Designing Mobile Interfaces has been translated into multiple languages, used to teach interactive design at universities, and guided the creation of countless apps, websites and even entire OSs like Firefox.
Each pattern explains the underlying psychology and physiology, describes best practices in implementation, and lists pitfalls and "best practices" you should watch out for and avoid. Every pattern is grouped with similar or optional patterns, and appendices detail key background information from typography to the principles of mobile networks. You get not just a list of designs and out of date screenshots, but 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:
Read in other languages
Designing Mobile Interfaces has been translated into Russian, Chinese, Korean, and Italian. Other languages and editions
Read it Online
Or, you can just read the whole book right here on this wiki. Pretty much every bit of content from the book is posted online.
It is also regularly updated, 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.
Designing for Fingers, Touch & People
If there's anything I'm the expert on now, it's how people hold and touch their mobile phones and tablets. I'm trending towards fully writing a smallish book on it. This is where I am working on it or just check out the Touch overview page for the most current complete articles, presentations, videos, guidelines and references.
Designing Smartphone Interfaces
I had planned on updating the patterns to create an eventual second edition, and I certainly have added plenty of notes and so on, but now think I may propose a fairly different type of follow-on book. This is where I am working on it.
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 even if they are made by strapping an iPad to the wall, have different context, and different environmentally-derived interactions. Design them differently.
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.
Designing Intuitive Point-of-Interest and Point-of-Sale Touch Interfaces
10-foot-UI is any interactive experience viewed from a distance. The usual assumption is a TV in a living room. Smart TVs have brought this out of the game console, and made it more mainstream. Your website is getting viewed at 10 foot range, in group settings.
Global Experience Language - TV by the BBC - Style guides and many guidelines and principles for TV graphics and interactive TV.
TV Screen Sizes by popularity of Web viewing, September 2013
Telematics
Dark Screens in Cars a discussion that took off with many good links.
Car UX is just a bunch of photos of car control panels. So, continuing the bad tradition of confusing UI with UX.
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.
That Game's UX terrific blog on gaming, with all sorts of great UX principles applied or reviewed.
Designing Better Controls for the Touchscreen Experience from Gamasutra.
Augmented Reality - Not really a platform like the others, I have seen enough good stuff that is really pushing the bounds of what we think of as interaction and interface that I think AR also needs a separate and robust set of standards. Now.
Augmented Reality Standards and Examples that I have gathered
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.