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{{{#!wiki yellow/solid
The book is now out. You can get the eBook [[http://shop.oreilly.com/product/0636920013716.do|direct from O'Reilly]], who will also sell the printed copy when it's available, in the third week of November, I am told.

Or, you can be nice to me and buy the printed one through Amazon, where I get a tiny extra bit of money if you [[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|use this link]].

Please write reviews! I want to know what everyone thinks. Serious errors or omissions, we'll add right here and we can all discuss them.
}}}
''Designing Mobile Interfaces: Patterns for Interaction Design'' is a the indispensable 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. And everything is explained with the underlying psychology and physiology, so you have a base of knowledge and can 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.

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.
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The fact that you are reading this book means you don’t need to be told how ubiquitous mobile is, how quickly the mobile market is growing and changing, and how much mobile computing is supplanting desktop computing as well as more traditional media such as film, television, radio, newspapers, and books.

Mobile is so huge and is growing so fast that astonishing growth numbers from just a few years ago pale in comparison to growth numbers today -- so much so that we won’t even bother quoting any figures, as they will be outdated long before the rest of the content loses its relevance.

One thing that has not happened yet is true standards for design. Movements are now underway to design for the mobile experience first, before focusing on other forms of computing. A good reason for this is that in many markets, many of your customers look at your website on mobile devices more than on desktops.

Yet, too much design is based on older paradigms for the desktop, or even for TV or print. Within mobile, too many design discussions are very narrowly focused. They pay special attention to applications on a single platform, or only to the mobile web—and almost al- ways at the expense of every other platform. Certainly, almost no one discusses anything but smartphones, despite the huge market share and vast usage rates of feature phones.

Fragmentation is discussed as a bad thing for marketing, and sometimes for design, but designers themselves contribute to this fragmentation too often by focusing on pixel- based layouts and the specifics of their favorite OS. This does no one any good, and is es- pecially pointless when you consider the user. Devices generally have many more features and methods of interaction in common than their differences might imply.

Serious mobile design now, and especially in the future, will require building for every user, and providing some solution on every platform.

This book offers a set of common patterns for interaction design on all types of mobile devices. A few patterns require specific hardware or form factors, but most are absolutely universal.

Most do not concern themselves at the top level with implementation details. The correct solution is correct even at the OS level, as an application or as a website.

Of course, there are notes to discuss alternatives, methods, and limitations to assist with decision making. And many of the specific patterns are coupled with alternatives or varia- tions that allow similarly useful solutions to be achieved on any type of device.

== Preface ==
 * [[Preface]]

An almost complete (missing the tagline) comp of the cover of our forthcoming O'Reilly book, Designing Mobile Interfaces, by Steven Hoober & Eric Berkman. I thought it would be alphabetical, but now we know who's more important :)

Designing Mobile Interfaces: Patterns for Interaction Design is a the indispensable 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. And everything is explained with the underlying psychology and physiology, so you have a base of knowledge and can 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.

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

It's a wiki, but also a book . We need to keep things in synch, so please see the help tab for formatting information, be respectful of content on the site, and add your notes and comments to the appropriate section at the bottom of each page.

For information or to get access to the wiki for editing Contact us

Contact @shoobe01 or @ericberkman directly if you don't see us responding to your change fast enough.


The Patterns

I - Page

Introduction to the Page section. √

1 - Composition

Introduction to the Composition chapter. √

Summary to the Page section Page-Wrapup.√


II - Components

Introduction to the Components section. √

2 - Display of Information

Introduction to the Display of Information chapter. √

3 - Control & Confirmation

Introduction to the Control & Confirmation chapter. √

4 - Revealing More Information

Introduction to the Revealing More Information chapter. √

Summary to the Component Section Component Wrapup


III - Widget

Introduction to the Widget section. √

5 - Lateral Access

Introduction to the Lateral Access chapter. √

6 - Drilldown

Introduction to the Drilldown chapter. √

7 - Labels & Indicators

Introduction to the Labels & Indicators chapter. √

8 - Information Controls

Introduction to the Information Controls section. √

Summary to the Widget Section Widget Wrapup


IV - Input & Output

Introduction to the Input & Output section. √

9 - Text & Character Input

Introduction to the Text & Character Input section. √

10 - General Interactive Controls

Introduction to the General Interactive Controls section. √

11 - Input & Selection

Introduction to the Input & Selection section. √

12 - Audio & Vibration

Introduction to the Audio & Vibration section. √

13 - Screens, Lights & Sensors

Introduction to the Screens, Lights & Sensors section. √

Summary to the Input & Output Section Input & Output Wrapup


V - Stuff We're (Probably) Not Putting 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

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.

You'll find that a few of the Appendices are actually just lists of resources. And in this day and age, resources are links to websites. Which, of course, will go out of date soon. Luckily, we keep this up to date on the 4ourth Mobile Design Wiki.

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.


References


Other Stuff from the Book


Events & Locations

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

We're pretty busy with day jobs, freelance jobs and actually writing the book. 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:

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