Differences between revisions 506 and 534 (spanning 28 versions)
Revision 506 as of 2013-09-13 17:03:50
Size: 12770
Editor: shoobe01
Comment:
Revision 534 as of 2014-10-30 13:38:59
Size: 14648
Editor: shoobe01
Comment:
Deletions are marked like this. Additions are marked like this.
Line 26: Line 26:
[[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. == 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 28: Line 29:
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. 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 41: Line 42:
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.
Line 46: Line 45:
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. === 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.
Line 62: Line 64:
 * [[Brainstorming, Workshopping, etc]]
Line 63: Line 66:
-----
== 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.
Line 112: Line 118:
  * [[History of Computing]]
Line 116: Line 123:
  * [[Raster Design Tips]] - 72 dpi is wrong.   * [[Raster Design Tips]] - 72 dpi is (probably) wrong.
  * [[Optimize Mobile Performance]] - Just notes and links now
Line 118: Line 126:
  * [[Design for Accessibility]] - Stubbed for now. Someone *really* needs to write this.   * [[Design for Accessibility]] - Short, focused on apps, but I think an okay intro for now.
Line 141: Line 149:
 * '''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.
 * '''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.
Line 145: Line 155:
 * '''Telematics''' (cars) - NEEDED  * '''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.
Line 148: Line 160:
  * [[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 166: Line 182:
== 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]].


-----
Line 180: Line 191:


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

Designing Mobile Interfaces: Patterns for Interaction Design

Designing Mobile Interfaces, by Steven Hoober & Eric Berkman.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

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.


Preface


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.


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.

  • Kiosks even if they are made by strapping an iPad to the wall, have different context, and different environmentally-derived interactions. Design them differently.

  • 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.

  • 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.

  • 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.


References


Other Stuff from the Book


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.

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