Differences between revisions 539 and 547 (spanning 8 versions)
Revision 539 as of 2014-10-30 14:30:31
Size: 7221
Editor: shoobe01
Comment:
Revision 547 as of 2015-06-24 23:11:49
Size: 5244
Editor: shoobe01
Comment:
Deletions are marked like this. Additions are marked like this.
Line 1: Line 1:
== 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.
 * Patterns book: Read or buy the O'Reilly book [[Designing Mobile Interfaces|Designing Mobile Interfaces]]
 * Touch guidelines: The definitive, up-to-date, reseach-based guidelines on designing for fingers, touch and people.
 * Touch Templates:
 * Touch Overlays:
 * [[http://shoobe01.wufoo.com/forms/contact-4ourth-mobile/|Contact]]: With any comments, questions, corrections or to hire us for consulting or speaking.
 * Other devices:
Line 4: Line 8:
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 You get not just a list of designs and out of date screenshots, but have a base of knowledge to make up your own mind, and react to the always-changing mobile environment.  * Writing:
 * Speaking:
Line 6: Line 11:
''"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
Slideshare | YouTube | Flickr |
Line 9: Line 13:
'''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.]]
Medium | Blog |
Line 13: Line 15:
'''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.]]
Line 17: Line 16:
'''Read in other languages'''
 * ''Designing Mobile Interfaces'' has been translated into Russian, Chinese, Korean, and Italian. [[Other languages and editions]]
Line 20: Line 17:
=== 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 28: Line 21:
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. 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. I am working on it [[Fingers, Touch & People|over hereabouts]], but since it'll be a mess for a long while, just check out the [[http://www.4ourth.com/Touch|Touch]] overview page for the most current complete articles, presentations, videos, guidelines and references.
Line 37: Line 30:

 * '''Wearables'''
  * [[Wearables]]
Line 42: Line 38:
  * [[https://medium.com/building-for-android-tv|Building for Android TV: Because sometimes documentation is not enough.]] by Sebastiano Gottardo
Line 43: Line 40:
  * [[Large displays]] some thoughts I am putting together with a manufacturer of displays. WIP.
Line 49: Line 47:
 * '''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''' - 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. I have also used an Occulus Rift and it. Is. Awesome. AR and VR is maybe going to happen and we need to not be surprised by it and muddle through this transition. We need standards. Now.
  • Patterns book: Read or buy the O'Reilly book Designing Mobile Interfaces

  • Touch guidelines: The definitive, up-to-date, reseach-based guidelines on designing for fingers, touch and people.
  • Touch Templates:
  • Touch Overlays:
  • Contact: With any comments, questions, corrections or to hire us for consulting or speaking.

  • Other devices:
  • Writing:
  • Speaking:

Slideshare | YouTube | Flickr |

Medium | Blog |


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. I am working on it over hereabouts, but since it'll be a mess for a long while, just check out the Touch overview page for the most current complete articles, presentations, videos, guidelines and references.

 


Not Desktop, But Not Quite Mobile

Though the patterns in Designing Mobile Interfaces are supposed to be general enough to apply to kiosks, telematics, 10-foot Ui, etc. and my touch research originally was also, experts in those fields insist they just aren't the same. I have given in and in the interest of increasing knowledge, am going to start linking to the good stuff in related domains. If you know of a good info source for any of these, tell me about it and I'll add it.

  • Wearables

  • 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. I have also used an Occulus Rift and it. Is. Awesome. AR and VR is maybe going to happen and we need to not be surprised by it and muddle through this transition. We need standards. Now.


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)