5282
Comment:
|
1393
|
Deletions are marked like this. | Additions are marked like this. |
Line 6: | Line 6: |
* [[Not Desktop, But Not Quite Mobile|Other devices]]: | * [[Not Desktop, But Not Quite Mobile|Other devices]]: The patterns in Designing Mobile Interfaces are really best applied to small, portable devices. Here's some info and leads on other devices you may need to work on. |
Line 8: | Line 8: |
* Writing: * Speaking: |
* [[Mentions, Reviews & Other Writing|Writing]]: * [[Speaking]]: |
Line 11: | Line 11: |
Slideshare | YouTube | Flickr | | Slideshare | YouTube | Flickr | LinkedIn | Google+ | Twitter | Facebook | Behance |
Line 13: | Line 13: |
Medium | Blog | | [[medium.com/@shoobe01|A few Medium articles]] | [[http://shoobe01.blogspot.com/|An old Blog]] |
Line 20: | Line 20: |
== Designing for Fingers, Touch & People == | == Fingers, Touch & People == |
Line 22: | Line 22: |
{{{#!html <a name="notmobile"> </a> }}} ----- == 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''' * [[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. * [[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. * [[https://medium.com/building-for-android-tv|Building for Android TV: Because sometimes documentation is not enough.]] by Sebastiano Gottardo * [[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 * [[Large displays]] some thoughts I am putting together with a manufacturer of displays. WIP. * '''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. 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. * [[Augmented Reality Standards and Examples]] that I have gathered * [[http://www.w3.org/community/ar/|W3C Working Group on AR Standards]] ----- == 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. |
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: The patterns in Designing Mobile Interfaces are really best applied to small, portable devices. Here's some info and leads on other devices you may need to work on.
Slideshare | YouTube | Flickr | LinkedIn | Google+ | Twitter | Facebook | Behance
A few Medium articles | An old Blog
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.