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If you’re going to design for mobile, then it’s likely you’re going to need to consider the way that the device is used and the specifics of the device itself. There are some general principles that can help you begin designing for mobile, but don’t forget that these don’t replace the need for user research. They are guidelines, not hard and fast rules.
There are many things to consider when designing for mobile. On top of standard UX considerations, there are also going to be mobile-specific design considerations. For instance, are you going to integrate your mobile offering with your current offering? Will you use responsive design or adaptive design?
A lot of this will boil down to context—that is, the context in which users will use their mobile devices to do whatever tasks we have in mind. If your users access the mobile web from their desks, that’s awesome, but many users don’t. They’re going to be trying to use them in the supermarket, on their daily commute, on the walk to the coffee shop, etc.
“If your business isn’t mobile friendly, your business is dead.”
— Jonathan Stark, Best-selling mobile technology author
Space and occasion (i.e., context) should be foremost in your mind. As the era has freed people from having to anchor themselves to desks in order to get online, the places in which they interact with their devices are virtually limitless. That means you’re going to have to consider how to reduce distractions and make it easy for the user to focus on the task in hand, too.
Josh Clark, the author of Tapworthy - Designing Great iPhone Apps, offers three categories for mobile web access:
You don’t have as much screen real estate for mobile devices as you do for PCs and laptops. That means, normally, you’ll be designing for multiple screen sizes. You need to make a decision early as to whether to use responsive design (where the device handles the changes in display) or adaptive design (where your servers handle the changes).
You want to focus on a ‘mobile first’ approach, which means designing for the smallest mobile platforms and increasing complexity from there.
A good process to follow would be:
Don’t forget that there are many different browser types available for the mobile web and the wider Internet, too. You want to ensure that you support as many of these as possible.
Author/Copyright holder: Philip Jägenstedt. Copyright terms and license: CC0 1.0
‘The Age of the Handheld Device’ could describe this era in a broad sense. Designing for mobile entails considering a range of far-reaching factors such as the different contexts in which users will find themselves when using a device. It also demands you to consider the physical limitations smaller devices impose on a design’s acceptable manifestation.
Keypads and touch screens don’t make for precise navigation like mice do, so try to:
Don’t overwhelm your users—respect the small screen space. Keep content to a minimum; save the deluxe treatment for the desktop platform (while being careful not to make the mobile user feel short-changed if the desktop version seems vastly superior).
Make sure that content is universally supported on all devices or avoid it. Think Flash and then don’t use it, for example.
Make page descriptions short and to the point—for relevant bookmarks.
The less the users have to fiddle with their phones, the more they’re going to enjoy using your mobile web offering. Consider:
Author/Copyright holder: Subhashish Panigrahi. Copyright terms and license: CC BY-SA 3.0
Designing for handheld devices involves a careful eye for tailoring the layout in the name of convenience. Simplifying the look so that only the ‘greatest hits’ get through (as opposed to the indulgent, extended-feature version) and accommodating the realities of users’ typing with their thumbs are crucial considerations.
Mobile connections can be a colossal pain in the ass in areas with patchy service. Don’t make things hard on your users. Try:
Author/Copyright holder: Stefano De Sabbata and Mark Graham. Copyright terms and license: CC BY-SA 3.0
The need for designs that load quickly isn’t just contingent on users’ patience. It also has a lot to do with the broadband tariffs they are on. As we can see here, the cost of keeping a service going can wipe out an individual’s entire earnings for one year in some countries.
As users move between mobile and the desktop, they’re going to expect similar experiences. Remember to:
Mobile is different from the traditional desktop environment. Moreover, while standard UX and usability considerations are needed in a mobile context, the mobile environment also demands design considerations of its own. It’s important for you as a mobile designer to pay attention to the details in order to deliver the best possible user experiences. This will frequently involve a balancing act as you try to condense needed features from the desktop version while shaving down on data demands, and all the while being careful to maintain the organization’s presence through a credible presentation so as to win and keep users’ trust. Get it right, though, and you will be another step closer to impactful designs that can catch users anywhere, anytime.
Creative Bloq suggest focusing on these 10 principles of interactive design for mobile –http://www.creativebloq.com/mobile/10-principles-mobile-interface-design-4122910
Give Good UX offer 5 simple tips for mobile design – http://www.givegoodux.com/5-crucial-principles-great-mobile-design/
Smashing Magazine offers 7 principles for mobile – UX design - http://www.smashingmagazine.com/2011/07/seven-guidelines-for-designing-high-performance-mobile-user-experiences/
InfoWorld thinks you need to look at these 10 tips for getting a mobile app right –
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