Mobile User Experience : Patterns to Make Sense of It All.

By: Mendoza, AdrianPublisher: San Francisco : Elsevier Science & Technology, 2013Copyright date: ©2014Description: 1 online resource (249 pages)Content type: text Media type: computer Carrier type: online resourceISBN: 9780124114906Subject(s): Mobile computing.;User interfaces (Computer systems) -- Design.;Application software -- DevelopmentGenre/Form: Electronic books. Additional physical formats: Print version:: Mobile User Experience : Patterns to Make Sense of It AllDDC classification: 004 LOC classification: QA76.59.M45 2014ebOnline resources: Click to View
Contents:
Front Cover -- Mobile User Experience: Patterns to Make Sense of it All -- Copyright -- Dedication -- Contents -- Acknowledgments -- Author Biography -- Preface -- Chapter 1: Introduction -- Chapter 2: Why Mobile UX, Why Now? -- Introduction -- The Perfect Storm of Mobile -- Technology -- Users -- User Experience -- The Problem -- The Opportunity -- Chapter 3: Your Desktop Experience Is Not Your Mobile Experience -- Introduction -- Mobile Use Is Not Desktop Use -- Mobile Users Are Not Your Desktop Users -- You Cannot Fit Everything on One Screen -- Customers Determine Your User Mobile Experience -- Rethink Hyperlinking -- The Mobile Browser Is Less Forgiving -- Say Goodbye to the Mouse -- Building A Mobile Experience Is More Complicated -- Planning Your Mobile Experience -- Let's Move Forward -- Chapter 4: Understanding the Device -- Introduction -- Getting to Know iOS -- An Anecdote About Gestures -- Introduction to Behaviors and Gestures in iOS -- Behaviors of iOS -- The Language of Touch Gestures -- The Tap -- The Drag -- The Flick -- The Swipe -- The Pinch -- Random Gestures -- The iOS Kit of Parts -- Screen Sizes -- Standard iOS Display-320 × 480 -- Retina iOS Display for 3.5" Screen-640 × 960 -- Retina iOS Display for 4" Screen-640 × 1136 -- User Interface Elements -- The Keyboard -- The Pickers and Date Pickers -- Inputs -- The Tab Bar -- The Navigation Bar -- The Tool Bar -- Action Menu -- Getting to Know Android -- Welcome to the Android Party -- Hardware Interface, Android Gestures, and Behaviors -- Hardware to Software Interface -- Android Behaviors and Interactions -- The Menu -- Touch Gestures -- Understanding the Android Kit of Parts -- Screen Sizes -- User Interface Elements -- The Keyboard -- Tabs -- Lists -- Turning Over a New Leaf … -- Understanding Everyone Else -- Windows Phone 8 -- Nokia Symbian and Beyond -- Blackberry.
Getting to Know the Tablet -- iPad (iOS) -- Android -- Putting It All Together -- Next Steps: Building the Narrative -- Chapter 5: How Mobile Wireframing Works -- Introduction -- Create Context -- Screen Size -- Representing Page and Screen Flows -- Creating Your First Layout -- Representing Inputs -- Representing Gestures -- Annotate, Annotate, Annotate -- Wireframing Other Cases -- Representing Motion (Accelerometer) -- Representing Multiple Devices (MOBILE APP) -- Representing Responsive Design (Mobile Web) -- Chapter 6: Mobile UX Patterns -- Why Patterns? -- Pattern 1: The Launcher -- The Basic Layout -- The Header -- The Work Area -- Creating Connections -- Adding Extras -- Ads -- Search and Features -- The Advance Launcher -- Sliding Panels -- Logging In and Out -- Personalizing and Customizing the Launcher -- Pattern 2: The Tray -- The Basic Layout -- The Active Button -- The Tray Area -- The Advanced Tray -- Good Gestures -- Avoiding Mistakes -- Be clean and lean -- Keep names short -- Don't scroll too much -- Don't add other gestures -- Don't over do a good thing -- Pattern 3: The List -- The Basic Layout -- The List Item -- The Navigation Bar -- The Navigation Buttons -- The Advanced List -- Making the Last Page Actionable -- Using a Dynamic List -- Avoiding Mistakes -- Don't over do a good thing -- Don't skip a step -- No dead ends -- Pattern 4: The Rotate -- The Basic Layout -- The Rotation -- The Horizontal or Vertical Screen -- The Advanced Rotate -- Designing for the Rotation and Tilt Gesture -- Changing the Content in Rotated Views -- Going Even Further -- Pattern 5: The Log In -- The Basic Flow -- The Log In -- The Sign-Up -- The Forgotten Password -- The Advanced Login: Social Integration -- Avoiding Mistakes -- Beware of screen size -- Beware of making screen elements too small -- Pattern 6: The Camera -- The Basic Flow.
The Camera Screen -- The Confirm/Add a Filter (Optional) -- The Action/Share Screen -- Next Steps -- Pattern 7: The Map and Location -- The Basic Flow -- The Location Search -- Android -- iOS -- The Map Page -- The Location Detail Page -- What's Next? -- Chapter 7: How to Prototype in Mobile -- Introduction -- What Is Mobile Prototyping? -- Methods of Prototyping -- Paper Prototyping -- The Mobile Sheet -- Making the Screen Scroll -- Showing Inputs, Keyboards, and UI -- The Notecard -- Exercise 1-Group -- Exercise 2-Individuals -- Desktop Prototyping -- The Simple Method -- The Advanced Method -- Why don't you use the SDK iOS simulator or Android emulator on the desktop for prototyping? -- Using the Device to Prototype -- The Image Prototype -- Creating a Clickable Prototype -- The Prototype Trap -- Chapter 8: Mobile App or Mobile Web: The Big Debate -- Introduction -- The Mobile App -- Advantages -- Built Using Native Code -- Using Device Specific Features -- Design for Known Devices (iOS) -- Disadvantages -- Design for Unknown Devices (Android) -- Pay to Play -- The App Store -- The Mobile Web -- Advantages -- Everyone Has a Browser -- No Special Code to Build -- No Need to Push Updates -- Monetization Is All You -- Disadvantages -- Redirects Are Still a Problem -- Multiple Mobile Sites -- Not All Mobile Only Features Are Available as APIs -- Responsive Web Design -- Advantages -- Say Goodbye to Redirects and Say Hello to Break Points -- No Need to Learn Another Piece of Software -- Disadvantages -- RWD = More Work at Your End -- Rethink Your Fancy Web Design -- Performance Problems-The Double-Edged Sword -- The Triple Play -- Chapter 9: The Future of Mobile UX is in Using Performance Metrics -- Introduction -- Failure Redefined -- Start Differently -- Performance Pattern 1: Limiting Social Interactions.
Performance Pattern 2: Limiting Products or Images -- Performance Pattern 3: Designing Responsive Web Design (RWD) with Intent for Every Platform -- Making a Plan to Test on Devices -- Proving a Point -- A Call to Action -- Appendix A: List of Devices from Chapter 1 -- Device List -- Pdas -- Feature Phones -- MP3 Players -- Smartphones -- Appendix B: List of My Devices from Chapter 4 -- Device List -- Pictured -- Not Pictured -- Musical SIM Cards -- Appendix C: Sample Mobile Sheets from Chapters 5 and 7 -- Step 1: Cut Mobile Sheets out of This Book -- Step 2: Scan the Pages or Photocopy Them -- Step 3: Draw on Them! -- Appendix D: Mobile Performance Results from Chapter 9 -- Testing Methodology -- Performance Pattern #1 -- URLs Tested -- Results -- Average Page Load Time (Seconds): ( from High to Low) -- Average Page Load Time by Carrier (Seconds), ( from High to Low) -- Average Page Load Time by Device (Seconds), ( from High to Low) -- Performance Pattern #2 -- URLS Tested -- Results -- Average Page Load Time (Seconds), ( from High to Low) -- Average Page Load Time by Carrier (Seconds), ( from High to Low) -- Average Page Load Time by Device (Seconds), ( from High to Low) -- Want to Learn More about Mobile Performance Monitoring on Real Devices? -- Index.
Summary: This is your must-have resource to the theoretical and practical concepts of mobile UX. You'll learn about the concepts and how to apply them in real-world scenarios. Throughout the book, the author provides you with 10 of the most commonly used archetypes in the UX arena to help illustrate what mobile UX is and how you can master it as quickly as possible. First, you'll start off learning how to communicate mobile UX flows visually. From there, you'll learn about applying and using 10 unique user experience patterns or archetypes for mobile. Finally, you'll understand how to prototype and use these patterns to create websites and apps. Whether you're a UX professional looking to master mobility or a designer looking to incorporate the best UX practices into your website, after reading this book, you'll be better equipped to maneuver this emerging specialty. Addresses the gap between theoretical concepts and the practical application of mobile user experience design Illustrates concepts and examples through an abundance of diagrams, flows, and patterns Explains the differences in touch gestures, user interface elements, and usage patterns across the most common mobile platforms Includes real-world examples and case studies for this rapidly growing field.
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Front Cover -- Mobile User Experience: Patterns to Make Sense of it All -- Copyright -- Dedication -- Contents -- Acknowledgments -- Author Biography -- Preface -- Chapter 1: Introduction -- Chapter 2: Why Mobile UX, Why Now? -- Introduction -- The Perfect Storm of Mobile -- Technology -- Users -- User Experience -- The Problem -- The Opportunity -- Chapter 3: Your Desktop Experience Is Not Your Mobile Experience -- Introduction -- Mobile Use Is Not Desktop Use -- Mobile Users Are Not Your Desktop Users -- You Cannot Fit Everything on One Screen -- Customers Determine Your User Mobile Experience -- Rethink Hyperlinking -- The Mobile Browser Is Less Forgiving -- Say Goodbye to the Mouse -- Building A Mobile Experience Is More Complicated -- Planning Your Mobile Experience -- Let's Move Forward -- Chapter 4: Understanding the Device -- Introduction -- Getting to Know iOS -- An Anecdote About Gestures -- Introduction to Behaviors and Gestures in iOS -- Behaviors of iOS -- The Language of Touch Gestures -- The Tap -- The Drag -- The Flick -- The Swipe -- The Pinch -- Random Gestures -- The iOS Kit of Parts -- Screen Sizes -- Standard iOS Display-320 × 480 -- Retina iOS Display for 3.5" Screen-640 × 960 -- Retina iOS Display for 4" Screen-640 × 1136 -- User Interface Elements -- The Keyboard -- The Pickers and Date Pickers -- Inputs -- The Tab Bar -- The Navigation Bar -- The Tool Bar -- Action Menu -- Getting to Know Android -- Welcome to the Android Party -- Hardware Interface, Android Gestures, and Behaviors -- Hardware to Software Interface -- Android Behaviors and Interactions -- The Menu -- Touch Gestures -- Understanding the Android Kit of Parts -- Screen Sizes -- User Interface Elements -- The Keyboard -- Tabs -- Lists -- Turning Over a New Leaf … -- Understanding Everyone Else -- Windows Phone 8 -- Nokia Symbian and Beyond -- Blackberry.

Getting to Know the Tablet -- iPad (iOS) -- Android -- Putting It All Together -- Next Steps: Building the Narrative -- Chapter 5: How Mobile Wireframing Works -- Introduction -- Create Context -- Screen Size -- Representing Page and Screen Flows -- Creating Your First Layout -- Representing Inputs -- Representing Gestures -- Annotate, Annotate, Annotate -- Wireframing Other Cases -- Representing Motion (Accelerometer) -- Representing Multiple Devices (MOBILE APP) -- Representing Responsive Design (Mobile Web) -- Chapter 6: Mobile UX Patterns -- Why Patterns? -- Pattern 1: The Launcher -- The Basic Layout -- The Header -- The Work Area -- Creating Connections -- Adding Extras -- Ads -- Search and Features -- The Advance Launcher -- Sliding Panels -- Logging In and Out -- Personalizing and Customizing the Launcher -- Pattern 2: The Tray -- The Basic Layout -- The Active Button -- The Tray Area -- The Advanced Tray -- Good Gestures -- Avoiding Mistakes -- Be clean and lean -- Keep names short -- Don't scroll too much -- Don't add other gestures -- Don't over do a good thing -- Pattern 3: The List -- The Basic Layout -- The List Item -- The Navigation Bar -- The Navigation Buttons -- The Advanced List -- Making the Last Page Actionable -- Using a Dynamic List -- Avoiding Mistakes -- Don't over do a good thing -- Don't skip a step -- No dead ends -- Pattern 4: The Rotate -- The Basic Layout -- The Rotation -- The Horizontal or Vertical Screen -- The Advanced Rotate -- Designing for the Rotation and Tilt Gesture -- Changing the Content in Rotated Views -- Going Even Further -- Pattern 5: The Log In -- The Basic Flow -- The Log In -- The Sign-Up -- The Forgotten Password -- The Advanced Login: Social Integration -- Avoiding Mistakes -- Beware of screen size -- Beware of making screen elements too small -- Pattern 6: The Camera -- The Basic Flow.

The Camera Screen -- The Confirm/Add a Filter (Optional) -- The Action/Share Screen -- Next Steps -- Pattern 7: The Map and Location -- The Basic Flow -- The Location Search -- Android -- iOS -- The Map Page -- The Location Detail Page -- What's Next? -- Chapter 7: How to Prototype in Mobile -- Introduction -- What Is Mobile Prototyping? -- Methods of Prototyping -- Paper Prototyping -- The Mobile Sheet -- Making the Screen Scroll -- Showing Inputs, Keyboards, and UI -- The Notecard -- Exercise 1-Group -- Exercise 2-Individuals -- Desktop Prototyping -- The Simple Method -- The Advanced Method -- Why don't you use the SDK iOS simulator or Android emulator on the desktop for prototyping? -- Using the Device to Prototype -- The Image Prototype -- Creating a Clickable Prototype -- The Prototype Trap -- Chapter 8: Mobile App or Mobile Web: The Big Debate -- Introduction -- The Mobile App -- Advantages -- Built Using Native Code -- Using Device Specific Features -- Design for Known Devices (iOS) -- Disadvantages -- Design for Unknown Devices (Android) -- Pay to Play -- The App Store -- The Mobile Web -- Advantages -- Everyone Has a Browser -- No Special Code to Build -- No Need to Push Updates -- Monetization Is All You -- Disadvantages -- Redirects Are Still a Problem -- Multiple Mobile Sites -- Not All Mobile Only Features Are Available as APIs -- Responsive Web Design -- Advantages -- Say Goodbye to Redirects and Say Hello to Break Points -- No Need to Learn Another Piece of Software -- Disadvantages -- RWD = More Work at Your End -- Rethink Your Fancy Web Design -- Performance Problems-The Double-Edged Sword -- The Triple Play -- Chapter 9: The Future of Mobile UX is in Using Performance Metrics -- Introduction -- Failure Redefined -- Start Differently -- Performance Pattern 1: Limiting Social Interactions.

Performance Pattern 2: Limiting Products or Images -- Performance Pattern 3: Designing Responsive Web Design (RWD) with Intent for Every Platform -- Making a Plan to Test on Devices -- Proving a Point -- A Call to Action -- Appendix A: List of Devices from Chapter 1 -- Device List -- Pdas -- Feature Phones -- MP3 Players -- Smartphones -- Appendix B: List of My Devices from Chapter 4 -- Device List -- Pictured -- Not Pictured -- Musical SIM Cards -- Appendix C: Sample Mobile Sheets from Chapters 5 and 7 -- Step 1: Cut Mobile Sheets out of This Book -- Step 2: Scan the Pages or Photocopy Them -- Step 3: Draw on Them! -- Appendix D: Mobile Performance Results from Chapter 9 -- Testing Methodology -- Performance Pattern #1 -- URLs Tested -- Results -- Average Page Load Time (Seconds): ( from High to Low) -- Average Page Load Time by Carrier (Seconds), ( from High to Low) -- Average Page Load Time by Device (Seconds), ( from High to Low) -- Performance Pattern #2 -- URLS Tested -- Results -- Average Page Load Time (Seconds), ( from High to Low) -- Average Page Load Time by Carrier (Seconds), ( from High to Low) -- Average Page Load Time by Device (Seconds), ( from High to Low) -- Want to Learn More about Mobile Performance Monitoring on Real Devices? -- Index.

This is your must-have resource to the theoretical and practical concepts of mobile UX. You'll learn about the concepts and how to apply them in real-world scenarios. Throughout the book, the author provides you with 10 of the most commonly used archetypes in the UX arena to help illustrate what mobile UX is and how you can master it as quickly as possible. First, you'll start off learning how to communicate mobile UX flows visually. From there, you'll learn about applying and using 10 unique user experience patterns or archetypes for mobile. Finally, you'll understand how to prototype and use these patterns to create websites and apps. Whether you're a UX professional looking to master mobility or a designer looking to incorporate the best UX practices into your website, after reading this book, you'll be better equipped to maneuver this emerging specialty. Addresses the gap between theoretical concepts and the practical application of mobile user experience design Illustrates concepts and examples through an abundance of diagrams, flows, and patterns Explains the differences in touch gestures, user interface elements, and usage patterns across the most common mobile platforms Includes real-world examples and case studies for this rapidly growing field.

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Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2019. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.

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