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From MobileDesign
Mobile UI design resources, patterns, devices, and so forth.
Mobile design resources are provided free by the leader in mobile user experience consulting, Little Springs Design.
Designing mobile user interfaces grows ever more interesting. Device and network capabilities are improving, platforms are giving us more features to help the user, privacy and security are becoming more important, and device proliferation is both increasing and decreasing.
This wiki aims to be the authoritative resource for all things related to the art and science of mobile user interface design*. While it is maintained by Little Springs Design, content comes from various sources and is shared freely (see license info at bottom of the page). Please use, reuse, and edit.
Mobile design is not monolithic. It depends on the device characteristics and platform capabilities. Thus each page in this site has header information indicating what devices, device characteristics, and patterns the page applies to.
The following topics may be helpful to get you started in mobile design.
- The mobile challenge - Designing for mobile is more complex than designing for desktops. Device proliferation abounds.
- Design patterns - an introduction to what design patterns are.
- Class-based design - Devices and device classes can be chosen strategically, based on market and user needs.
- Device hierarchy - mobile patterns rely on both device user interface style and platform.
- Mobile design principles - ways to think about mobile design.
- mobile design lens at Squidoo pointing at several online resources
Contents |
[edit] Design Patterns
While neither standard practice nor academic research has yet formalized what a pattern is and is not, patterns have become a good method for a new user interface designer to learn good, well-practiced solutions. At a minimum, UI patterns provide a good starting point for specific parts of an application. See a thorough discussion about user interface Design Patterns.
[edit] Screen Design
Covers general and specific strategies for laying out screens. Documented screen design patterns include:
- List-based Layout, the most common page layout
- Fisheye Lists, for peeking into list details
- Zoom List, same as Fisheye lists???
- Table-based Layout
- Location Selection, used to manage various methods of eliciting and storing the user's location
- Returned Results, used for displaying a list of results (email, news, yellow pages)
- Menu (list of commands)
- Tab navigation, used for creating multiple pages "visible" from a single screen
- Breadcrumbs, used for signposting ("You are Here")
- Error Messages, used for displaying a full-screen or dialog-box error message
- Carousel, used for displaying sets of visual content
- Circular scrolling
- Mobile Typography
- Margins & Gutters edge and inside...
- Text Entry
[edit] Application Navigation
Covers patterns that span individual pages or screens, to how different screens work together.
- Game Navigation, for game organization
- Listings of information, and the various ways to display and interact with them
- List Navigation, for interacting with a list of results
- Alphabetic Listings (Short), for a list of alphabetic results between 25 and 100 items (approx)
- Alphabetic Listings (Long), for a list of alphabetic results in excess of 100 items (approx)
- Autocomplete (advanced)
- Faceting, or you might call it "filtering"
- Softkey and Button Management
- Back, the various methods of using back functions
- Cookies Management, for dealing with the myriad implementations (or lack thereof) of cookies
- Page Footer, for consistent site navigation
[edit] Application Management
Non-visual components that nevertheless impact the user experience. Includes:
- Application Download, for managing the acquisition of a downloaded application
- Application State Management, practices for managing user settings
- Launch Process
[edit] Advertising
Techniques to deliver advertising content on the mobile device.
- Banner Ads, the old web standby
- Fisheye Ads, for highlighted items in results lists
- Interstitial Ads, while pages are loading
- Ad serving platform, where an entire application is created for serving ads, over an existing application. One example here, is the SMS2.0 application.
[edit] Articles & White Papers
- The Carry Principle - the fact that the phone is always carried has profound implications
- Mobilize, Don't Miniaturize
- Design Tools - emulators, design aids, etc.
[edit] Tutorials
- Script Events - how different mobile browsers handle, or don't handle, DOM events for Javascript/ECMAscript
[edit] Design Recommendations
- Creating media content for mobile delivery
- Game Design - currently focused on Java, but will mostly work for Flash & native apps
- WML and HDML - design recommendations for older browsers
- Feature phone browsers - design recommendations for mass-market devices
- Full browsers - browsers like iPhone's Safari, Skyfire, and similar
[edit] Device Classes
While computer-targeted design can assume a 800x600 display or better and in landscape orientation, a mouse or pointing device, and a keyboard, the same can not be said for mobile devices. This section outlines classes of devices the design recommendations in this wiki represent. See Device hierarchy for an overview of the concepts. category:Device Classes
[edit] User Interface Classes
This is a hierarchical listing of UI characteristics in which are placed all the important device operating systems. category: User Interface Classes
- Scroll & Select Interfaces Category: Scroll & select interfaces
- 2-way scroll - Such as the Blackberry thumbwheel
- 4- and 5-way keypads
- 0-1 softkeys
- 2 softkeys
- 3 or more softkeys Category: 3 or more softkeys
- Screen-input interfaces category: Screen-input interfaces
- Pen interfaces category: Pen interfaces
- Windows Mobile
- Windows Tablet PC
- Palm
- Maemo Internet Tablet (Nokia 770, 800 & 810)
- Symbian UIQ
- Symbian S60
- Touch screens category: Touch screens
- Pen interfaces category: Pen interfaces
[edit] Hardware Classes
Generally independent of the UI model above. To really understand the needs of your target device, you will need to know these features also. category:Hardware Classes
- Environmental input devices
- Gesture & position relative to the user, not 'location'
- Location geographically
- Haptic feedback
- Sensors (motion, temperature, light/dark etc)
- Keyboards & keypads Category:Keyboards & keypads
- One-handed entry 10-key/12-key, and similar
- Two-handed entry Thumb-boards
- Two hands and a surface
- Device formats
- Candybar
- Clamshell
- Slider
- Two-sided
- Other styles not common enough for their own category
- Display devices
- Technology & color depth
- Screen size
- Aspect ratio
- Secondary screens, such as external screen on flipphones, two-sided devices or two-piece devices
[edit] Every Device Ever Made
Nothing here yet. But will be soon. And, they will not be listed here, as the list would be insane-long. You'll have to drill into it, or search, or something.
[edit] Help on MediaWiki
Consult the User's Guide for information on using the wiki software.

