DESIGNING
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FOR MOBILE“Gotchas” to get
it. What we’ve learned so far.
Know your user.
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Mobile has context.
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5
Interruptive and distraction experience
mobile has context• Interruptive &
distraction experience
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- Multi-tasking- Distraction = Entertainment/ Gaming
mobile has context• interruptive &
distraction experience
• Incremental experience
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- Stop/start interaction
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Solution:Build use case around your users context.
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DEEPSPACEmobile
Have you used a mobile phone lately?
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12
Design for people who can’t read good
32 AT&T
39 Verizon
30 Sprint
33 T-mobile
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Number of device types currently sold by the Top four carriers.
14
scroll wheeltrackballtouch screenstylusnumeric keypadQWERTY keyboard“sure”typet-9keyboardd-padjoystick
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DEEPSPACEmobile
Solution:Less is more.
design for less• balance content with clicks- consider screen size and scroll-ability• keep navigation simple. - big buttons, quick links, “start over”
button• streamline content- can’t rely on consistent formatting• hardware has limits- small cache size and working memory
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DEEPSPACEmobile
Dive deep on the technology.
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19+
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Mobile browsers embedded by carriers or device manufacturers
Mobile SafariPocket Internet ExplorerBlackberry BrowserOpera MiniOpenwaveBrewBlazer (Palm) Nokia NetfrontSidekick Browser (Danger)Android
21+
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Number of user installable mobile browsers
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iPhone Rendering
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iPhone Rendering
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Blackberry Rendering
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Windows Mobile Rendering
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Moto RAZR Rendering
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Solution:Test, test, test.But build for the future.
Standards will save us all.• Device churn will bring newer standards
based software into the mix- new browsers from MS, Nokia, Android,
Mozilla/Firefox, Opera focusing on desktop equivalent rendering.
• Lower end devices = lower end users- value-conscious users aren’t paying for
mobile data
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Know your user.Imagine a solid mobile use case.
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Less is moreDesign for simple, short interactions
Build for the future.Develop with standards, let the mobile past go.
Q+A
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