Category:User experience -> UX strategy -> Implement -> Mobile
Mobile first (Luke Wroblewski, An Event Apart, Boston 2010)
- Google is designing all web products for mobile first, even if no mobile version is planned.
- The mobile web is out-pacing the desktop web by a factor of eight. Next year we’ll see smartphone devices will outsell desktop devices.
- AT&T’s mobile data traf?c increased 50x in three years. Mobile may make up at much as 90% of all web traf?c by 2014.
- Constraints = Focus
- Focus on core actions, know your users, and use scalable design.
- Screen sizes: on good mobile devices, the screen is 80% smaller. For a good example, check out Southwest Airlines sites. The mobile version is driven by the tasks that people need to do.
- For Flickr, there are a lot of options (60!) on their standard website, but the mobile version only has eight things to choose from.
- Why iPhone?
- It takes 30 times the number of devices to get the web traffic one iPhone delivers on average.
- Design matters on the iPhone.
- What you can do is all on the screen, you have to put everything on the screen.
- Not having menus makes the content the interaction point.
- Don’t think just about screen size; think about screen density:
- The iPhone has 164ppi. The Palm Pre has 186ppi. The Pixie has 194pp. Android and others are well over 200ppi. The standard pixel density on something such as a cinema display is around 96ppi by comparison.
- Touch targets: Apple recommends a minimum target size of 29px x 44 px. Microsoft says 34px; 26px minimum. Minimum spacing between elements is 8px. Visual size is 60-100% of the touch target size.
- Core gestures: Tap, double-tap, drag, flick, pinch, spread, press, press-and-tap, press-and-drag, rotate (both directions). There is no hover.
- Process:
- Define device groups.
- Create a default reference design.
- Define rules for content and design adaptation.
- Opt for web standards and a flexible layout.
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