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Mobile Design and Development

Cover of Mobile Design and Development by Brian Fling Published by O'Reilly Media, Inc.
  1. Mobile Design and Development
    1. SPECIAL OFFER: Upgrade this ebook with O’Reilly
    2. Preface
      1. Who This Book Is For
      2. How This Book Is Organized
      3. Conventions Used in This Book
      4. Using Code Examples
      5. How to Contact Us
      6. Safari® Books Online
      7. Acknowledgments
    3. 1. A Brief History of Mobile
      1. In the Beginning
      2. The Evolution of Devices
    4. 2. The Mobile Ecosystem
      1. Operators
      2. Networks
      3. Devices
      4. Platforms
      5. Operating Systems
      6. Application Frameworks
      7. Applications
      8. Services
    5. 3. Why Mobile?
      1. Size and Scope of the Mobile Market
      2. The Addressable Mobile Market
      3. Mobile As a Medium
      4. The Eighth Mass Medium: What’s Next?
      5. Ubiquity Starts with the Mobile Web
    6. 4. Designing for Context
      1. Thinking in Context
      2. Taking the Next Steps
    7. 5. Developing a Mobile Strategy
      1. New Rules
      2. Summary
    8. 6. Types of Mobile Applications
      1. Mobile Application Medium Types
    9. 7. Mobile Information Architecture
      1. What Is Information Architecture?
      2. Mobile Information Architecture
      3. The Design Myth
    10. 8. Mobile Design
      1. Interpreting Design
      2. The Mobile Design Tent-Pole
      3. Designing for the Best Possible Experience
      4. The Elements of Mobile Design
      5. Mobile Design Tools
      6. Designing for the Right Device
      7. Designing for Different Screen Sizes
    11. 9. Mobile Web Apps Versus Native Applications
      1. The Ubiquity Principle
      2. When to Make a Native Application
      3. When to Make a Mobile Web Application
    12. 10. Mobile 2.0
      1. What Is Mobile 2.0?
    13. 11. Mobile Web Development
      1. Web Standards
      2. Designing for Multiple Mobile Browsers
      3. Device Plans
      4. Markup
      5. CSS: Cascading Style Sheets
      6. JavaScript
    14. 12. iPhone Web Apps
      1. Why WebKit?
      2. What Makes It a Mobile Web App?
      3. Markup
      4. CSS
      5. JavaScript
      6. Creating a Mobile Web App
      7. Web Apps As Native Apps
      8. PhoneGap
      9. Tools and Libraries
    15. 13. Adapting to Devices
      1. Why Is Adaptation a “Necessity”?
      2. Strategy #1: Do Nothing
      3. Strategy #2: Progressive Enhancement
      4. Strategy #3: Device Targeting
      5. Strategy #4: Full Adaptation
      6. What Domain Do I Use?
      7. Taking the Next Step
    16. 14. Making Money in Mobile
      1. Working with Operators
      2. Working with an App Store
      3. Add Advertising
      4. Invent a New Model
    17. 15. Supporting Devices
      1. Having a Device Plan
      2. Device Testing
      3. Desktop Testing
      4. Usability Testing
    18. 16. The Future of Mobile
      1. The Opportunity for Change
    19. Index
    20. About the Author
    21. Colophon
    22. SPECIAL OFFER: Upgrade this ebook with O’Reilly
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Chapter 6. Types of Mobile Applications

As we’ve already discussed, the mobile ecosystem is a large and deep pool. In fact, it probably isn’t a pool, but an ocean—a really, really big ocean. An ocean is a good metaphor to put the different types of mobile applications in context. You see, in order to traverse an ocean, you need a sturdy boat. Boats of course come in all sorts of shapes and sizes, each with their pros and cons. Some are fast and agile, but carry little cargo. Others are large and lumbering, but can carry tons of people or cargo.

Mobile applications aren’t that much different from boats in this seafaring example. You have a number of choices in what medium you use to address your goals, each with their own pros and cons. Some are quick to create but accessible to fewer users. Others address a larger market, but are far more complex and costly.

Alas, deciding what medium type (or types in some cases) to use gets only you halfway to your destination. You have to decide in what type of application context you want to present your content or information. In other words, what type of application is best suited to your problem or need? Should your app be focused on presenting information? If so, how concisely should you present it? Or is your app better suited to be an immersive experience? If yes, how immersive should it be, and is it a widget or a game? You might think it sounds silly to mention making a game, but for the mobile user, a game can be a great way to get your ...

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