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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

Strategy #4: Full Adaptation

The fourth and final multiserving strategy is full content adaptation, or the process of making extremely unique mobile experiences based on the device that is requesting the content—almost always dynamically. Like the other multiserving strategies, it starts with detecting the device that is requesting content and matching that to a valid user-agent string; then the system outputs markup, styles, and images generated exclusively for that device.

Let’s say, for example, that we want to support 20 devices across multiple operators. These devices carry browsers that range from Class A to Class D, each with different screen sizes and device capabilities. Using a full adaptation strategy, we detect, adapt, and render, but then we take it a step further. For each request, we detect each of those device’s user-agent strings against our device database and then dynamically adapt our base templates to suit that device class and render to the device.

With full adaptation, we dynamically create four specific experiences for each of our classes based on a number of templates and assets designed to degrade or adapt that would render a unique experience to each device.

In addition, we may have interclass optimizations. An example of this might be when you have the same device deployed on two different operator networks. This is a more common problem in the U.S. market, where we have more than just one type of network standard. Occasionally, multiple devices can share ...

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