You are previewing The Mobile Frontier.

The Mobile Frontier

Cover of The Mobile Frontier by Rachel Hinman Published by Rosenfeld Media
  1. Cover Page
  2. Title Page
  3. Copyright Page
  4. DEDICATION
  5. HOW TO USE THIS BOOK
    1. Who Should Read This Book?
    2. What’s in This Book?
      1. Section One: What Makes Mobile Different?
      2. Section Two: Emergent Mobile Patterns
      3. Section Three: Crafting Mobile Experiences
      4. Section Four: The Future of Mobile UX
    3. What Comes with This Book?
  6. FREQUENTLY ASKED QUESTIONS
    1. Why is mobile UX such a hot topic right now?
    2. What makes mobile user experience and design different?
    3. What modifications to my existing design processes do I need to make to create good mobile experiences?
    4. How do I design for touchscreen experiences?
    5. Should I design a native mobile app, a mobile Web app, or a mobile Web site?
    6. What does the future hold? What’s next for mobile user experience?
  7. CONTENTS
  8. FOREWORD
  9. CHAPTER 1 Casting Off Anchors: Preparing to Explore the Mobile Frontier
    1. The Golden Age of Mobile
    2. Casting Off Anchors from the Past
    3. Section One: What Makes Mobile Different?
    4. Section Two: Emergent Mobile Patterns
    5. Section Three: Crafting Mobile Experiences
    6. Section Four: The Future of Mobile UX
  10. CHAPTER 2 The Emergent Mobile NUI Paradigm: Traversing the GUI/NUI Chasm
    1. The Emergent Mobile Paradigm
    2. A Paradigm Shift Is Underway
      1. Widespread Adoption of Mobile Devices
      2. Reaching the Edge of What GUIs Can Do
    3. The Evolution of User Interfaces
      1. Command Line Interfaces
      2. Graphical User Interfaces
      3. Natural User Interfaces
      4. Organic User Interfaces
    4. The Emergent Mobile NUI Paradigm
      1. Stuck in the GUI/NUI Chasm
      2. Mastering NUI Fundamentals
      3. Eight Principles of Natural User Interfaces
    5. Past and Present Computing Paradigms
      1. Computers as Person
      2. Computers as Tool
      3. Computers as Media
    6. Future Computing Paradigms
      1. Computers as Organic Material
      2. Computers as Infrastructure
      3. Computers as Social Currency
    7. Summary
  11. CHAPTER 3 Peanut Butter in Denver: Demystifying the Elusive Mobile Context
    1. It Was a Dark and Stormy Night...
    2. Developing Empathy for Context
      1. Focus on Creating Experiences That Are Uniquely Mobile
      2. Solutions Versus Need
      3. Mastering Constraints
      4. Design for Partial Attention and Interruption
      5. PC Experiences Are Like Scuba Diving; Mobile Experiences Are Like Snorkeling
      6. Multitasking and Task Switching
    3. Reduce Cognitive Load and Opportunity Cost
    4. Mobile Context Design Tips
    5. Mobile Context Design Method: Brainstorming in the Wild
    6. Mobile Context Framework: Nouns and Relationships
      1. Spatial Relationships
      2. Temporal Relationships
      3. Social Relationships
      4. Semantic Relationships
    7. Peanut Butter in Denver?
    8. Mobile UX Beachhead
    9. Summary
  12. CHAPTER 4 Shapeshifting: Convergence and Multidevice Experiences
    1. What Is Convergence?
    2. Convergence and Mobility
      1. Mobile Devices Are Enabling Convergence
      2. Three Levels of Convergence
      3. Technology Convergence
      4. Media Convergence
      5. Activity Convergence
    3. What Is a Device Ecosystem?
      1. Why Ecosystems Matter
      2. Designing for Ecosystems: Where to Start?
    4. Mutual Reconfiguration and Multidevice Experiences
    5. Identifying Ecosystem Relationships Through Participatory Design
      1. Participatory Design
      2. Role Play and Participatory Design
      3. Environments
      4. Props
      5. Stimuli
    6. Creating Experiences That Scale
      1. Coherence
      2. Synchronization
      3. Screen Sharing
      4. Device Shifting
      5. Complementary
      6. Simultaneity
    7. Mobile Web Site, Web App, or Native App?
      1. Which Should You Create?
      2. Responsive Web Design
    8. Summary
  13. CHAPTER 5 Mobile UX Patterns: Designing for Mobility
    1. The Structure of a Design Factor
    2. Mobile Design Patterns
    3. Mobile UX Pattern #1: “The Cloud” and Applications as Natural Set Points for Mobile Experiences
      1. Set Points and Mobile Experiences
      2. “The Cloud” as a Set Point
      3. Applications as a Set Point
      4. Emerging Application Types
      5. Core Application
      6. Widgets
      7. Feed-Focused Applications
      8. Consumption-Focused Applications
      9. Search/Find Application
      10. Search/Find/Transact Application
      11. Tool Application
      12. Game Application
    4. Mobile Pattern #2: Good Mobile Experiences Progressively Reveal their Nature
      1. Shrinky Dinks and Mobile UX
      2. PC Design Patterns: Anchors, Stacking, and Recognition
      3. Unfolding, “Topping in” to Information and Intuition
      4. Design Considerations for Mobile Experiences That Unfold
    5. Mobile Pattern #3: Content Becomes the Interface
      1. Examples of Skeuomorphic User Interfaces
      2. Design Strategies
      3. The Rise of Interconnected Information
      4. NUIs, Gestures, and the Rise of the Super Real
    6. Mobile Pattern #4: Use Uniquely Mobile Input Mechanisms
      1. Video
      2. Photos (Photos, RFID/QR Codes)
      3. Voice
      4. Sound
      5. GPS
      6. Sensors
      7. Near Field Communication (NFC)
    7. Mobile Pattern #5: Say Good-Bye to Done
      1. Interactions That Accrue Value Over Time
      2. Interactions That Facilitate Exploration
      3. Interactions That Sense Intent
    8. Summary
  14. CHAPTER 6 Mobile Prototyping: Tools and Methods for Designing Mobile Experiences
    1. The Design Process
      1. Discover
      2. Define
      3. Develop
      4. Deliver
      5. Where Things Usually Go Wrong
    2. Prototyping
      1. Communicate a Design Idea or Experience
      2. Gather User Feedback
      3. Exploring the Unknowns
      4. Fine-Tune an Idea
    3. Genres of Mobile Prototyping
    4. Tactical Prototyping
      1. Sketching
      2. Mobile Templates
      3. Sketching and Ruthless Editing
      4. Visualizing Data on a Small Screen
      5. Paper Prototyping
      6. Paper Prototyping Basics
      7. Paper Prototyping and Touchscreens
      8. Interactive On-Device Prototyping
      9. In-Screen Mobile Prototype
      10. Mobile Browser Prototype
      11. Mobile Prototype Using Presentation Software
      12. Platform-Specific Prototype
      13. Pros and Cons of Common On-Device Prototyping Tools
      14. In-Screen Prototype Basics
    5. Experiential Prototyping
      1. Storyboarding
      2. Mobile UX Storyboarding Basics
      3. Bodystorming
      4. Guidelines for Bodystorming
      5. Speed Dating Prototyping
      6. Concept Videos
    6. Three Prototyping Truisms
      1. Choose the Appropriate Fidelity
      2. Embrace Failure
      3. Prototyping Is Not a Panacea
    7. Summary
  15. CHAPTER 7 Motion and Animation: A New Mobile UX Design Material
    1. Principle 1: Squash and Stretch
    2. Principle 2: Anticipation
    3. Principle 3: Staging
    4. Principle 4: Straight Ahead and Pose to Pose
    5. Principle 5: Follow-Through and Overlapping Action
    6. Principle 6: Slow In and Out
    7. Principle 7: Arcs
    8. Principle 8: Secondary Action
    9. Principle 9: Timing
    10. Principle 10: Exaggeration
    11. Principles 11 and 12: Solid Drawing and Appeal
    12. Methods for Specifying Motion in Your Work
      1. Sketching
      2. Wireframing
      3. Prototyping
    13. Summary
  16. CHAPTER 8 Awakening the Senses: Touch, Gesture, Voice, and Sound
    1. Touch
      1. Optimize for Generous Touch Targets
      2. Mapping the Screen for Touch
      3. Smartphones and the “Thumb Zone”
      4. What About Tablets?
      5. Lead with the Content, Not Interface Elements
      6. Five Touchscreen Affordance Strategies
      7. Haptics
    2. Gestures: Let’s Get Physical!
      1. Introduce New Gestures by Building on Familiar Ones
      2. Provide Feedback with an Additional Sense
      3. Be Creative and Patient!
    3. Voice and Sound
      1. When to Use Voice
      2. Flattening Menus
      3. Mobile UX Sense Case Study: iPhone’s Siri
    4. Swing for the Fences When Thinking about the Senses
    5. Summary
  17. CHAPTER 9 New Mobile Forms: Pioneering the Mobile Frontier
    1. The Shifting Boundary Between Computers and the Human Body
    2. The Shifting Boundary Between Computers and the Environment
    3. Mobiles and Emerging Markets
      1. Leapfrogging the PC
      2. Cultural Practices and Technology
      3. M-PESA
      4. Ushahidi
      5. Project Masiluleke
    4. Pioneering the Mobile Frontier
  18. Index
  19. FIGURE CREDITS
  20. ACKNOWLEDGMENTS
  21. ABOUT THE AUTHOR
  22. Footnotes
    1. Chapter 4
    2. Chapter 6
    3. Chapter 8
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CHAPTER 8

Awakening the Senses

Touch, Gesture, Voice, and Sound

Touch

205

Gestures: Let’s Get Physical!

215

Voice and Sound

226

Swing for the Fences When Thinking about the Senses

232

Summary

233

It’s a sad but common sight in modern society—a person walking around in the world, utterly disengaged, head buried in a mobile device—a victim of the visually greedy mobile interface, as aptly shown in Figure 8.1.

Image

FIGURE 8.1 Victims of the visually greedy mobile interface are a common sight in modern society.

Sure, one might argue there’s more to blame than the interface, like our growing Pavlovian response to phone calls and messages and ...

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