Mobile User Experience: Patterns to Make Sense of it All
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About this ebook
- Addresses the gap between theoretical concepts and the practical application of mobile user experience design
- Illustrates concepts and examples through an abundance of diagrams, flows, and patterns
- Explains the differences in touch gestures, user interface elements, and usage patterns across the most common mobile platforms
- Includes real-world examples and case studies for this rapidly growing field
Adrian Mendoza
Adrian Mendoza’s career is highlighted by over twelve years of design and user experience in the handheld, pharmaceutical, financial, and educational sectors. His first studio, Synthesis3, worked with several Palm OS software companies in creating a brand for web and retail prominence. In the financial and education sector, customers included Sovereign Bank, Houghton Mifflin, MIT and Harvard. Adrian consulted as a UX Expert and in Information Architect lead roles for Fidelity’s E-business design group, Thomson Financial, Razorfish, Sapient, and T. Rowe Price. Adrian earned his BA from the University of Southern California and his Masters from the Harvard Graduate School of Design. Currently he is a partner at Mendoza Design, a Boston-based UX and design consultancy; and is a co-founder of Marlin Mobile a user experience, optimization, and performance company. Additionally, he is a senior lecturer at Mass Art in Boston, MA
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Book preview
Mobile User Experience - Adrian Mendoza
Design.
Preface
A long time ago (I am talking more than 15 years here), I had the opportunity to meet the architect Wes Jones at a book signing for his second book, Instrumental Form, in Santa Monica, California. Among the buzz and giddiness of the architects in the room, I had an opportunity to talk with him in person. Unlike everyone else who asked him what his favorite building was or why his buildings looked funny, I asked him this one question: What was the most memorable thing about writing your book?
He took a moment to think about this question. His thoughtful response was this: After several months of collecting drawings and writing … after all this hard work. When all was said and done, this entire book and drawings fit in a tiny tape backup that could fit in the palm of my hand … this was the most amazing and memorable thing about writing this book.
This book was written on an iPad, two MacBooks, and an iPhone. It was written at my office, on a plane, at home, and in several libraries. For me there was no tape to hold in my hand to marvel at the compactness of it all. In fact, there was no CD-ROM, USB key, or portable hard drive. This entire endeavor was saved on cloud storage and shared to reviewers by email and file sharing. From here, I could open, edit, and save files virtually. By the time you read this book you probably will have downloaded it directly to your Kindle or iPad and waited only a few seconds for it to be copied over. This is the new memorable moment of this book. A book about mobile experience, created and read on a mobile device.
Chapter 1
Introduction
Abstract
Why Adrian Mendoza? Why this book?
Adrian has been working at the cutting edge of mobile design and development for more than 15 years. This book is a culmination of his expertise with, experience with, and point of view of mobile devices. This book is unique because it examines both the conceptual and practical nature of creating mobile user experiences. Adrian has been a user, designed UI, and created user experiences for a wide range of different platforms, operating systems, and technologies. From his first Apple Newton MessagePad, to his Palm OS devices, and leading to his first Apple iPhone in 2007, Adrian discusses how and why he has seen the rise of and need for mobile user experience through the history of handheld devices.
Keywords
Apple; Newton; iPhone; Palm; Feature phone; WAP; Mobile user experience; iPod; Web
I have a confession. I once owned an Apple Newton MessagePad (Apple’s first PDA), and along with that, a 14.4 dial-up modem … Checking email on an Apple Newton was considered cool in 1998. Since then, I have owned an Apple eMate 300, a Palm V with a wireless modem, a Sony Clie, a Palm 3C, a Motorola RAZR, a Motorola SLVR, and a pile of different iPods, all leading to the iPhone 1G in 2007. You can track the history of mobile devices from the matrix of devices I have owned. As an experience designer, now specializing in mobile user experience, I have seen colossal changes in the user experience from that first Apple Newton to the Apple iPhone, almost 10 years later.
When I began working on user interfaces for Palm OS software in 1998, the form and experience of the user was secondary to the development and capability of the software, let alone the limitations of working with gray-scale displays. As feature phones¹ emerged, so did the ability to access the web on our phones, but only wireless application protocol (WAP)-enabled web pages were available. Imagine trying to view your favorite web pages, but only if a WAP version of the website was available. If you did manage to access the site with your limited Internet connection, you would see only text, and, if you were lucky, a few small images.² Designing a mobile experience was a challenging and almost futile effort given the maturity of the desktop web by the mid-2000s.
The iPhone arrived at just the right time and the right place. I don’t want to say that it was luck, but the stars aligned to bring this kind of design and feature-forward device to an already engaged and hungry audience. By 2007, user experience design was no longer a luxury in web design but an integral part of the design and building process. Complement this with a huge market share of iPods and other emerging handheld devices (e.g., BlackBerrys, GPS devices) all with highly evolved user experiences; we had both consumers ready to consume the web on mobile devices and designers ready on the other end to design interfaces for them. The mobile age was upon us, and it began by a touch and a slide.
For the first time, mobile devices impacted the rest of the computer industry; user experience design and the entire software industry, was turned on its head by something that could fit in your pocket. The iPhone delivered experience designers a platform focused on user interface (UI) and user experience (UX) design; Apple first published its own UI/UX guidelines,³ which were available when the first iOS SDK was released. As other mobile platforms followed the iPhone, and Android and Windows emerged, they also provided guidelines to help build and design for their own experiences.
As user experience designers, we now had a new challenge of migrating our web experiences to the new mobile web
and mobile apps,
two platforms that emerged simultaneously. I can still remember one of my first mobile app projects from early in 2009. Our client’s only direction …Make the app fun!
This wasn’t a typical request, and coming from a client in the financial services realm, maybe a little strange. At that point, the mobile was still the uncharted wild, wild west, and apps were a