Designing iPhone Apps

302
by Brian Fling DESIGNING & BUILDING IPHONE APPS

description

Brian Fling is a certified genius when it comes to strategy, design, and development of apps for the world of mobile devices. Here's the deck from his recent SVC workshop on the subject.

Transcript of Designing iPhone Apps

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by Brian Fling

DESIGNING & BUILDING IPHONE APPS

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by Brian Fling

DESIGNING & BUILDING MOBILE APPS

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WHO AM I?

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How I got here...1975 Born

...some time passed

1993 Graduated High School

1993 Trained as a Barista

1994 Started at Starbucks

1995 Married my wife

1996 My “Jerry McGuire” moment

1997 Quit Starbucks

1998 Made an animated series

1999 My first web & mobile job

2000 Lost my job.

2000 Got my first mobile phone

2001 September 11

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How I got here...2002 Started at Children’s Hospital

2004 Started at Classmates

2004 Started at Dwango

2005 Fired then sued

2005 Cameron Moll’s articles

2005 Mobile or Web?

2006 Created Blue Flavor

2007 Wrote dotMobi Guide

2008 Created Leaflets

2008 Focused on iPhone

2009 Started my Book

2009 Created pinch/zoom

2009 Here today

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Why Mobile?

New Rules

Design Process

Designing for Context

<break>

Types of Mobile Apps

Context Exercise

<lunch>

AGENDA

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AGENDA

Mobile IA

Mobile Design

Web Apps vs. Native Apps

<break>

Mobile 2.0

Mobile Web Dev

iPhone Web Apps

Supporting Devices (maybe?)

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HOUSEKEEPING

These slides are available upon request (available on Slideshare around 9/5)

slideshare.net/fling

flingmedia.com

linkedin.com/in/fling

mobiledesign.org

@fling

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What do you want to learn?

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What is Mobile Design?

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JARGON ALERT

Mobile DesignThe creation of user experiences for the mobile context.

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It doesn’t start with Photoshop

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Part 1:

Why Mobile?

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What’s Next?

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Generation Y97% own a computer94% own a mobile phone76% use Instant Messaging69% use Facebook56% own an iPod

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Generation ZBorn in the modern digital

age. Technology is infused at birth.

The iPhone is to themas the Macintosh was to us.

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The Mobile Generation

2009 2010 2011 2012 2013 2014 2015

Everyone Else

source: us census bureau

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In less five years, the mobile generation could have more

buying power than all other demographics

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Part 2:

New Rules

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Rule #1Forget What You Think You Know

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Rule #2Believe What You See, Not What You Read

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Rule #3Constraints Never Come First

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Rule #4Focus on Context, Goals and Needs

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Rule #5You Can’t Support Everything

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Rule #6Don’t Convert, Create

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Rule #7Keep It Simple

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Part 3:

Design Process

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IDEA

The first thing we need is an idea that inspires us.

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NEED

Identify a basic need with our desired user.

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CONTEXT

The circumstances where information can add value.

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STRATEGY

How we can add value to the business.

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DEVICES

Choose the devices to support that best serves our audience.

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DESIGN

Create a compelling user experience based around needs.

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DEV

Put all the pieces together.

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TEST

And test, and test, and test some more.

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OPTIMIZE

Reduce all assets to its lowest possible size.

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PORT

Adapt for other devices that fit our strategy.

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Part 4:

Context

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ContextBIG C

Context with a capital C is how the user will derive value from something they are currently doing.In other words, the understanding of circumstance. It is the mental model they will establish to form understanding.

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contextlittle c

context with a lowercase c is the mode, medium, or environment in which we perform a task or the circumstances of understanding.

• our present location• our device of access• our state of mind

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Physical Context

My present location.

My physical context will dictate how I access information and therefore how I derive value from it.

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Media Context

My device of access.

The media context isn’t just about the immediacy of the information we receive—but also how to engage people in real time.

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Modal Context

Our present state of mind.

• Where should I eat?• Should I buy it now or

later?• Is this safe or not?

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Example

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Exercise:

Defining the

Context

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Lunch

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by Brian Fling

DESIGNING & BUILDING IPHONE APPS

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Part 5:

Types of Apps

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Types of AppsApplication Medium

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SMS

Experiences where the goal is to alert users of new information.

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WEBSITE

Experiences that provide the user with simple informational data.

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WIDGETS

Experiences that are based on an existing multi-platform framework.

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WEB APPS

When you want to employ a cross-platform application strategy.

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NATIVE APPS

Experiences that take advantage of the native features of the device.

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GAMES

Experiences that entertain.

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Device Support Complexity User

Experience Language Offline Support

Device Features Initial Cost Long Term

Cost

SMS All Simple Limited N/A No None Low High

Mobile Websites All Simple Limited HTML No None Low Low

Mobile Web Widgets

Some Medium Great HTML Limited Limited Low Low

Mobile Web Application

Some Medium Great HTML, CSS, JS Limited Limited Mid Low

Native Application All Complex Excellent Various Yes Yes High Mid

Games All Complex Excellent Various Yes Yes Very High High

MEDIUM MATRIX

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Types of AppsApplication Context

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UTILITY

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LOCALE

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INFORMATIVE

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PRODUCTIVITY

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IMMERSIVE

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User Experience Type Task Type Task Duration Combine with

Utility At-a-Glance Information Recall Very Short Immersive

Locale Location-based Contextual Information Quick Immersive

Informative Content-based Seek Information Quick Locale

Productivity Task-based Content Management Long Utility

Immersive Full Screen Entertainment Long Utility, Locale

CONTEXT MATRIX

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Part 6:

Mobile IA

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KEEP IT SIMPLE

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SITEMAPS

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CLICKSTREAMS

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Start

?

Action

?

View

View

Action

?

Action

View

?

View

Finish

?

View

Action

View

?

View

Yes

Yes No

No

Yes No

No

NoOption

Option

Yes

Yes

No

YesNo

Maybe

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WIREFRAMES

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PROTOTYPING

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DIFFERENT IA FOR

DIFFERENT DEVICES?

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THE DESIGN MYTH

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Back

Navigation

Title New

Content

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Exercise:

IA Critique

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Part 7:

Mobile Design

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The Tent PoleThe business goal of a tent-pole production is to support or prop up the losses from other productions.

However, to create a tent-pole production, the creators involved must make an artistic work that they know will appeal to the largest possible audience, providing something for everyone.

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vs.

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Best Possible ExperienceIn mobile development, the risks and costs of creating that tent- pole product are just too high. This lesson is so easily seen through bad or just plain uninspired mobile design.

Asking creative people to create uninspiring work is a fast track to mediocrity.

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vs.

iPhone The Rest

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Elements of Mobile Design

|CONTEXT|MESSAGE|LOOK & FEEL|LAYOUT|COLOR|TYPE|GRAPHICS

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ContextWho are the users? What do you know about them?

What type of behavior can you assume or predict about the users?

What is happening? What are the circumstances in which the users will best absorb the content you intend to present?

When will they interact? Are they at home and have large amounts of time? Are they at work where they have short periods of time?

Will they have idle periods of time while waiting for a train, for example?

Where are the users? Are they in a public space or a private space? Are they inside or outside?

Is it day or is it night?

Why will they use your app? What value will they gain from your content or services in their present situation?

How are they using their mobile device? Is it held in their hand or in their pocket?

How are they holding it? Open or closed? Portrait or landscape?

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MessageWhat you are trying to say about your site or application visually?Your message is the overall mental impression you create explicitly through visual design. How someone willreact to your design?If you take a step back, and look at a design from a distance, what is your impression?

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Look & FeelLook & Feel is used to describe the appearanceAs in “I want a clean look and feel” or “I want a usable look and feel.” The problem is: As a mobile designer, what does it mean?

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LayoutHow the user will visually process the page

The structural and visual components of layout often get merged together, creating confusion and making your design more difficult to produce.

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ColorThe most common obstacle you encounter when dealing with color is mobile screens. When complex designs are displayed on different mobile devices, the limited color depth on one device can cause banding, or unwanted posterization in the image.

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TypographyHow type is rendered on mobile screens: subpixel-based screensA subpixel is the division of each pixel into a red, green, and blue (or RGB) unit at a microscopic level, enabling for a greater level of antialiasing for each font character or glyph.

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TypographyHow type is rendered on mobile screens: pixel density or greater pixels per inch (PPI)The pixel density is determined by dividing width of the display area in pixels, by width of the display area in inches.

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GraphicsUse of images that are used to establish or aid a visual experience. Graphics can be used to supplement the look and feel, or as content displayed inline with the text. • Iconography• Photos & Images

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Different Screen SizesMobile devices come in all shapes and sizes. Choice is great for consumers, but bad for design. It can be incredibly difficult to create that best possible experience for a plethora of different screen sizes.

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The Right DeviceThe truly skilled designer doesn’t create just one product—they translate ideas into experiences. The spirit of your design should be able to be adapted to multiple devices. The days of tent-poles are gone.

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Exercise:

Design Critique

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Part 8:

Web Apps vs.

Native Apps

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The Ubiquity Principle

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JARGON ALERT

Ubiquity PrincipleThe easiest it is to produce quality content and services for the largest available market

will always win.

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Reason #1Fragmentation

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Getting your application on one platform is a snap, but getting it on two is a challenge, five a costly

headache, and supporting fifty virtually impossible.

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Reason #2The Web

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Anyone who’s betting against the Web right now is an idiot. Daniel Appelquist, Co-Chair W3C Mobile Web Initiative

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Reason #3Control

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Mobile application distribution cannot

and will likely never be under the control of

the developer.

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Reason #4Consumer Expectations

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Consumers expect things to just work.

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THE MOBILE WEB IS THE ONLY LONG-

TERM COMMERCIALLY

VIABLE CONTENT PLATFORM FOR MOBILE DEVICES

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When to make a native application?

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CHARGING MONEY

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GAMES

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Game

Game

Game

Game

Game

Game

Game

Game

Game

Game

Game

Game

Game

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67%OF ALL PAID APPS

ARE GAMES

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65%OF ALL FREE APPS

AREN’T GAMES

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LOCATION

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CAMERA

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ACCELERO-METERS

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FILESYSTEM

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OFFLINE

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• Application Invocation• Application Settings• Camera• Communications Log• Gallery• Location

• Messaging• Persistent Data• Personal Information• Phone Status• User Interaction

An initiative is defining new interfaces (Javascript APIs) and a security framework to enable the access to mobile phone functionalities.

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So what is the deal with BONDI?

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When to make a Mobile Web App?

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Part 9:

Mobile 2.0

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Web 1.0Proprietary

Walled Gardens

First to market

Brand-centered

Web 2.0Standards

Web Services

Web as a Platform

User-centered

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What I Learned at Mobile 2.0#1 Mobile 2.0 = The web

The mobile web browser is the next killer app

Mobile Web Applications are the future

Javascript is the next frontier

Rich Interactions kill battery life

The Mobile User Experience Sucks

Mobile Widgets are the next big thing

The Carrier is the new “C” word

Mobile Needs to Check Its Ego

We are creators not consumers

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JARGON ALERT

Mobile 2.0The convergence of mobile services and web services. The promise of Mobile 2.0 is to add portability, ubiquitous connectivity and location-based services to enhance information and services found on the web.

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Widgets VoIP

Video

TransactionsSocial Media

ShoppingSearch

QR Codes

Point of Sale

Mobile AdvertisingMicroblogging

Messaging Media Sharing

Audio

Platforms

Enterprise

App StoresImaging

Location-based

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sensoring

biometrics

transactions

lifestreaming

recommendation

image recognition

augmented reality

mobile connected games

location-based social media

retail proximity media consumption

Hot Trends

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Mobile 1.0Proprietary

Walled Gardens

First to market

Brand-centered

Mobile 2.0Standards

Web Services

Web as a Platform

User-centered

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Brick Era

Candy Bar Era

Feature Phone Era

Smart Phone Era

Touch Era1990 2000 201019801970

Mobile Evolution

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Change occurs because there is a gap between what is and what should be.— Craig McCaw

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the mythical“Future-Phone”

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Part 10:

Mobile Web Dev

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Using Web Standards

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Multiple Mobile BrowsersDesigning and developing for multiple mobile browsers simultaneously is a challenge, but not an impossibility.

• It requires looking at your designs and code from many contexts.

• Being able to visualize how your designs will be rendered on a variety of devices in your head, as you lay down code.

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Progressive Enhancement

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LAYOUT

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Fixed vs. Fluid

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Multiple vs. Single Column Layouts

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DEVICE PLANS

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Class A BrowsersExcellent XHTML 1.0 support

• Good HTML5 support; specifically, the canvas element and offline storage

• Excellent CSS support, including most of CSS Level 2.1 (scores 90 percent or higher

• on the ACID2 test) and the majority of CSS Level 3 (scores 75 percent or higher on the ACID3 test)

• Support for web standards layouts, including absolute

positioning, floats, and complex CSS-based layouts

• Support for image replacement techniques

• Excellent JavaScript support • Ability to toggle the display

property • Support for DOM events,

including Ajax • Considered comparable to a

“desktop-grade” browser

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Class B BrowsersExcellent XHTML 1.0 support

• Good CSS Level 2.1 support (scores 75 percent or higher on the ACID2 test)

• Padding, border, and margin properties are correctly applied

• Can reliably apply colors to links, text, and background

• Supports image replacement techniques

• Minimum screen width: 164 pixels

• Can support complex tables—not necessarily nested tables—up to four cells in a row

• Setting a font size of 10 pixels or more produces readable text

• Has limited JavaScript support, being at least able to toggle the display property

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Class C BrowsersGood XHTML 1.0 support

• Limited CSS Level 2.1 support (scores 50 percent or higher on the ACID2 test)

• Limited or no JavaScript support

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Class D BrowsersBasic XHTML

• Limited CSS support (CSS Level 1, or does not recognize cascading)

• Minimum screen width: 120 pixels

• Hyperlinks may not be colorable by CSS

• Basic table support: 2!2 or more

• colspan and rowspan may not be supported

• No JavaScript support

• “Width” expressed as a percentage may be unreliable

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Class F BrowsersNo (or very unreliable) CSS support

• Poor table support or none at all • Basic forms: text field, select option,

submit button • May not be able to support input

mask on fields • No JavaScript support

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The Device MatrixClass Markup CSS Javascript

Class A XHTML, XHTML-MP, HTML5 CSS2, CSS3 Great, includes DHTML, Ajax

Class B XHTML, XHTML-MP CSS2 (Decent) Limited, some DHTML

Class C XHTML, XHTML-MP CSS2 (Limited) Limited

Class D XHTML-MP CSS2 (Basic) None

Class F XHTML-MP, WML None None

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MARKUP

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XHTMLThe same XHTML we use in web browsers every day has worked in most mobile browsers for over five years.

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XHTML-MPA mobile version of XHTML is supported on virtually all modern mobile browsers.

It is practically the same as XHTML Basic.

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HTML5While HTML5 is still being defined, it is only supported by a handful of Class A browsers.

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CSS

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CSS-MP

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THE BOX MODELThe box model is one of the key concepts of CSS design, and therefore the first thing that tends to go wrong in mobile devices. The box model is the imaginary box that is around every element in

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Class A Class B Class C Class D Class F

Box Model Great Good OK Poor Fail

THE BOX MODEL

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SELECTORSThe selector is used to tell which markup elements it should apply rules to—basically, what makes CSS work to control the presentation.

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Class A Class B Class C Class D Class F

Universal Yes Yes Yes Yes Yes

Type Yes Yes Yes Yes Flaky

Descendent Yes Yes Flaky Flaky No

Child Yes Yes Flaky Flaky No

Adjacent Yes Yes Flaky No No

Class Yes Yes Yes Yes Flaky

ID Yes Yes Yes Yes Flaky

Simple Attribute Yes Flaky No No No

Advanced Attribute Yes No No No No

Pseudoselector Yes Flaky No No No

SELECTORS

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FONTS & TEXTThe typography options on mobile devices can be less than stellar, but like most things CSS-related, we are seeing mobile browsers move closer to their desktop cousins in this respect.

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Class A Class B Class C Class D Class F

Available Fonts Web-safe Web-safe Sans-serif and serif

Sans-serif and serif

Sans-serif and serif

Font Size Any Any Keyword Keyword Keyword

Font-weight Yes Yes Yes Yes Limited

Font-style Yes Yes Yes Yes Limited

Text-transform Yes Yes Yes Yes Limited

Text-decoration Yes Yes Yes Yes Flaky

Line-height Yes Yes Yes Yes Flaky

Text-align Yes Yes Yes Yes Yes

White-space Yes Yes Yes Limited Flaky

Text Shadow Yes No No No No

Font replacement Limited No No No No

FONTS & TEXT

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BOX PROPERTIESBeing able to style the box area around an element is a crucial part of web standards design. Basic CSS level 2 box styling techniques work well on most mobile devices, allowing you to style content with some level of precision.

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Class A Class B Class C Class D Class F

Height & Width Yes Yes Limited Flaky Flaky

Min & Max dim Yes Flaky No No No

Margins Yes Yes Yes Yes Limited

Padding Yes Yes Yes Flaky Flaky

Borders Advanced Limited Limited Flaky Flaky

Box Shadow Yes No No No No

BOX PROPERTIES

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COLORStyling an element means defining colors and background images. Relying on CSS instead of images to create desired visual effects reduces time to download as well

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Class A Class B Class C Class D Class F

Background color Yes Yes Yes Yes Yes

Background image Yes Yes Yes Flaky Flaky

Multiple background images Yes No No No No

COLOR

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PAGE FLOWCSS can also be used to define the design layout of the page. Using positioning and page flow attributes,

we can add style to the page and help make it easier to read or interact with on small screens.

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Class A Class B Class C Class D Class F

Display Yes Yes Yes Yes Flaky

Toggle Display Yes Yes Limited No No

Floats Yes Yes Limited Limited Flaky

Clearing Yes Yes Limited Limited Flaky

Positioning Yes Yes Limited Flaky No

Overflow Yes Limited Flaky No No

Stacking Order Yes Yes Limited Flaky No

PAGE FLOW

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JAVA-SCRIPT

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Class A Class B Class C Class D Class F

Javascript Support Yes Some No No No

DHTML Yes Limited No No No

Ajax Yes Limited No No No

JAVASCRIPT

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Don’t count on it.

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Part 11:

iPhone Web Apps

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What makes a Mobile Web App?

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URL Bar

Browser Controls

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What is WebKit?

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Android Palm webOSNokia S60

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98%OF ALL U.S. MOBILE WEB

TRAFFIC IS COMING FROM WEBKIT

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MARKUP

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XHTMLThe iPhone and WebKit support the XHTML 1.0 Strict and Transitional doctype, which is the recommended language for writing iPhone web apps.

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XHTML-MPThe iPhone will render XHTML Basic and XHTML-MP pages, but it won’t like it. Given the option to render a desktop version, or a mobile or WAP version of a site, the iPhone will render the desktop version.

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HTML5HTML5 creates some interesting new opportunities for mobile web applications, like the canvas element, offline storage, document editing, and media

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CANVASThe canvas element allows designers and developers to essentially draw content within your HTML page. The canvas HTML tag defines a custom drawing area within your content that you can then access as a JavaScript object and draw upon.

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OFFLINE DATAAlso part of HTML5 and supported by WebKit and the iPhone is the ability to create

client-side data storage systems, which essentially allow you to create web applications that work when offline.

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CSS

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CSS2The iPhone has excellent CSS2 support for a mobile browser. In fact, the iPhone might render CSS a bit better than the desktop web browser you’re using these days.

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CSS3The iPhone supports the majority of the CSS3 specification, allowing us to create visually stunning and bandwidth-friendly designs using minimal amounts of code.

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JAVA-SCRIPT

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Supported!

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DemosCSS Image Effects

CSS Transforms

Frameworks

Fixed Footer Scrolling

Multi-touch

Standalone Mode

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Part 12:

Now What?

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RAWKBe in the App Store.

Charge money for your app.

Be in full control of your app.

Be able to define the design how ever you want.

Spend less making your app.

Increase your profitability.

Support multiple devices.

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Conclusion:

What’s Next

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EVERYTHING

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TOMORROWTomorrow’s innovations will not only involve mobile technology, but they will come from the mobile investments that are made today.This won’t be because of the iPhone or Android phones, operators, or the big device makers, but because of people.

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1985The Web is supposed to bring us together, but people feel more isolated than ever. In a survey conducted in 1985, respondents said that they had at least three close friends they felt they could talk to about important issues.

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2006In 2006, a Duke University study found that the number of friends people felt they could talk to was down to two people.25 percent stated they had no close friends at all.

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Go Mobile!

Mobile technology by its nature is designed to facilitate interaction between people.

It is portable, personal, and ubiquitously connected.

It enables us to not just to communicate in real time, but to collaborate.

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neurolinguistic programming

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Learning TypeAuditory 20% of all peopleconnect with others verbally

is all they need to feel

connected and productive with others

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Learning TypeVisual 35% of all peopleBeing able to see concepts

illustrated as diagrams or

charts and graphs is helpful

for this majority learning type.

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Learning TypeKinesthetic 45% of all people incorporate muscle memory

and hand-eye movement to

process and retain new information

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The Mobile Generation

2009 2010 2011 2012 2013 2014 2015

Everyone Else

source: us census bureau

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Today’s investors, boardrooms, and entrepreneurs are looking for value in all the wrong places. Facebook’s game of musical chairs won’t solve big economic problems—and neither will making token investments in green tech.

Where is the next industrial revolution crying out for revolutionaries? Simple: in industries dominated by clear, durable, structural barriers to efficiency and productivity.

—Umair Haque, 21st Century Industrial Revolution

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IN 100 YEARSWe need a new Industrial Revolution that will define the stepping stones for the next hundred years. We need a deep examination of the impact that the Information Age will have on real people for generations to come.

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MOBILE IS WHERE THE

CONVERSATION STARTS

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MOBILE IS......the introduction to the larger concepts of how to address the user’s context in a multi-device environment

...how to deal with data portability

...about making content accessible to all people, regardless of location, education, or ability

...how to leverage the mobile web, the social web, the desktop web, desktop software, and other emerging technologies to the benefit of your users.

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What do you think?

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My name is Brian Fling and I’m a Mobile Designer

twitter.com/fling

company: pinchzoom.com

blog: flingmedia.comFonts used: Archer & AvenirIllustrations by Simon Oxley (www.idokungfoo.com)

THANK YOU