Mobile User Experience Patterns to Make Sense of it All
Auteur : Mendoza Adrian
1. Introduction2. Why Mobile UX, Why Now?3. Your desktop experience is NOT your mobile experience4. Understanding the Device5. How Mobile Wireframing Works6. Mobile UX Patterns7. How to Prototype in Mobile8: Mobile App or Mobile Web: The Big Debate 9. The future of mobile UX is in using performance metrics
AppendixA. List of Devices from Chapter 1B. List of My Devices from Chapter 4C. Sample Mobile Sheets from Chapter 5 and 7D. Mobile Performance Results from Chapter 9
UX and design professionals. Secondary: designers, UX and design students, and developers
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
- 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
Date de parution : 10-2013
Ouvrage de 248 p.
19x23.3 cm
Thèmes de Mobile User Experience :
Mots-clés :
accelerometer; accelerometer; Android; API; app; Apple; apps store; availability; Browser; camera; clickable prototype; CSS; debate; design; desktop; Desktop; device; Differences; failure; Feature phone; flow; geolocation; gesture; HTML 4; interaction; iPad; iPhone; iPod; keyboard; mobile; Mobile; mobile app; Mobile user experience; Mobile user ­ experience; Mobile UX; mobile web; mobile website; monetization; Newton; notecards; Opportunity; Palm; paper; pattern; Perfect storm; performance; prototype; responsive web design; rotation; screen size; smartphone; social; speed; stencil; Tablet; Technology; touch; Usage; user experience; User experience; User flow; user interface; Users; WAP; Web; Windows Phone; wireframe