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Luke Wroblewski, LukeW Ideation & Design | Most of this session’s content is
different from Luke’s full-day workshop.
According to Luke, Web products should be designed for mobile first. For years,
most Web teams have designed for the desktop. Mobile, if it even happened,
was a port off the desktop version, designed and built before anyone even
considered the mobile experience. This made perfect sense for a while.
Browsing the Web on mobile phones was painful; carriers controlled access to
the Web on their devices; and mobile network speeds made everything often
grind to a halt.
But things have changed so dramatically over the past few years that starting
with the desktop may be an increasingly backwards way of thinking about a
Web product. Designing for mobile first can not only open up new opportunities
for growth, it can lead to a better overall user experience for a Web site or
application.
In this session, Luke Wroblewski will dig into the three key reasons to consider
mobile first: mobile is seeing explosive growth; mobile forces you to focus; and
mobile extends your capabilities.
MOBILE
FIRST
LUKE WROBLEWSKI
UI15 BOSTON 2010
@LUKEW
1!
Mobile First at Google
MOBILE FIRST
1. GROWTH = OPPORTUNITY
2. CONSTRAINTS = FOCUS
3. CAPABILITIES = INNOVATION
2!
Mobile Design Considerations
• Multiple screen sizes & densities
• Performance optimization
• Touch targets, gestures, and actions
• Location systems
• Device capabilities
MOBILE FIRST
1. GROWTH = OPPORTUNITY
2. CONSTRAINTS = FOCUS
3. CAPABILITIES = INNOVATION
3!
GROWTH = OPPORTUNITY
Mobile Web growth has outpaced desktop Web growth 8x
Smartphone sales will pass PC sales in 2012
4!
2006
High-end RAZR-inspired
phone with class 12 EDGE
high-speed data & WAP
2.0/xHTML Web browser.
2G network GSM 850 / 900 / 1800 / 1900
SMS, EMS, MMS, Email, Instant Messaging
2 megapixel camera
Music player
Resolution: 176 x 220 pixels
Colors: 262,144 (18-bit)
10
5!
4,932% Increase
AT&T mobile data traffic increased 50x in 3 years
www.lukew.com/ff/
Source: http://officialblog.yelp.com/2010/06/yelp-mobile 12
6!
Facebook on the iPhone
13
7!
MOBILE FIRST
1. GROWTH = OPPORTUNITY
2. CONSTRAINTS = FOCUS
3. CAPABILITIES = INNOVATION
15
SCREEN SIZE
• Focus on core actions
• Know your users
• Use scalable design
16
8!
Screen Size
1024x768 320x480
17
18
9!
19
20
10!
21
Screen Size
22
11!
Screen Size
23
12!
Expedia Itinerary
25
Expedia Itinerary
26
13!
27
28
14!
Designing For Multiple Screen Sizes
320x480
29
15!
The Impact of PPI
Source: http://mobiforge.com/designing/story/effective-design-multiple-screen-sizes 31
32
16!
Designing for Multiple Screen Sizes
33
Source: http://mobiforge.com/designing/story/effective-design-multiple-screen-sizes
34
Source: http://mobiforge.com/designing/story/effective-design-multiple-screen-sizes
17!
Designing for Multiple Screen Sizes
Source: http://mobiforge.com/designing/story/effective-design-multiple-screen-sizes
35
http://www.littlespringsdesign.com/blog/blog/2009/03/11/photoshop-layout-is-not-your-friend/
Source: http://mobiforge.com/designing/story/effective-design-multiple-screen-sizes
36
http://www.alistapart.com/articles/switchymclayout/
18!
Which Screen Size?
320x480
37
38
19!
Hardware Control for Menu
39
You should not view the large iPad screen as an invitation to bring
back all the functionality you pruned from your your iPhone
application. –iPad Interface Guidelines
40
20!
41
42
21!
SPEED
• Keep performance top of mind
• Take advantage of HTML5
43
Connection Speed
44
22!
Performance Tips
Performance Matters!
23!
CONTEXT
• Quick bursts… everywhere
• One-handed
47
24!
Use Cases for Mobile Apps
49
25!
Where phones used
One-handed touch
MOBILE FIRST
1. GROWTH = OPPORTUNITY
2. CONSTRAINTS = FOCUS
3. CAPABILITIES = INNOVATION
52
26!
TOUCH
• Simplify your user interface
• Don’t count on hovers
53
54
Source: Nokia –deices sold. Nokia Capital markets day 2009.
27!
Touch Targets
Apple recommends a
minimum target size:
29px wide
44px tall
Touch Targets
Recommended touch
target size is 9mm/34px
Minimum spacing
between elements is
2mm/8px
56
28!
57
29!
Basic Touch Gestures
Tap iPhone OS
Double Tap Android
Web OS
Drag
Windows Phone 7
Flick
OS X
Pinch Windows 7
Spread RIM 6.0
Press Ubuntu
And more...
Press & Tap
Press & Drag
Rotate
59
Tap
Briefly touch surface with fingertip.
Double Tap
Rapidly touch surface twice with fingertip.
30!
Basic Touch Gestures
Drag
Move fingertip over surface without losing contact.
Flick
Quickly brush surface with fingertip.
Pinch
Touch surface with two fingers and bring them closer together.
Spread
Touch surface with two fingers and move them apart.
31!
Basic Touch Gestures
Rotate
Touch surface with two fingers and move them in a clockwise or
counterclockwise direction.
32!
System-related Actions
Object-related Actions
33!
Navigation-related Actions
www.lukew.com/touch
68
Source: User-Defined Gestures for Surface Computing
34!
Gestures as Input
69
70
35!
Pop-Up Menus on Android
71
72
36!
Multi-Field Pop-Up Menus on Android
73
74
37!
75
76
38!
LOCATION
• Positioning
• Filtering
77
Location as Input
78
39!
Location as Input
79
Location as Input
80
40!
Location Systems
Accuracy Positioning Time Battery Life
82
41!
AND MORE…
• Orientation
• Audio & Video
• The List Goes On…
83
42!
Multiple Orientations
85
iPad Orientation
86
43!
Standard Orientation
87
Pivot Orientation
88
44!
Orientation Detection in Firefox 3.6
Source: http://hacks.mozilla.org/2009/10/orientation-for-firefox/ 89
Source: http://vimeo.com/1540283 90
45!
Voice as Input
91
92
46!
Location & Orientation as Input
93
94
47!
Awkward Interactions
SCAN TO CHECKOUT
95
Flickr photo by Nokia Point & Find
Images as Input
96
48!
SnapTell on iPhone
97
Images as Input
98
49!
Images as Input
99
Images as Input
100
50!
Nerd.
Found.
101
Flickr photo by Nokia Point & Find
102
51!
iPhone RFID Reader
103
Location Check-in
104
52!
Facebook Presence
105
53!
MOBILE FIRST
1. GROWTH = OPPORTUNITY
2. CONSTRAINTS = FOCUS
3. CAPABILITIES = INNOVATION
107
108
54!
More Information
• @lukew
• www.lukew.com
109
55!
User Interface Engineering
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North Andover, MA 01845
978-327-5561 or 800-588-9855
http://www.uie.com
COMPANY BACKGROUND
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into the largest research organization of its kind in the world. With our in-depth research findings
based on user observation, we empower development teams to create usable web sites that
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