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MOBILE
FIRST
LUKE WROBLEWSKI
AN EVENT APART 2010



                      @LUKEW




                               1
Web products should be designed for mobile first.
(Even if no mobile version is planned.)
Flickr photo by @kevinv033                          2
Mobile First at Google




Google programmers are doing work
on mobile applications first, because
they are better apps and that's what
top programmers want to develop.
–Eric Schmidt, Google CEO




                                        3
Mobile First at Facebook

  We're just now starting to think about mobile first and desktop
  second for a lot of our products.”
  -Kate Aronowitz, Design Director Facebook




Flickr photo by gscottolson                                         4
Mobile First at Adobe




  We really need to shift now to start thinking about building
  mobile first. This is an even bigger shift than the PC revolution.”
  -Kevin Lynch, CTO Adobe



Flickr photo by jdlasica                                                5
MOBILE FIRST
1.  GROWTH       = OPPORTUNITY
2.  CONSTRAINTS = FOCUS
3.  CAPABILITIES = INNOVATION


                                 6
Mobile Design Considerations
•  Multiple screen sizes & densities
•  Performance optimization
•  Touch targets, gestures, and actions
•  Location systems
•  Device capabilities




                                          7
MOBILE FIRST
1.  GROWTH       = OPPORTUNITY
2.  CONSTRAINTS = FOCUS
3.  CAPABILITIES = INNOVATION


                                 8
GROWTH = OPPORTUNITY
Mobile Web growth has outpaced desktop Web growth 8x
Smartphone sales will pass PC sales in 2012




        PC                                   Desktop Internet                            Mobile Consumer
        100M+                                1B+                                         10B+




1990                                    2000                                    2010                                  2020
Note: PC installed base reached 100MM in 1993, cellphone / Internet users reached 1B in 2002 / 2005 respectively;25
                                                                                                                             9
Source: ITU, Mark Lipacis, Morgan Stanley Research.
10
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)




                                          11
12
4,932% Increase
AT&T mobile data traffic increased 50x in 3 years




 Motorola Z3                             iPhone          iPhone 3G          iPhone 3GS




2006                   2007                       2008               2009
                                                                                         13
Source: AT&T, Morgan Stanley Research.
27% of searches come from 4% of users
                                   •  27% of all Yelp searches come from
                                      their iPhone application which had
                                      1.4 million unique users in May 2010
                                   •  That month Yelp had 32 million
                                      monthly unique users around the
                                      world




      Source: http://officialblog.yelp.com/2010/06/yelp-mobile               14
Facebook on the iPhone




                         Create a product, don’t
                         re-imagine one for small
                         screens. Great mobile
                         products are created,
                         never ported.
                         –Brian Fling




                                                    15
“My goal was initially just to make a mobile companion, but I
became convinced it was possible to create a version of Facebook
that was actually better than the website.”
–Joe Hewitt
                                                                   16
MOBILE FIRST
1.  GROWTH       = OPPORTUNITY
2.  CONSTRAINTS = FOCUS
3.  CAPABILITIES = INNOVATION


                             17
SCREEN SIZE
•  Focus on core actions
•  Know your users
•  Use scalable design




                           18
Screen Size




 1024x768     320x480




                        19
Focus on Core Elements




                         In iPhone apps, the main function
                         should be immediately apparent.
                         Minimize the number of controls
                         from which users have to choose.
                         –iPhone Interface Guidelines




                                                             20
21
Southwest Airlines Mobile App




                                22
23
Screen Size




              24
Screen Size




              25
Know your audience




Flickr photo by wertheim   26
Expedia Itinerary




                    27
Expedia Itinerary




                    28
Designing For Multiple Screen Sizes




                         320x480




                                      29
Smartphone Screen Sizes

iPhone           320x480   3.5 in    164ppi

Palm Pre         320x480   3.1 in    186ppi

Palm Pixie       320x400   2.63 in   194ppi

T-Mobile G1      320x480   3.2 in    180ppi
MyTouch 3G
HTC Hero


Motorola Droid   480x854   3.7 in    264ppi

Nexus One        480x800   3.7 in    252ppi
HTC Desire

Nokia N97        360x640   3.2 in    229ppi

Nokia N900       800x480   3.5 in    266ppi

iPhone4          640x960   3.5 in    329ppi
                                              30
The Impact of PPI




Source: http://mobiforge.com/designing/story/effective-design-multiple-screen-sizes   31
The Impact of PPI


Cinema Display      1920x1200   24 in    94ppi




Nokia N900          800x480     3.5 in   266ppi




                                                  32
Designing for Multiple Screen Sizes

 1.  Define device groups




                                                                   tiny: 84, 96, 101, 128, 130, 132
                                                                   small: 160, 176
                                                                   medium: 208, 220, 240
                                                                   large: 320, 360, 480+
                                                                   desktop: 800+




                                                                                                      33
Source: http://mobiforge.com/designing/story/effective-design-multiple-screen-sizes
Designing for Multiple Screen Sizes

 1.  Define device groups
 2.  Create a default reference design




                                                                                      34
Source: http://mobiforge.com/designing/story/effective-design-multiple-screen-sizes
Designing for Multiple Screen Sizes

 1.  Define device groups
 2.  Create a default reference design
 3.  Define rules for content and design adaptation




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/
Designing for Multiple Screen Sizes

 1.        Define device groups
 2.        Create a default reference design
 3.        Define rules for content and design adaptation
 4.        Opt for web standards and a flexible layout




Source: http://mobiforge.com/designing/story/effective-design-multiple-screen-sizes
                                                                                      36
http://www.alistapart.com/articles/switchymclayout/
Visible App Controls




                       37
Hardware Control for Menu




                            38
Make Content the Action

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




                                                                      39
40
SPEED
•  Keep performance top of mind
•  Take advantage of HTML5




                                  41
Connection Speed




                   42
Performance Tips




Reduce Requests & File Size
•    Eliminate redirects
•    Use CSS sprites to serve multiple images
•    Consolidate CSS & Javascript into a single file
•    Minify your code


Take Advantage of HTML5
•  Load contents lazily
•  Use application cache for local content storage
•  Use CSS3 and canvas tag instead of images where
   possible



           Source: Make the mobile web faster, Jeremy Weinstein   43
Performance Matters!

                                      100ms delay results in 1% sales loss.
                                      (potential $191M in lost revenue in 2008)

                                      400ms delay results in 5-9% drop in full-
                                      page traffic.

                                      500ms delay drops search traffic by 20%.
                                      The cost of slower performance increases
                                      over time.

                                      1s delay results 4% drop in revenue


                                      Fastest 10% of users stay 50% longer than
                                      slowest 10%

Sources: slideshare.net/stubbornella/designing-fast-websites-presentation & slideshare.net/markstanton/speed-matters   44
CONTEXT
•  Quick bursts… everywhere
•  One-handed




                              45
During a typical day…
84% at home
80% during misc. times throughout the day
74% waiting in lines
64% at work                                                             46
                                            Flickr photo by Laughing Squid
Use Cases for Mobile Apps




               •  Access to Facebook via mobile browser grew
                  112% in the past year to 25.1 million users in
                  January 2010.

               •  Access to Twitter via mobile browser
                  experienced a 347% jump to 4.7 million users
                  in January 2010.



                                                                   47
People Don’t Stay Long



•  Across 650,000 URLs tested…
10%
9%                                                                   •  25% of all documents
8%                                                                      were displayed for
                                                                        less than 4 seconds
7%
6%                                                                   •  52% of all visits were
5%
                                                                        shorter than 10
                                                                        seconds
4%
3%                                                                   •  Peak value was
2%
                                                                        located between 2
                                                                        and 3 seconds
1%
0%
      0   2   4   6    8    10 12 14 16 18 20 22 24 26 28 30
      SECONDS DISPLAYED




Source: Clickstream Study Reveals Dynamic Web, Weboptimization.com                           48
Where phones used




One-handed touch




Flickr photo by Steve Rhodes   49
MOBILE FIRST
1.  GROWTH       = OPPORTUNITY
2.  CONSTRAINTS = FOCUS
3.  CAPABILITIES = INNOVATION


                             50
TOUCH
•  Simplify your user interface
•  Don’t count on hovers




                                  51
Nokia smartphone mix
     Keypad
     Qwerty Only
     Touch INCLUDES QWERTY + TOUCH

1.1 billion consumers with Nokia devices in 2009




           2008                                          2009   2010
                                                                PROJECTED

                                                                            52
Source: Nokia –deices sold. Nokia Capital markets day 2009.
Touch Targets




                    Apple recommends a
                    minimum target size:
                    29px wide
                    44px tall




                Source: Matt Legend Gemmell – mattgemmell.com   53
Touch Targets



Recommended touch
target size is 9mm/34px

Minimum touch target
size is 7mm/26px

Minimum spacing
between elements is
2mm/8px

Visual size is 60-100% of
the touch target size




                            54
55
Basic Touch Gestures


Touch Gestures         Platforms

 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

                                         56
Basic Touch Gestures

 Tap
 Briefly touch surface with fingertip.




 Double Tap
 Rapidly touch surface twice with fingertip.




Images: Dan Willis Research: Craig Villamor & LukeW   57
Basic Touch Gestures

 Drag
 Move fingertip over surface without losing contact.




 Flick
 Quickly brush surface with fingertip.




Images: Dan Willis Research: Craig Villamor & LukeW    58
Basic Touch Gestures

 Pinch
 Touch surface with two fingers and bring them closer together.




 Spread
 Touch surface with two fingers and move them apart.




Images: Dan Willis Research: Craig Villamor & LukeW               59
Basic Touch Gestures

 Press                                                Press & Tap
 Touch surface for extended period                    Press surface with one finger and
 of time.                                             briefly touch surface with second
                                                      finger.




 Press & Drag
 Press surface with one finger and move second finger over surface without losing
 contact.




Images: Dan Willis Research: Craig Villamor & LukeW                                       60
Basic Touch Gestures

 Rotate
 Touch surface with two fingers and move them in a clockwise or
 counterclockwise direction.




Images: Dan Willis Research: Craig Villamor & LukeW               61
System-related Actions




Images: Dan Willis Research: Craig Villamor & LukeW   62
Object-related Actions




Images: Dan Willis Research: Craig Villamor & LukeW   63
Navigation-related Actions




                       www.lukew.com/touch




Images: Dan Willis Research: Craig Villamor & LukeW   64
Gestures as Input




                    65
Pop-Up Menus on iPhone




                         66
Pop-Up Menus on Android




                          67
Multi-Field Pop-Up Menus on iPhone




                                     68
Multi-Field Pop-Up Menus on Android




                                      69
Hover Details & Actions




                          70
71
Tooltip with Hover




                     72
LOCATION
•  Positioning
•  Filtering




                 73
Location as Input




                    74
Location as Input




                    75
Location as Input




                    76
Location Systems
                     Accuracy                        Positioning Time     Battery Life

 GPS                 10m                             2-10 minutes (only   5-6 hours on
                                                     outdoors)            most phones


 WiFi                50m (improves with              Almost instant       No additional
                     density)                        (server connect &    effect
                                                     lookup)

 Cell tower          100-1400m (based on             Almost instant       Negligible
 triangulation       density)                        (server connect &
                                                     lookup)

 Single Cell         500-2500m (based on             Almost instant       Negligible
 Tower               density)                        (server connect &
                                                     lookup)

 IP                  Country: 99%                    Almost instant       Negligible
                     City: 46% US, 53% Intl          (server connect &
                     ZIP: 0%                         lookup)


Smartphones: hybrid of GPS, Wifi, and cell tower triangulation
Laptops/desktops: WiFi, IP, rarely GPS                                                    77
78
AND MORE…
•  Orientation
•  Audio & Video
•  The List Goes On…




                       79
Mobile Device Capabilities
•    Application cache for local storage
•    CSS3 & Canvas for performance optimization
•    Multi-touch sensors
•    Location detection


•    Device positioning & motion: from an accelerometer
•    Orientation: direction from a digital compass
•    Audio: input from a microphone; output to speaker
•    Video & image: capture/input from a camera
•    Push: real-time notifications “instant” to user
•    Device connections: through Bluetooth between devices
•    Proximity: device closeness to physical objects
•    Ambient Light: light/dark environment awareness
•    RFID reader: identify & track objects with broadcasted identifiers
•    Haptic feedback: “feel” different surfaces on a screen
•    Biometrics: retinal, fingerprint, etc.
                                                                          80
Multiple Orientations




                        81
Standard Orientation




                       82
Pivot Orientation




                    83
Orientation Detection in Firefox 3.6




Source: http://hacks.mozilla.org/2009/10/orientation-for-firefox/   84
Tilt Scrolling in Instapaper




                               85
Voice as Input




                 86
87
Location & Orientation as Input




                                  88
Location & Orientation as Input




                                  When discovered by users
                                  boosted their sustained traffic
                                  by 40 to 50 percent.


                                  “It was sort of beyond our
                                  expectations. We had no idea.”
                                  Yelp CEO,
                                  Jeremy Stoppelman


                                                                89
Awkward Interactions




   SCAN TO CHECKOUT

                                     90
Flickr photo by Nokia Point & Find
Images as Input




                  91
SnapTell on iPhone




                     92
Images as Input




                  93
Images as Input




                  94
Images as Input




                  95
Nerd.
                                     Found.




                                               96
Flickr photo by Nokia Point & Find
97
Location Check-in




                    98
Facebook Presence




                    99
Mobile Device Capabilities
•     Application cache for local storage
•     CSS3 & Canvas for performance optimization
•     Multi-touch sensors
•     Location detection
•     Device positioning & motion: from an accelerometer
•     Orientation: direction from a digital compass
 • 
•     Audio: input from degrees of motion to speaker
      Gyroscope: 360 a microphone; output
 • 
•     Videocameras: capture/input facing camera
      Dual & image: front & back from a


•     Push: real-time notifications “instant” to user
•     Device connections: through Bluetooth between devices
•     Proximity: device closeness to physical objects
•     Ambient Light: light/dark environment awareness
•     RFID reader: identify & track objects with broadcasted identifiers
•     Haptic feedback: “feel” different surfaces on a screen
•     Biometrics: retinal, fingerprint, etc.
                                                                           100
MOBILE FIRST
1.  GROWTH       = OPPORTUNITY
2.  CONSTRAINTS = FOCUS
3.  CAPABILITIES = INNOVATION


                             101
Mobile Design Considerations
•  Multiple screen sizes & densities
•  Performance optimization
•  Touch targets, gestures, and actions
•  Location systems
•  Device capabilities




                                          102
More Information
•  @lukew
•  www.lukew.com

Web Form Design
•  www.rosenfeldmedia.com/
   books/webforms/
•  Discount code: (25%)




                             103

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Luke Wroblewski: Mobile First

  • 2. Web products should be designed for mobile first. (Even if no mobile version is planned.) Flickr photo by @kevinv033 2
  • 3. Mobile First at Google Google programmers are doing work on mobile applications first, because they are better apps and that's what top programmers want to develop. –Eric Schmidt, Google CEO 3
  • 4. Mobile First at Facebook We're just now starting to think about mobile first and desktop second for a lot of our products.” -Kate Aronowitz, Design Director Facebook Flickr photo by gscottolson 4
  • 5. Mobile First at Adobe We really need to shift now to start thinking about building mobile first. This is an even bigger shift than the PC revolution.” -Kevin Lynch, CTO Adobe Flickr photo by jdlasica 5
  • 6. MOBILE FIRST 1.  GROWTH = OPPORTUNITY 2.  CONSTRAINTS = FOCUS 3.  CAPABILITIES = INNOVATION 6
  • 7. Mobile Design Considerations •  Multiple screen sizes & densities •  Performance optimization •  Touch targets, gestures, and actions •  Location systems •  Device capabilities 7
  • 8. MOBILE FIRST 1.  GROWTH = OPPORTUNITY 2.  CONSTRAINTS = FOCUS 3.  CAPABILITIES = INNOVATION 8
  • 9. GROWTH = OPPORTUNITY Mobile Web growth has outpaced desktop Web growth 8x Smartphone sales will pass PC sales in 2012 PC Desktop Internet Mobile Consumer 100M+ 1B+ 10B+ 1990 2000 2010 2020 Note: PC installed base reached 100MM in 1993, cellphone / Internet users reached 1B in 2002 / 2005 respectively;25 9 Source: ITU, Mark Lipacis, Morgan Stanley Research.
  • 10. 10
  • 11. 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) 11
  • 12. 12
  • 13. 4,932% Increase AT&T mobile data traffic increased 50x in 3 years Motorola Z3 iPhone iPhone 3G iPhone 3GS 2006 2007 2008 2009 13 Source: AT&T, Morgan Stanley Research.
  • 14. 27% of searches come from 4% of users •  27% of all Yelp searches come from their iPhone application which had 1.4 million unique users in May 2010 •  That month Yelp had 32 million monthly unique users around the world Source: http://officialblog.yelp.com/2010/06/yelp-mobile 14
  • 15. Facebook on the iPhone Create a product, don’t re-imagine one for small screens. Great mobile products are created, never ported. –Brian Fling 15
  • 16. “My goal was initially just to make a mobile companion, but I became convinced it was possible to create a version of Facebook that was actually better than the website.” –Joe Hewitt 16
  • 17. MOBILE FIRST 1.  GROWTH = OPPORTUNITY 2.  CONSTRAINTS = FOCUS 3.  CAPABILITIES = INNOVATION 17
  • 18. SCREEN SIZE •  Focus on core actions •  Know your users •  Use scalable design 18
  • 19. Screen Size 1024x768 320x480 19
  • 20. Focus on Core Elements In iPhone apps, the main function should be immediately apparent. Minimize the number of controls from which users have to choose. –iPhone Interface Guidelines 20
  • 21. 21
  • 23. 23
  • 26. Know your audience Flickr photo by wertheim 26
  • 29. Designing For Multiple Screen Sizes 320x480 29
  • 30. Smartphone Screen Sizes iPhone 320x480 3.5 in 164ppi Palm Pre 320x480 3.1 in 186ppi Palm Pixie 320x400 2.63 in 194ppi T-Mobile G1 320x480 3.2 in 180ppi MyTouch 3G HTC Hero Motorola Droid 480x854 3.7 in 264ppi Nexus One 480x800 3.7 in 252ppi HTC Desire Nokia N97 360x640 3.2 in 229ppi Nokia N900 800x480 3.5 in 266ppi iPhone4 640x960 3.5 in 329ppi 30
  • 31. The Impact of PPI Source: http://mobiforge.com/designing/story/effective-design-multiple-screen-sizes 31
  • 32. The Impact of PPI Cinema Display 1920x1200 24 in 94ppi Nokia N900 800x480 3.5 in 266ppi 32
  • 33. Designing for Multiple Screen Sizes 1.  Define device groups tiny: 84, 96, 101, 128, 130, 132 small: 160, 176 medium: 208, 220, 240 large: 320, 360, 480+ desktop: 800+ 33 Source: http://mobiforge.com/designing/story/effective-design-multiple-screen-sizes
  • 34. Designing for Multiple Screen Sizes 1.  Define device groups 2.  Create a default reference design 34 Source: http://mobiforge.com/designing/story/effective-design-multiple-screen-sizes
  • 35. Designing for Multiple Screen Sizes 1.  Define device groups 2.  Create a default reference design 3.  Define rules for content and design adaptation 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/
  • 36. Designing for Multiple Screen Sizes 1.  Define device groups 2.  Create a default reference design 3.  Define rules for content and design adaptation 4.  Opt for web standards and a flexible layout Source: http://mobiforge.com/designing/story/effective-design-multiple-screen-sizes 36 http://www.alistapart.com/articles/switchymclayout/
  • 39. Make Content the Action 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 39
  • 40. 40
  • 41. SPEED •  Keep performance top of mind •  Take advantage of HTML5 41
  • 43. Performance Tips Reduce Requests & File Size •  Eliminate redirects •  Use CSS sprites to serve multiple images •  Consolidate CSS & Javascript into a single file •  Minify your code Take Advantage of HTML5 •  Load contents lazily •  Use application cache for local content storage •  Use CSS3 and canvas tag instead of images where possible Source: Make the mobile web faster, Jeremy Weinstein 43
  • 44. Performance Matters! 100ms delay results in 1% sales loss. (potential $191M in lost revenue in 2008) 400ms delay results in 5-9% drop in full- page traffic. 500ms delay drops search traffic by 20%. The cost of slower performance increases over time. 1s delay results 4% drop in revenue Fastest 10% of users stay 50% longer than slowest 10% Sources: slideshare.net/stubbornella/designing-fast-websites-presentation & slideshare.net/markstanton/speed-matters 44
  • 45. CONTEXT •  Quick bursts… everywhere •  One-handed 45
  • 46. During a typical day… 84% at home 80% during misc. times throughout the day 74% waiting in lines 64% at work 46 Flickr photo by Laughing Squid
  • 47. Use Cases for Mobile Apps •  Access to Facebook via mobile browser grew 112% in the past year to 25.1 million users in January 2010. •  Access to Twitter via mobile browser experienced a 347% jump to 4.7 million users in January 2010. 47
  • 48. People Don’t Stay Long •  Across 650,000 URLs tested… 10% 9% •  25% of all documents 8% were displayed for less than 4 seconds 7% 6% •  52% of all visits were 5% shorter than 10 seconds 4% 3% •  Peak value was 2% located between 2 and 3 seconds 1% 0% 0 2 4 6 8 10 12 14 16 18 20 22 24 26 28 30 SECONDS DISPLAYED Source: Clickstream Study Reveals Dynamic Web, Weboptimization.com 48
  • 49. Where phones used One-handed touch Flickr photo by Steve Rhodes 49
  • 50. MOBILE FIRST 1.  GROWTH = OPPORTUNITY 2.  CONSTRAINTS = FOCUS 3.  CAPABILITIES = INNOVATION 50
  • 51. TOUCH •  Simplify your user interface •  Don’t count on hovers 51
  • 52. Nokia smartphone mix Keypad Qwerty Only Touch INCLUDES QWERTY + TOUCH 1.1 billion consumers with Nokia devices in 2009 2008 2009 2010 PROJECTED 52 Source: Nokia –deices sold. Nokia Capital markets day 2009.
  • 53. Touch Targets Apple recommends a minimum target size: 29px wide 44px tall Source: Matt Legend Gemmell – mattgemmell.com 53
  • 54. Touch Targets Recommended touch target size is 9mm/34px Minimum touch target size is 7mm/26px Minimum spacing between elements is 2mm/8px Visual size is 60-100% of the touch target size 54
  • 55. 55
  • 56. Basic Touch Gestures Touch Gestures Platforms 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 56
  • 57. Basic Touch Gestures Tap Briefly touch surface with fingertip. Double Tap Rapidly touch surface twice with fingertip. Images: Dan Willis Research: Craig Villamor & LukeW 57
  • 58. Basic Touch Gestures Drag Move fingertip over surface without losing contact. Flick Quickly brush surface with fingertip. Images: Dan Willis Research: Craig Villamor & LukeW 58
  • 59. Basic Touch Gestures Pinch Touch surface with two fingers and bring them closer together. Spread Touch surface with two fingers and move them apart. Images: Dan Willis Research: Craig Villamor & LukeW 59
  • 60. Basic Touch Gestures Press Press & Tap Touch surface for extended period Press surface with one finger and of time. briefly touch surface with second finger. Press & Drag Press surface with one finger and move second finger over surface without losing contact. Images: Dan Willis Research: Craig Villamor & LukeW 60
  • 61. Basic Touch Gestures Rotate Touch surface with two fingers and move them in a clockwise or counterclockwise direction. Images: Dan Willis Research: Craig Villamor & LukeW 61
  • 62. System-related Actions Images: Dan Willis Research: Craig Villamor & LukeW 62
  • 63. Object-related Actions Images: Dan Willis Research: Craig Villamor & LukeW 63
  • 64. Navigation-related Actions www.lukew.com/touch Images: Dan Willis Research: Craig Villamor & LukeW 64
  • 66. Pop-Up Menus on iPhone 66
  • 67. Pop-Up Menus on Android 67
  • 68. Multi-Field Pop-Up Menus on iPhone 68
  • 69. Multi-Field Pop-Up Menus on Android 69
  • 70. Hover Details & Actions 70
  • 71. 71
  • 77. Location Systems Accuracy Positioning Time Battery Life GPS 10m 2-10 minutes (only 5-6 hours on outdoors) most phones WiFi 50m (improves with Almost instant No additional density) (server connect & effect lookup) Cell tower 100-1400m (based on Almost instant Negligible triangulation density) (server connect & lookup) Single Cell 500-2500m (based on Almost instant Negligible Tower density) (server connect & lookup) IP Country: 99% Almost instant Negligible City: 46% US, 53% Intl (server connect & ZIP: 0% lookup) Smartphones: hybrid of GPS, Wifi, and cell tower triangulation Laptops/desktops: WiFi, IP, rarely GPS 77
  • 78. 78
  • 79. AND MORE… •  Orientation •  Audio & Video •  The List Goes On… 79
  • 80. Mobile Device Capabilities •  Application cache for local storage •  CSS3 & Canvas for performance optimization •  Multi-touch sensors •  Location detection •  Device positioning & motion: from an accelerometer •  Orientation: direction from a digital compass •  Audio: input from a microphone; output to speaker •  Video & image: capture/input from a camera •  Push: real-time notifications “instant” to user •  Device connections: through Bluetooth between devices •  Proximity: device closeness to physical objects •  Ambient Light: light/dark environment awareness •  RFID reader: identify & track objects with broadcasted identifiers •  Haptic feedback: “feel” different surfaces on a screen •  Biometrics: retinal, fingerprint, etc. 80
  • 84. Orientation Detection in Firefox 3.6 Source: http://hacks.mozilla.org/2009/10/orientation-for-firefox/ 84
  • 85. Tilt Scrolling in Instapaper 85
  • 87. 87
  • 88. Location & Orientation as Input 88
  • 89. Location & Orientation as Input When discovered by users boosted their sustained traffic by 40 to 50 percent. “It was sort of beyond our expectations. We had no idea.” Yelp CEO, Jeremy Stoppelman 89
  • 90. Awkward Interactions SCAN TO CHECKOUT 90 Flickr photo by Nokia Point & Find
  • 96. Nerd. Found. 96 Flickr photo by Nokia Point & Find
  • 97. 97
  • 100. Mobile Device Capabilities •  Application cache for local storage •  CSS3 & Canvas for performance optimization •  Multi-touch sensors •  Location detection •  Device positioning & motion: from an accelerometer •  Orientation: direction from a digital compass •  •  Audio: input from degrees of motion to speaker Gyroscope: 360 a microphone; output •  •  Videocameras: capture/input facing camera Dual & image: front & back from a •  Push: real-time notifications “instant” to user •  Device connections: through Bluetooth between devices •  Proximity: device closeness to physical objects •  Ambient Light: light/dark environment awareness •  RFID reader: identify & track objects with broadcasted identifiers •  Haptic feedback: “feel” different surfaces on a screen •  Biometrics: retinal, fingerprint, etc. 100
  • 101. MOBILE FIRST 1.  GROWTH = OPPORTUNITY 2.  CONSTRAINTS = FOCUS 3.  CAPABILITIES = INNOVATION 101
  • 102. Mobile Design Considerations •  Multiple screen sizes & densities •  Performance optimization •  Touch targets, gestures, and actions •  Location systems •  Device capabilities 102
  • 103. More Information •  @lukew •  www.lukew.com Web Form Design •  www.rosenfeldmedia.com/ books/webforms/ •  Discount code: (25%) 103