http://www.uxbooth.com/blog/its-about-people-not-devices/
This post is part of a series authored by the speakers of the upcoming UX London conference. As media sponsors, we’re proud to provide exclusive introductions to the topics that will comprise the event!
We live in exciting times. Times of innovation, invention, and rapid change. Technologies that were unthinkable years ago are now commonplace. Close to 1.5 billion people worldwide use a computer, but that figure pales in comparison to the 4.2 billion (75% of the planet) who use or have access to a mobile phone.
If you’re new to mobile design (and most people are), you may be looking for guidelines or best practices to inform your work. When you find them, they will most likely sound something like this:
- Mobile is different from traditional (primarily desktop) computing.
- The desktop is about broadband, big displays, full attention, a mouse, keyboard and comfortable seating. Mobile is about poor connections, small screens, one-handed use, glancing, interruptions, and (lately), touch screens.
- You may spend hours seated in front of the same computer, but mobile context is ever-changing. This impacts (amongst other things) the users’ locations, their attention, their access to stable connectivity, and the orientation of their devices.
- Desktop computers are ideal for consumption of lengthy content and completion of complex interactions. Mobile interactions and content should be simple, focused, and should (where possible) take advantage of unique and useful device capabilities.
- Mobile devices are personal, often carrying a wealth of photos, private data, and treasured memories. This creates unique opportunities, but privacy is also a real concern.
- There are many mobile platforms, each with its own patterns and constraints. The more you understand each platform, the better you can design for it.
- And then there are tablets. As you may have noticed, they’re larger than your average mobile device. We’re also told they’re ideal for reading.
Designing for mobile without an understanding of these key differences can lead to all sorts of problems, including clumsy interactions, high latency, poor usability, and more than a few missed opportunities to create that “long wow.” The problem however is that while these unique mobile characteristics are correct, our very concept of what constitutes a mobile device (and therefore mobile behavior) is constantly evolving. Lee el resto de esta entrada








Ah…subject lines!

