cover
Title Page
Copyright
UX Design for Mobile
Credits
About the Authors
Acknowledgments
About the Reviewer
www.PacktPub.com
Why subscribe?
Customer Feedback
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Downloading the example code
Downloading the color images of this book
Errata
Piracy
Questions
Design Principles and General Design Planning
Switching your perspective to focus on the user
Getting organizations to adopt a user-centered perspective
Design principles
Needs from our human condition
Needs from general expectations
Needs from the specific context of use
General design planning
Being pragmatic
Design is not about making things look nice
Users are not able to tell you what they need
You (or your team) are not your users
User experience is not a list of features
Your goal is not to make your client or boss happy
Summary
Research - Learning from Your Users
How we will do that?
Getting to know your users
Mental model - understand how your users think
What is the conceptual model?
Researching methods
Observation and interviews
Affinity Diagram
The method steps
Card sorting
Open card method steps
Closed card method steps
When is it convenient to perform this method?
Tree Test
The method steps
How to improve the organization
Content organization
Area naming
The working memory limit
Surveys
What we want to discover?
Find the participants
Determining the questions
Open-answer questions
Questions with pre-established answers
Humanize the forms
Research documents
The Persona Document
How should I create a persona document?
Better with an example template
Demographics
Picture
Description
Domain and technical expertise
Goals
Frustrations
Motivations
Scenarios
User journeys
Create a User Journey
Competitors' analysis
Functionality analysis
Vocabulary analysis
Target users supported users and non-supported users
Being pragmatic
Recruiting participants
Avoiding biases
Looking for the signs
Summary
Exploring Ideas - Sketching
Adopting the sketching mindset
Sketching basics
Sketching tools
Producing results fast
Adjusting your focus
Timeboxing with the Crazy Eights technique
Organizing your exploration
Decomposing your problem
Identifying conflicts
Communicating your ideas
Creating storyboards
Organizing critique sessions
Being pragmatic
The perfect is the enemy of the good
This is not about inspiration
Connecting the conversation to the design goals
Making tradeoffs visible - you cannot emphasize everything
Summary
Mobile Patterns - Web App Android and iOS Best Practices
Web application approaches - responsive adaptive and flexible
Responsive behavior
Fluid
Adaptive
Hybrid
Frontend frameworks
Design in columns
Mobile application design patterns
Mobile user interface design patterns
Navigation
Sliding drawer
Upper area tabs
Bottom menu
Placing actions in the screen to facilitate navigation
Back button
Multiscreen task
Explore navigation
Floating buttons
Notifications
Movement in notifications
Circle hint
Count notifications app icon
Dialogs
Galleries with miniatures
Arrows
Portrait (vertical) and landscape (horizontal) orientations
User interactions
One-tap interaction
Share functionality
Comment and review
Secondary actions
Handling errors
Overlay tips
Roadblocks
In-content messages
Displaying a message as the first block of content
Other mobile user interface design patterns
Mobile design behavior patterns
Progressive disclosure
Lazy login
Swipe down to refresh
Search suggestions
Reciprocity
Android and iOS differences
Physical buttons
Screen density and features
UI elements
Being pragmatic
Explore different solutions
Summary
Detail Your Solution - Wireframes and Mockups
Understanding wireframes
Wireframes as a functionality specification document
Layout
Gestures
Transitions
Trajectory
Timing
Duration
Speed
Mockups
Testing your designs with real content
Specifications and assets for multiple screens
Understanding units and pixel densities
Specifications file
Automated solutions
Touch target
Images with good resolution
Pixel perfect icons
Being pragmatic
Learn how to code
Test in real environments
Stay up to date on the latest trends
Summary
Prototyping - Bringing Your Ideas to Life
Adopting the prototyping mindset
Deciding the best prototyping approach for your needs
Deciding on the type of prototype
Selecting the appropriate tools
Planning the prototype
Deciding what to prototype
Deciding how to prototype
Being pragmatic
A prototype is not an early version of your product
A prototype is worth a thousand meetings
Summary
Prototyping with Motion - Using Tumult Hype
The role of motion in prototyping
The basic concepts of Hype
Scene list
Scene editor
Property inspector
Timeline and layers
Code editor
Importing and exporting
Prototyping navigation
Manipulating layers with interactions
Manipulating layers
Using a single layer for the active state
Using separate layers for each state
Supporting scroll and navigation
Supporting gestures
Prototyping complex behavior
Composing animations
Supporting user input
Being pragmatic
Organize your layers
Preview often
Summary
Prototyping with Code - Using Framer Studio
Framer.js
Framer Studio
Understanding CoffeeScript
Let's start coding with CoffeeScript
Variables and operators
Types
Functions
Loops and conditional structures
Objects and methods
Understanding Framer.js
Layers
Animations
Events
States
Components
Creating prototypes with Sketch and Framer Studio
Welcome Tour Prototype
Artboards states
Prototype behavior
Coordinating animations
Drawer Navigation Prototype
Using the ScrollComponent
FAB button event reacting
Drawer menu functionality
Input field search functionality
Bottom Navigation Prototype
Bottom navigation
Being Pragmatic
Be part of the community
Learning resources
Test with your mobile phone
Stay up to date with Framer news
Summary
User Testing
Understanding the role of testing usability
Deciding what to test
Using the right method
Planning the test
Defining the goals
Scenarios and tasks
Defining a script
Setting up the environment
Conducting usability tests
Recruiting participants
Introducing the process
Observing users behavior
Identifying key aspects and summarizing the results
Being pragmatic
Inviting people from your team to view the research sessions
Learning is more important than validating
Check you are answering the research questions
Combining research with measurements
Summary
Bibliography and References
General
Kano model
Gestalt principles
Mental model references
Conceptual model references
Persona document references
Card sorting references
Tree testing (Reverse card sorting) references
Affinity diagram references
Crazy eights references
Survey references
User journey references
Scenarios references
Progressive disclosure
Reciprocity effect
Lazy login
User testing
Mobile patterns
Information architecture
Visual design
Prototyping
Tumult Hype
CoffeeScript
Framer
JavaScript
jQuery
Image sources
Chapter 1
Chapter 2
Chapter 3
Chapter 4
Chapter 5
Chapter 6
Chapter 7
Chapter 8
Chapter 9
更新时间:2021-07-15 17:30:51