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Not Your Parent’s Mobile Phone: UX Design 
Guidelines For Smartphones
In your pocket right now is the most powerful “remote control” (as Drew 
Diskin put it ) that has ever existed. It is no ordinary remote control. It can 
harness everything that all of the previous mass media  (television, radio, 
Internet, etc.) can do. People aren’t using them just for simple entertainment 
or for phone calls. They have become the hub of our personal lives.
By Tim R. Todish
Published on October 6th, 2011 in Design, Design Patterns, Interfaces with 15 Comments
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Smartphones are what younger generations know as just phones. The iPad (aka the tablet) is giving your
grandma’s PC a run for its money. You certainly are holding some amazing futuristic technology in your
hands. It will be even better tomorrow, though, so why does it matter to us or to users? Moore’s Law tells us,
in effect, that these things will continue to become capable of more than anything our minds can think up.
(Image: Denis Dervisevic )
It’s no longer just about the evolving power and capabilities of these devices. It’s about us and how we, too,
are changing. The user’s expectation of a great experience is the new standard. It falls to us as UX
professionals to apply our skills to make this happen on the vast array of devices out there. It’s not always
easy, though. The mobile realm has some unique constraints and offers some interesting opportunities. While
covering all of the nuances of mobile UX in one article would be impossible, we’ll cover some fundamentals
and concepts that should move you in the right direction with your projects.
Mobile Constraints
The mobile realm has many constraints. Here are several of them, along with thoughts on what to keep in
mind as you come upon them.
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FORM FACTOR
The most obvious constraint going from desktop to mobile is screen size. Mobile screens are smaller. A lot
smaller. You need to seriously consider this when designing and developing your application. Antony Ribot
makes a good point in his presentation, “Mobile UX: The Intricacies of Designing For Mobile Devices ,” when
he says, “Mobile is not about making things smaller.” It’s much more than that. We need to consolidate
what’s on the screen. Boil the application down to the most critical functions and content, and then lay them
out strategically in the available screen space. For example, action buttons should go in the lower third of the
screen, where they are most easily tappable.
INPUT METHODS
Another obvious constraint is the absence of or difference in certain input mechanisms, and the addition of
others. First, there’s no mouse. No mouse means no hover states. It also means that there must be some
other means of clicking and navigating content. In most cases, this other means is the user’s finger. This
difference in input method can be quite exciting because it opens the door to new possibilities with various
gestures. Many standards are forming around these new gesture capabilities: pinch to zoom, swipe to scroll,
etc. Take the time to include support for these gestures in your application. In addition, think of new gestures
that you could add to enhance interactivity.
Discovering new gestures can be a powerful experience for users. It adds a sense of excitement, mystery and
achievement — “Hey, I just figured out something new!” Take care, though, not to change the function of
standard gestures unless you have a very good reason to do so, or else you will cause unnecessary
confusion and frustration in users.
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(Touch Gesture Cards (PDF): Luke Wroblewski )
One other caveat: consider the type of application you’re developing before getting too fancy with gestures. If
it will be highly utilitarian in nature, then keeping things simple and straightforward would be best. If the
application is for a specific task, then users will want to complete it as quickly and easily as possible. They
don’t have the time or desire to discover new interactions.
TECHNICAL CONSTRAINTS
While the capabilities of these devices improve with each new release it, keep in mind their limitations.
Things like battery life and processing power are important to consider. Draining the battery or bringing the
device to its knees with memory leaks or processor-intensive operations is a surefire way to destroy the user
experience. This is why testing on the device early and often is imperative. Simulators cannot be trusted.
DATA TRANSFER AND PRICING
This will not be an issue for users who have unlimited data plans or who work on Wi-Fi networks.
Unfortunately, unlimited plans are becoming increasingly rare. So, be sensitive to the amount of data you are
transferring to and from your application. Keep the sizes of assets to a minimum, while maintaining quality.
Don’t transfer data unnecessarily. For example, implement delta updates whenever possible (i.e. update only
the data that has changed since the last transfer).
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(Images: Mediaqueri.es  and Food Sense )
Much has been said recently about Responsive Web Design. This approach does create some challenges with
minimizing data transfer. Jason Grigsby has a very good write-up on the specifics . To summarize, CSS
media queries — part of the magic sauce of responsive design — do almost nothing to lessen the overhead of
data transfer to mobile devices. Resizing or hiding unwanted images still requires the full images to be
downloaded to the browser. In addition, resources such as JavaScript libraries might be downloaded to
mobile devices without even being enabled for users.
Good General Practices
What follows are some good general principles to keep in mind when designing and developing mobile
applications.
MOBILE FIRST
Luke Wroblewski has a great post on the “Mobile First ” methodology. In a nutshell, focusing on mobile first
puts your mind in the right place. It forces you to focus on and prioritize the most important features and
content in your application. It also extends your abilities by offering new tools and services that are not
available in a traditional desktop environment. By approaching your project with the mobile-first mentality,
you will start off on the right foot.
BEHAVIORS AND ARCHETYPES
Build on the behaviors and archetypes that your users are already accustomed to. This will go a long way to
reducing the learning curve of your application. If your application responds predictably to a user’s
interaction, then the user will immediately become more comfortable.
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This applies to more than general behaviors and archetypes. You will want to use design patterns that are
specific to your target devices. This means building multiple interfaces for various devices and platforms,
which is extra work; but it will pay off in the long run because users will appreciate that your application
behaves in the manner they’ve come to expect from their device. For example, iOS design patterns dictate
that tabbed navigation be located at the bottom of the screen, whereas Android devices have it along the top.
As with most good UX principles, if done properly, the user won’t even notice, while their increased comfort
level will encourage them to continue exploring the application. Which brings us to our next practice.
ENCOURAGE EXPLORATION
The more that users feel comfortable with and enjoy your application, the more likely they will explore it. You
may want to lead them down certain paths or provide a few cues or coach marks on how certain things
work, but still allow your users to “discover.” I’m not suggesting that you make the application complicated or
ambiguous; rather, for example, if there are multiple ways to perform an action, one more obvious and
traditional and the other a quick and easy gesture, then the user might come to prefer the second option
once they discover it. Such solutions improve the overall experience if they prove to be quicker and more 
efficient than traditional interactions.
PROVIDE IMMEDIATE FEEDBACK
We’ve all witnessed our less computer-savvy peers clicking violently and repeatedly on a button trying to
force it to do whatever they so desperately want to achieve. Touchscreens only add to this anxiety because
they don’t provide that tactile response that we’ve been conditioned to expect from tapping on a keyboard or
clicking with a mouse. Providing some indication that the application has registered the user’s interaction is
critical, whether it’s a small bounce at the end of a scrollable region or a subtle color change at the tap of a
button. This not only compensates for the lack of tactile response, but assures users that something is
happening even if the screen isn’t updating immediately due to slow network traffic or some processor-
intensive operation.
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CONTEXT
(Image: S. Diddy )
Another glaring difference between mobile and desktop applications is context. With a desktop application,
you can be relatively certain that it is being used in a particular environment. With mobile, all bets are off.
This gives us some exciting opportunities: location-based services, on-the-spot social networking, the
opportunities are vast.
It also raises some unique problems. Do your research to determine the context in which the majority of
people will be using your application.
If you’re targeting on-the-go users, then you’ll want to build the application for speed: bold, obvious, stripped-
down selectors and a streamlined workflow. If your application is more akin to a breakfast-table browser,
then content will probably be more important to the user, but they may have only one hand free to navigate,
while the other cradles their morning coffee. These are just two examples; the point is that your mobile
application could be used in any number of contexts, and you will need to take the time to figure out how to
provide the best experience to the user in their context.
One other thing to consider is the device(s) that you are targeting. Research suggests that a majority of
tablet owners use their device mostly at home. Only 21% take their device with them on the go, compared to
59% of smartphone users who consult their device while out and about.
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IDEATE IN THE WILD
(Image: Niall Kennedy )
I’m borrowing this one directly from Rachel Hinman because she is spot on. The best way to determine
context and to conduct research is to immerse yourself in the environments in which your application will be
used.
Hang out where your target audience hangs out. If possible, do the things they do, go where they go. This
will serve a couple purposes. First, it could give you ideas for great applications to build. Maybe you’ll
observe common pain points and come up with a solution to alleviate them. Or, if you already have an idea
for an application, you could gain valuable insight into how the application might be (or is being) used in the
wild. We’d be surprised quite often by the difference between how we intend for our application to be used
and how it is actually being used. This information can help us iterate our ideas and continually improve the
application.
Conclusion
The way mobile devices are being used is changing all the time, and users are increasingly expecting
exceptional experiences from the applications they use. While the mobile world has many constraints, its
many more opportunities make building mobile applications a worthwhile venture. Keep in mind the
constraints, and focus on mobile first when beginning your project.
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Remember that innovative features and cutting-edge design aren’t as valuable to users as we may think.
Users are concerned with getting the information they need through a sometimes limited connection, or
perhaps getting accustomed to typing on a screen without any tactile feedback. Not everyone has an iPad…
yet.
Talk to real people, follow common archetypes, and keep the context of your target users in mind. These
guidelines should help you create a great experience in your mobile application.
ADDITIONAL RESOURCES
Design patterns:
Design guidelines:
Mobile statistics:
Article sources:
Apple iOS Patterns• 17
Mobile Patterns• 18
Android Patterns• 19
iOS UX Guidelines• 20
Android User Interface Guidelines• 21
Windows Phone UX Guidelines• 22
“A ‘Comprehensive’ Guide to Mobile Statistics ”• 23
“Mobile UX: The Intricacies of Designing for Mobile Devices ,” Anthony Ribot• 24
“Mobile UX Essentials ,” Luke Wroblewski• 25
“Getting Started With Mobile UX Design ,” Springbox• 26
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(al)
FOOTNOTES:
Drew Diskin put it - http://www.crn.com/news/networking/212500632/web-tool-of-the-future-
your-phone.htm
1
previous mass media - http://www.slideshare.net/fling/mobile-20-design-develop-for-the-
iphone-and-beyond
2
Moore’s Law - http://en.wikipedia.org/wiki/Moore's_law3
Denis Dervisevic -
http://www.flickr.com/photos/denisdervisevic/4568726847/in/photostream
4
Antony Ribot - http://twitter.com/#!/ribotmaximus5
Mobile UX: The Intricacies of Designing For Mobile Devices -
http://www.slideshare.net/ribot/mobile-ux-the-intricacies-of-designing-for-mobile-devices-
presentation
6
Luke Wroblewski - http://www.lukew.com/touch/TouchGestureCards.pdf7
Mediaqueri.es - http://mediaqueri.es/8
Food Sense - http://foodsense.is/9
Jason Grigsby - http://twitter.com/#!/grigs10
write-up on the specifics - http://www.cloudfour.com/responsive-imgs-part-2/11
Mobile First - http://www.lukew.com/ff/entry.asp?93312
coach marks - http://pttrns.com/coachmarks13
S. Diddy - http://www.flickr.com/photos/spence_sir/5470303560/14
Niall Kennedy - http://www.flickr.com/photos/niallkennedy/668454536/15
Rachel Hinman - http://twitter.com/#!/hinman16
Apple iOS Patterns - http://pttrns.com17
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Mobile Patterns - http://mobile-patterns.com18
Android Patterns - http://www.androidpatterns.com19
iOS UX Guidelines -
http://developer.apple.com/library/ios/#documentation/UserExperience/Conceptual/MobileHIG/
20
Android User Interface Guidelines -
http://developer.android.com/guide/practices/ui_guidelines/index.html
21
Windows Phone UX Guidelines - http://msdn.microsoft.com/en-us/library/hh202915
(v=VS.92).aspx
22
A ‘Comprehensive’ Guide to Mobile Statistics - http://www.cloudfour.com/a-comprehensive
-guide-to-mobile-statistics
23
Mobile UX: The Intricacies of Designing for Mobile Devices -
http://www.slideshare.net/ribot/mobile-ux-the-intricacies-of-designing-for-mobile-devices-
presentation
24
Mobile UX Essentials - http://www.lukew.com/ff/entry.asp?125925
Getting Started With Mobile UX Design - http://www.springbox.com/insight/post/Getting-
Started-with-Mobile-UX-Design.aspx
26
Design - http://uxdesign.smashingmagazine.com/tag/design/27
Design Patterns - http://uxdesign.smashingmagazine.com/tag/design-patterns/28
Interfaces - http://uxdesign.smashingmagazine.com/tag/interfaces/29
Mobile - http://uxdesign.smashingmagazine.com/tag/mobile/30
Tim Todish is a UX technologist with a passion for mobile & portable
devices. He has been in the industry for over 10 years creating
engaging experiences for clients both large and small across all
industries.
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Not your-parents mobile phone ux guidelines

  • 1. • Books• Library• Job Board• Shop• Not Your Parent’s Mobile Phone: UX Design  Guidelines For Smartphones In your pocket right now is the most powerful “remote control” (as Drew  Diskin put it ) that has ever existed. It is no ordinary remote control. It can  harness everything that all of the previous mass media  (television, radio,  Internet, etc.) can do. People aren’t using them just for simple entertainment  or for phone calls. They have become the hub of our personal lives. By Tim R. Todish Published on October 6th, 2011 in Design, Design Patterns, Interfaces with 15 Comments 1 2 Page 1 of 12Not Your Parent's Mobile Phone: UX Design Guidelines For Smartphones | Smashing U... 6/5/2013http://uxdesign.smashingmagazine.com/2011/10/06/not-your-parents-mobile-phone-ux-desi...
  • 2. Smartphones are what younger generations know as just phones. The iPad (aka the tablet) is giving your grandma’s PC a run for its money. You certainly are holding some amazing futuristic technology in your hands. It will be even better tomorrow, though, so why does it matter to us or to users? Moore’s Law tells us, in effect, that these things will continue to become capable of more than anything our minds can think up. (Image: Denis Dervisevic ) It’s no longer just about the evolving power and capabilities of these devices. It’s about us and how we, too, are changing. The user’s expectation of a great experience is the new standard. It falls to us as UX professionals to apply our skills to make this happen on the vast array of devices out there. It’s not always easy, though. The mobile realm has some unique constraints and offers some interesting opportunities. While covering all of the nuances of mobile UX in one article would be impossible, we’ll cover some fundamentals and concepts that should move you in the right direction with your projects. Mobile Constraints The mobile realm has many constraints. Here are several of them, along with thoughts on what to keep in mind as you come upon them. 3 4 Page 2 of 12Not Your Parent's Mobile Phone: UX Design Guidelines For Smartphones | Smashing U... 6/5/2013http://uxdesign.smashingmagazine.com/2011/10/06/not-your-parents-mobile-phone-ux-desi...
  • 3. FORM FACTOR The most obvious constraint going from desktop to mobile is screen size. Mobile screens are smaller. A lot smaller. You need to seriously consider this when designing and developing your application. Antony Ribot makes a good point in his presentation, “Mobile UX: The Intricacies of Designing For Mobile Devices ,” when he says, “Mobile is not about making things smaller.” It’s much more than that. We need to consolidate what’s on the screen. Boil the application down to the most critical functions and content, and then lay them out strategically in the available screen space. For example, action buttons should go in the lower third of the screen, where they are most easily tappable. INPUT METHODS Another obvious constraint is the absence of or difference in certain input mechanisms, and the addition of others. First, there’s no mouse. No mouse means no hover states. It also means that there must be some other means of clicking and navigating content. In most cases, this other means is the user’s finger. This difference in input method can be quite exciting because it opens the door to new possibilities with various gestures. Many standards are forming around these new gesture capabilities: pinch to zoom, swipe to scroll, etc. Take the time to include support for these gestures in your application. In addition, think of new gestures that you could add to enhance interactivity. Discovering new gestures can be a powerful experience for users. It adds a sense of excitement, mystery and achievement — “Hey, I just figured out something new!” Take care, though, not to change the function of standard gestures unless you have a very good reason to do so, or else you will cause unnecessary confusion and frustration in users. 5 6 Page 3 of 12Not Your Parent's Mobile Phone: UX Design Guidelines For Smartphones | Smashing U... 6/5/2013http://uxdesign.smashingmagazine.com/2011/10/06/not-your-parents-mobile-phone-ux-desi...
  • 4. (Touch Gesture Cards (PDF): Luke Wroblewski ) One other caveat: consider the type of application you’re developing before getting too fancy with gestures. If it will be highly utilitarian in nature, then keeping things simple and straightforward would be best. If the application is for a specific task, then users will want to complete it as quickly and easily as possible. They don’t have the time or desire to discover new interactions. TECHNICAL CONSTRAINTS While the capabilities of these devices improve with each new release it, keep in mind their limitations. Things like battery life and processing power are important to consider. Draining the battery or bringing the device to its knees with memory leaks or processor-intensive operations is a surefire way to destroy the user experience. This is why testing on the device early and often is imperative. Simulators cannot be trusted. DATA TRANSFER AND PRICING This will not be an issue for users who have unlimited data plans or who work on Wi-Fi networks. Unfortunately, unlimited plans are becoming increasingly rare. So, be sensitive to the amount of data you are transferring to and from your application. Keep the sizes of assets to a minimum, while maintaining quality. Don’t transfer data unnecessarily. For example, implement delta updates whenever possible (i.e. update only the data that has changed since the last transfer). 7 Page 4 of 12Not Your Parent's Mobile Phone: UX Design Guidelines For Smartphones | Smashing U... 6/5/2013http://uxdesign.smashingmagazine.com/2011/10/06/not-your-parents-mobile-phone-ux-desi...
  • 5. (Images: Mediaqueri.es  and Food Sense ) Much has been said recently about Responsive Web Design. This approach does create some challenges with minimizing data transfer. Jason Grigsby has a very good write-up on the specifics . To summarize, CSS media queries — part of the magic sauce of responsive design — do almost nothing to lessen the overhead of data transfer to mobile devices. Resizing or hiding unwanted images still requires the full images to be downloaded to the browser. In addition, resources such as JavaScript libraries might be downloaded to mobile devices without even being enabled for users. Good General Practices What follows are some good general principles to keep in mind when designing and developing mobile applications. MOBILE FIRST Luke Wroblewski has a great post on the “Mobile First ” methodology. In a nutshell, focusing on mobile first puts your mind in the right place. It forces you to focus on and prioritize the most important features and content in your application. It also extends your abilities by offering new tools and services that are not available in a traditional desktop environment. By approaching your project with the mobile-first mentality, you will start off on the right foot. BEHAVIORS AND ARCHETYPES Build on the behaviors and archetypes that your users are already accustomed to. This will go a long way to reducing the learning curve of your application. If your application responds predictably to a user’s interaction, then the user will immediately become more comfortable. 8 9 10 11 12 Page 5 of 12Not Your Parent's Mobile Phone: UX Design Guidelines For Smartphones | Smashing U... 6/5/2013http://uxdesign.smashingmagazine.com/2011/10/06/not-your-parents-mobile-phone-ux-desi...
  • 6. This applies to more than general behaviors and archetypes. You will want to use design patterns that are specific to your target devices. This means building multiple interfaces for various devices and platforms, which is extra work; but it will pay off in the long run because users will appreciate that your application behaves in the manner they’ve come to expect from their device. For example, iOS design patterns dictate that tabbed navigation be located at the bottom of the screen, whereas Android devices have it along the top. As with most good UX principles, if done properly, the user won’t even notice, while their increased comfort level will encourage them to continue exploring the application. Which brings us to our next practice. ENCOURAGE EXPLORATION The more that users feel comfortable with and enjoy your application, the more likely they will explore it. You may want to lead them down certain paths or provide a few cues or coach marks on how certain things work, but still allow your users to “discover.” I’m not suggesting that you make the application complicated or ambiguous; rather, for example, if there are multiple ways to perform an action, one more obvious and traditional and the other a quick and easy gesture, then the user might come to prefer the second option once they discover it. Such solutions improve the overall experience if they prove to be quicker and more  efficient than traditional interactions. PROVIDE IMMEDIATE FEEDBACK We’ve all witnessed our less computer-savvy peers clicking violently and repeatedly on a button trying to force it to do whatever they so desperately want to achieve. Touchscreens only add to this anxiety because they don’t provide that tactile response that we’ve been conditioned to expect from tapping on a keyboard or clicking with a mouse. Providing some indication that the application has registered the user’s interaction is critical, whether it’s a small bounce at the end of a scrollable region or a subtle color change at the tap of a button. This not only compensates for the lack of tactile response, but assures users that something is happening even if the screen isn’t updating immediately due to slow network traffic or some processor- intensive operation. 13 Page 6 of 12Not Your Parent's Mobile Phone: UX Design Guidelines For Smartphones | Smashing U... 6/5/2013http://uxdesign.smashingmagazine.com/2011/10/06/not-your-parents-mobile-phone-ux-desi...
  • 7. CONTEXT (Image: S. Diddy ) Another glaring difference between mobile and desktop applications is context. With a desktop application, you can be relatively certain that it is being used in a particular environment. With mobile, all bets are off. This gives us some exciting opportunities: location-based services, on-the-spot social networking, the opportunities are vast. It also raises some unique problems. Do your research to determine the context in which the majority of people will be using your application. If you’re targeting on-the-go users, then you’ll want to build the application for speed: bold, obvious, stripped- down selectors and a streamlined workflow. If your application is more akin to a breakfast-table browser, then content will probably be more important to the user, but they may have only one hand free to navigate, while the other cradles their morning coffee. These are just two examples; the point is that your mobile application could be used in any number of contexts, and you will need to take the time to figure out how to provide the best experience to the user in their context. One other thing to consider is the device(s) that you are targeting. Research suggests that a majority of tablet owners use their device mostly at home. Only 21% take their device with them on the go, compared to 59% of smartphone users who consult their device while out and about. 14 Page 7 of 12Not Your Parent's Mobile Phone: UX Design Guidelines For Smartphones | Smashing U... 6/5/2013http://uxdesign.smashingmagazine.com/2011/10/06/not-your-parents-mobile-phone-ux-desi...
  • 8. IDEATE IN THE WILD (Image: Niall Kennedy ) I’m borrowing this one directly from Rachel Hinman because she is spot on. The best way to determine context and to conduct research is to immerse yourself in the environments in which your application will be used. Hang out where your target audience hangs out. If possible, do the things they do, go where they go. This will serve a couple purposes. First, it could give you ideas for great applications to build. Maybe you’ll observe common pain points and come up with a solution to alleviate them. Or, if you already have an idea for an application, you could gain valuable insight into how the application might be (or is being) used in the wild. We’d be surprised quite often by the difference between how we intend for our application to be used and how it is actually being used. This information can help us iterate our ideas and continually improve the application. Conclusion The way mobile devices are being used is changing all the time, and users are increasingly expecting exceptional experiences from the applications they use. While the mobile world has many constraints, its many more opportunities make building mobile applications a worthwhile venture. Keep in mind the constraints, and focus on mobile first when beginning your project. 15 16 Page 8 of 12Not Your Parent's Mobile Phone: UX Design Guidelines For Smartphones | Smashing U... 6/5/2013http://uxdesign.smashingmagazine.com/2011/10/06/not-your-parents-mobile-phone-ux-desi...
  • 9. Remember that innovative features and cutting-edge design aren’t as valuable to users as we may think. Users are concerned with getting the information they need through a sometimes limited connection, or perhaps getting accustomed to typing on a screen without any tactile feedback. Not everyone has an iPad… yet. Talk to real people, follow common archetypes, and keep the context of your target users in mind. These guidelines should help you create a great experience in your mobile application. ADDITIONAL RESOURCES Design patterns: Design guidelines: Mobile statistics: Article sources: Apple iOS Patterns• 17 Mobile Patterns• 18 Android Patterns• 19 iOS UX Guidelines• 20 Android User Interface Guidelines• 21 Windows Phone UX Guidelines• 22 “A ‘Comprehensive’ Guide to Mobile Statistics ”• 23 “Mobile UX: The Intricacies of Designing for Mobile Devices ,” Anthony Ribot• 24 “Mobile UX Essentials ,” Luke Wroblewski• 25 “Getting Started With Mobile UX Design ,” Springbox• 26 Page 9 of 12Not Your Parent's Mobile Phone: UX Design Guidelines For Smartphones | Smashing U... 6/5/2013http://uxdesign.smashingmagazine.com/2011/10/06/not-your-parents-mobile-phone-ux-desi...
  • 10. (al) FOOTNOTES: Drew Diskin put it - http://www.crn.com/news/networking/212500632/web-tool-of-the-future- your-phone.htm 1 previous mass media - http://www.slideshare.net/fling/mobile-20-design-develop-for-the- iphone-and-beyond 2 Moore’s Law - http://en.wikipedia.org/wiki/Moore's_law3 Denis Dervisevic - http://www.flickr.com/photos/denisdervisevic/4568726847/in/photostream 4 Antony Ribot - http://twitter.com/#!/ribotmaximus5 Mobile UX: The Intricacies of Designing For Mobile Devices - http://www.slideshare.net/ribot/mobile-ux-the-intricacies-of-designing-for-mobile-devices- presentation 6 Luke Wroblewski - http://www.lukew.com/touch/TouchGestureCards.pdf7 Mediaqueri.es - http://mediaqueri.es/8 Food Sense - http://foodsense.is/9 Jason Grigsby - http://twitter.com/#!/grigs10 write-up on the specifics - http://www.cloudfour.com/responsive-imgs-part-2/11 Mobile First - http://www.lukew.com/ff/entry.asp?93312 coach marks - http://pttrns.com/coachmarks13 S. Diddy - http://www.flickr.com/photos/spence_sir/5470303560/14 Niall Kennedy - http://www.flickr.com/photos/niallkennedy/668454536/15 Rachel Hinman - http://twitter.com/#!/hinman16 Apple iOS Patterns - http://pttrns.com17 Page 10 of 12Not Your Parent's Mobile Phone: UX Design Guidelines For Smartphones | Smashing ... 6/5/2013http://uxdesign.smashingmagazine.com/2011/10/06/not-your-parents-mobile-phone-ux-desi...
  • 11. Mobile Patterns - http://mobile-patterns.com18 Android Patterns - http://www.androidpatterns.com19 iOS UX Guidelines - http://developer.apple.com/library/ios/#documentation/UserExperience/Conceptual/MobileHIG/ 20 Android User Interface Guidelines - http://developer.android.com/guide/practices/ui_guidelines/index.html 21 Windows Phone UX Guidelines - http://msdn.microsoft.com/en-us/library/hh202915 (v=VS.92).aspx 22 A ‘Comprehensive’ Guide to Mobile Statistics - http://www.cloudfour.com/a-comprehensive -guide-to-mobile-statistics 23 Mobile UX: The Intricacies of Designing for Mobile Devices - http://www.slideshare.net/ribot/mobile-ux-the-intricacies-of-designing-for-mobile-devices- presentation 24 Mobile UX Essentials - http://www.lukew.com/ff/entry.asp?125925 Getting Started With Mobile UX Design - http://www.springbox.com/insight/post/Getting- Started-with-Mobile-UX-Design.aspx 26 Design - http://uxdesign.smashingmagazine.com/tag/design/27 Design Patterns - http://uxdesign.smashingmagazine.com/tag/design-patterns/28 Interfaces - http://uxdesign.smashingmagazine.com/tag/interfaces/29 Mobile - http://uxdesign.smashingmagazine.com/tag/mobile/30 Tim Todish is a UX technologist with a passion for mobile & portable devices. He has been in the industry for over 10 years creating engaging experiences for clients both large and small across all industries. Page 11 of 12Not Your Parent's Mobile Phone: UX Design Guidelines For Smartphones | Smashing ... 6/5/2013http://uxdesign.smashingmagazine.com/2011/10/06/not-your-parents-mobile-phone-ux-desi...