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Mobile Web Design & Development
In the mobile telecommunications industry, the
technology is represented by two separate, yet
equally important groups: the mobile devices,
and the cellular networks that connect them.
(These are their stories...)




                                                 2
Evolution of cell networks

 1G, 2G, 3G, 4G...
 generations of cellular network technology that
 describe the maturity and capabilities of cellular
 networks
 most obvious trend is speed/bandwidth increase




                                                      3
Evolution of mobile devices




                              4
Brick era: 1973 - 1988




         Motorola DynaTAC
                            5
Candybar era: 1988 - 1998


Critical mass. Mainstream.
SMS (first non-voice communication)




                                     6
Feature phone era: 1998 -
2008
cameras
addition of packet-switched data services to networks
allowed first use of the Internet on a phone.
little real innovation and inconsistent interpretation of agreed
upon standards.
WAP 1.0 and WML provided a “dumbed down” version of
the web
stifled by network operators who focussed on providing
downloadable ringtones, wallpapers, themes etc they could
sell through network portals.
poor adoption of mobile web by consumers
                                                                   Motorola
                                                                    RAZR
                                                                              7
Smart phones: 2002 -
present
some overlap between what is considered a
feature phone and a smart phone.
use a common operating system, a larger
screen size, a QWERTY keyboard or stylus
for input, and Wi-Fi or another form of high-
speed wireless connectivity.
consistent frameworks for creating
applications and services, and a reusable
infrastructure to innovate
WAP 2.0 specified use of cut down versions
of XHTML (XHTML-MP) and CSS, bringing
development back in line with the desktop
web.
Though standards compliance is still poor.

                                                8
Some early mobile web browsers




                                   Text


NetHopper for Apple        Pocket Internet Explorer            Opera Mini
     Newton                          3.0




 http://www.phonearena.com/news/Evolution-of-mobile-web-browsing_id9059     9
10
Touch phone era: January
9, 2007 - present
Though the majority of the technology in the original
iPhone had already been available from other
manufacturers, what was notable about the iPhone
was how it changed every-day perceptions of what
mobile technology can do.
It made using the mobile web worth while from a
consumer standpoint.
http://bits.blogs.nytimes.com/2008/03/18/iphone-
users-are-mobile-web-junkies/
It made developing for the mobile web worth while
from a content provider and developer standpoint.
Standards compliant web browsers that use the same
rendering engines as their desktop counterparts.

                                                        11
12
Why mobile?
Of the 6 Billion people on
Earth, 3.6 Billion people own or
have access to mobile devices.
Of those 1.6 Billion (and
growing rapidly) have access to
the web through a mobile
device.
Thats 500 million more people
                                   predicted growth of mobile web access
than have access to Internet
connected desktop computers.
                                                                       13
“The [mobile] phone is bigger in its reach than the car
(800 million), TV (1.5 billion), or Internet (1.1 billion). It
will make bigger changes in the next decade than any
of these did. The [mobile] phone adds the combined
utility of the fixed telephone, Internet, computer, credit
card, and TV. The phone will impact your life in more
ways than we can imagine, because of its multi-
functionality aspect, and its reach.” - Tomi Ahonen
http://fora.tv/2009/09/24/

                                                                 14
Worldwide, the share of Internet pageviews originating from
mobile devices increased 148% in the year to December ’09




        http://www.quantcast.com/docs/display/info/Mobile+Report   15
Global population vs Mobile population




                                         16
Worldwide, the share of Internet pageviews originating from
mobile devices increased 148% in the year to December ’09




        http://www.quantcast.com/docs/display/info/Mobile+Report   17
Operating System share of mobile web




          http://gs.statcounter.com    18
Browser share of mobile web




      http://gs.statcounter.com   19
Browser share of mobile web by region - Africa




               http://gs.statcounter.com         20
Browser share of mobile web by region - South America




                 http://gs.statcounter.com              21
Browser share of mobile web by region - Asia




              http://gs.statcounter.com        22
Browser share of mobile web by region - Japan




              http://gs.statcounter.com         23
Browser share of mobile web by region - Europe




               http://gs.statcounter.com         24
Browser share of mobile web by region - North America




                 http://gs.statcounter.com              25
Browser share of mobile web by region - Oceania




               http://gs.statcounter.com          26
Identifying target market

 The global mobile device market is especially
 fragmented. Usage trends rarely map neatly across
 geography or demographics such as age, wealth,
 gender, education, profession etc.
 It is therefore critical more-so than ever to identify and
 profile your target users’ needs and capabilities.



                                                              27
How do people use the
mobile web?

Most common content segments are news, email,
weather, sports, city guides, and social networks
Mobile users tend to perform quick, task based
behaviours, often whilst in-between other tasks or
multi-tasking.
Mobile usage in Australia
2009
 43% of online Australians now
 own a smartphone
 26% of social network users
 participated in mobile social
 networking in the past year.
 66% of mobile social
 networkers are under 35 years
 of age

  http://blog.nielsen.com/nielsenwire/global/australia-getting-more-social-
                 online-as-facebook-leads-and-twitter-grows/                  29
Mobile internet usage in Australia 2010



96% of Australian
consumers own a
mobile phone
of these 41% use it to
access the internet (up
from 26% last year)



  http://www.about.sensis.com.au/small-business/sensis-ebusiness-report/
                                                                           30
Mobile internet usage in Australia 2010

Accessing information was
a key use of internet on
mobile phones, with
looking for maps, weather
and news the top
applications.
Social networking was also
a highly used application;
on par with people looking
for information on products
and services (56% each).


  http://www.about.sensis.com.au/small-business/sensis-ebusiness-report/
                                                                           31
Mobile internet usage in Australia 2010

Australians are not just using
the internet on their mobile
phones when other methods of
connection are not available.
The most frequently nominated
places for Australians to use
the internet on their mobile
phones was at home or work
(42%), regardless of the fact
that they were likely to have
other methods to connect to
the internet at either of these
locations.



   http://www.about.sensis.com.au/small-business/sensis-ebusiness-report/
                                                                            32
Developing a mobile strategy

1. Define the users’ context.
2. Determine users’ goals and how they are altered by
   context.
3. Determine the tasks the users want to perform to
   achieve goals.
4. Filter content by context, such as location, media, and
   model.
Context
Mobile devices have an unparalleled ability to leverage the
context in which information is consumed (and produced)
Context refers to the surroundings, circumstances,
environment, background, or settings which determine, specify,
or clarify meaning - a mental model to establish understanding.
  physical context (e.g. location)
  media context (what device is being used to access the
  content)
  modal context (user’s state of mind)
Context




    Wikitude   eRuv: A Street History in Semacode
Context
         Who are your users? What do you know about them? What type of behaviour can you
         assume or predict?
         What is happening? What are the circumstances in which they will best absorb the
         content you intend to present?
         When will they interact? When they are home and have large amounts of time? At
         work, where they have short periods of focus? During idle periods, while waiting for a
         train?
         Where are they? Are they in a public space or a private space? Are they inside or
         outside? Is it day or is it night?
         Why will they use your app? What value will they gain from your content or services in
         their present situation?
         How are they using their mobile devices? Are they held in the hand or in the pocket?
         How are they holding it? Open or closed? Portrait or landscape?


from Mobile Design and DevelopmentPractical concepts and techniques for creating mobile sites and web apps by Brian Fling
Application context
utility:                                    informative:

   short, task-based scenarios                 only goal is to provide information.
                                               Importance is on providing relevant
   minimal input, at-a-glance information      information up front.
   e.g. calculator, clock, weather             e.g. news sites, google reader,
   forecast                                    wikipedia
locale:                                     productivity:
   use geolocation data to add context         heavily task-based content and
   to information - e.g. find restaurants       services.
   close to me.
                                               e.g. ebay, banking
   e.g. google maps, foursquare
                                            immersive:
                                               designed to consume the user’s
                                               attention.
                                               often for entertainment purposes.
                                               e.g. games, video, google street-view
Application context




from Mobile Design and DevelopmentPractical concepts and techniques for creating mobile sites and web apps by Brian Fling
Sovereign vs Transient
application
 sovereign application monopolises the user's attention
 for long periods of time (e.g. wordprocessor)
 transient application comes and goes, presenting a
 single, high-relief function with a tightly restricted set of
 accompanying controls. The program is called when
 needed, it appears and performs its job, then it quickly
 leaves (e.g. instant messaging/SMS application)
 desktop applications tend to be sovereign while mobile
 applications tend to be transient.
Advantages of Mobile
Devices
Popularity
Personal and personalisable
Portable
Constant connectivity, always on and always with you
At the point of creative impulse
Built-in payment channel
Captures social context of media consumption/
production
Can interact with their environment
Mobile devices can interact
with their environment

 clock
                 camera
 calendar
                 microphone
 telephony
                 thermometer
 messaging
                 geolocation
 ambient light
                 altitude
 compass
Mobile is a usage scenario more than a
form factor




 mobile users are mobile
 they expect applications to adapt to their
 (unpredictable) surroundings
Mobile Device Design Constraints
 Presentation Issues
  Screen size, resolution, colour reproduction




   http://sender11.typepad.com/sender11/2008/04/mobile-screen-s.html
Mobile Device Design Constraints

 Input
   Limited keypad, small keys
   Pointing device? Touch? D-pad?
   Affects navigation
 Bandwidth & Cost
 Speed and latency issues, especially for lengthy
 content or content that requires a lot of navigation
 between pages
Mobile Device Design Constraints

 Hardware limitations
    Processing power, memory, battery life etc.
 Usage environment is unpredictable and changing (e.g.
 lighting conditions)
 User Goals
    more immediate and goal-directed intentions than
    desktop web users
 Limited, adhoc or no standards compliance
    Limited implementations of html, css and JavaScript
Mobile Device Design Constraints
 Device fragmentation
    Proprietary browsers
    The range of device and browser capabilities is much, much more varied
    than on the desktop
 Taming the madness - databases like Device Atlas and WURFL which contain
 data on thousands of mobile devices.
Implementation options for
     mobile applications




from Mobile Design and DevelopmentPractical concepts and techniques for creating mobile sites and web apps by Brian Fling
Native application vs web
application?
 http://www.alistapart.com/articles/apps-vs-the-web/
 http://www.readwriteweb.com/archives/
 will_mobile_web_apps_eventually_replace_native_apps
 .php
 http://mobileanalyticssimplified.com/post/439404358/
 the-future-is-the-mobile-web-not-the-mobile-app
Native mobile application

 Pros                              Cons
 Offer best user experience,       Cannot be easily ported to
 leveraging all device features.   other mobile platforms -
                                   multiple device support is
 Built in revenue model (app
                                   costly.
 stores)
                                   Require certification and
                                   distribution from a third party
                                   that you have no control over.
                                   Require you to share revenue
                                   with the one or more third
                                   parties.

                                                                     49
Mobile web application

 Pros                       Cons
 Easy to create, using      Can be challenging (but
 basic HTML, CSS, and       not impossible) to support
 JavaScript knowledge.      across multiple devices.
 Simple to deploy across    They don’t always
 multiple handsets.         support native application
                            features, like offline mode,
 Content is accessible on
                            location lookup,
 any mobile web browser.
                            filesystem access,
                            camera, etc.

                                                          50
W3C Mobile Web Best Practices 1.0

 http://www.w3.org/TR/mobile-bp
Mobile browser capabilities




from Mobile Design and DevelopmentPractical concepts and techniques for creating mobile sites and web apps by Brian Fling
Main Mobile Browser Engines



   Webkit          Presto          Gecko             Trident
     Safari
   Chrome
 Mobile Safari                       Firefox
                    Opera                         Internet Explorer
Android Browser                  Firefox Mobile
                  Opera Mobile                        IE Mobile
  Blackberry                        (Fennec)
     Palm
    Kindle
                                                                      53
Webkit
Same rendering engine as used in Safari and Chrome
on the desktop - capable of rendering the “real web”
on mobile.
Standards compliant.
Used in mobile browsers by Apple, Android and Nokia,
which together account for by far the largest chunk of
of the mobile internet market.
Influencing other browsers to catch up fast.

                                                         54
HTML 5 to the rescue.
HTML 5, and the current climate of     New functionality allowed by HTML
intense development around             5 includes:
optimising both desktop and
                                         native support for audio and
mobile browsers for web
                                         video (without plugin)
applications are quickly closing the
gap between web and native               canvas element for drawing /
applications, especially in the          animation
mobile domain.
                                         document editing
http://html5demos.com/
                                         offline storage (keep working
http://                                  without internet connection)
www.chromeexperiments.com/
                                         drag and drop
http://www.apple.com/html5/
                                         geolocation


                                                                           55
Geolocation
http://dev.w3.org/geo/api/spec-source.html
http://diveintohtml5.org/geolocation.html
http://mobile.tutsplus.com/tutorials/html5/html5-
geolocation/
https://student.ci.qut.edu.au/~sade/geo/geo-watch-
example.html




                                                     56
CSS 3
allows for creating more complex designs using the
minimum of images, making it ideal for mobile design
  gradients
  transitions
  animations
  custom typography
http://www.css3.info/preview/


                                                       57
Javascript
 DHTML
 AJAX
 event handling (e.g. multi-touch events)
   http://tlrobinson.net/blog/2008/07/11/multitouch-
   javascript-virtual-light-table-on-iphone-v20/
 http://jquerymobile.com/



                                                       58
Full-screen web apps

    <meta content="width=device-width, user-scalable=no, initial-scale=1.0"
    name="viewport" />

    <meta name="apple-mobile-web-app-capable" content="yes" />
    <meta name="apple-mobile-web-app-status-bar-style" content="black" />

    <link rel="apple-touch-icon" href="images/myappicon.png"/>

    <link rel="apple-touch-startup-image" href="images/startup.png"/>




http://developer.apple.com/library/IOS/#documentation/AppleApplications/Reference/SafariWebContent/ConfiguringWebApplications/ConfiguringWebApplications.html


                                                                                                                                                              59
Trends towards the future...
 The trends are towards even more “native” feel.
   persistence
   push
   more APIs for accessing phone features (telephony, address
   book, location, camera, media, filesystem etc.)
   embedded web (pervasive throughout phone os)
 http://www.slideshare.net/pgolding/mobile-web-evolution-rich-
 mobile-applications-and-realtime-web-ux
 http://www.slideshare.net/ricferraro/evolution-of-mobile-web-ric-
 ferraro-presentation
Native application vs web application -
the narrowing gap.




  http://www.slideshare.net/mihaiionescu/html5-and-google-chrome-devfest09
Native application vs web application?




 either way the implementation may differ, the design
 principles are very much the same
Mobile Web Design & Development 2011
Designing for multiple screen sizes and
orientations

 http://mobiforge.com/designing/story/effective-design-multiple-screen-sizes
 http://sender11.typepad.com/sender11/2008/04/mobile-screen-s.html
Average screen size is increasing.
Pixel density

 physical screen size and resolution do not map as
 neatly on mobile as they do on desktop
 pixel density is increasing faster than physical screen
 size (fingers remain largely the same)
Designing for multiple screen sizes and orientations

 Decide early on which screen sizes you will design for (needs analysis).
 Write semantic code that communicates without the addition of complex visuals.
 Where possible use flexible layouts that automatically adapt/scale to screen width. (Modern,
 touch browsers are good at doing this themselves with pinch-zoom, tap-zoom and auto-
 orientation)
 Responsive web design with CSS media queries - http://www.alistapart.com/articles/
 responsive-web-design/
 Define rules for content adaption across screen sizes.
Viewport meta tags
<meta name="HandheldFriendly" content="true" />
<meta name="MobileOptimized" content="320" />
<meta name="Viewport" content="width=device-
width" />
Viewport meta tags




     With        Without
Information architecture -
Navigation

 Most make or break component of mobile interface
 design. Users will quickly get frustrated with poor
 navigation and go elsewhere / give up.
 Affected by both display and input and compounded
 by the network latency.
Navigation - input
   Scroll            Touch
Design touch friendly web
pages
Finger tips are typically around 10mm in size
Space elements far enough apart to avoid overlaps
between touch targets.
A stylus can easily be used on an interface designed for
touch, but not the other way round.
Take advantage of multi-touch gestures
use sensors, local storage, contextual form inputs etc
to reduce required manual input.
Contextual HTML5 form inputs




                               73
Contextual HTML5 form inputs




                               74
Mobile contextual links
 <a href="tel:0412345678">Call Me</a>
 <a href="sms:0412345678">SMS Me</a>




                                        75
Navigation - desktop vs mobile

Typical desktop webpage
layout with horizontal primary
navigation and secondary
sidebar navigation does not
map well to the mobile
Navigation - desktop vs mobile

  Typical mobile webpage
  layout
  Design for vertical scrolling
  The most contextual
  information at the top
  Content consumes majority
  of the screen
  Exit points at the bottom
Navigation - mobile
 The most common method of
 creating mobile navigation schemes is
 to use a simple vertical list of options,
 often assigning and listing the
 corresponding numbers (0–9) to the
 accesskeys for keypad navigation.
 Showing multiple levels of navigation
 within your list usually doesn’t work
 well because it gives users too many
 options and consumes valuable
 screen area. A better way is to show
 only the options related to the page
 they’re viewing.


     http://mobiforge.com/book/mobile-web-navigation-paradigms
Putting contextually relevant information
above the fold



 The area of a page that
 is viewable without
 scrolling (known as
 “above the fold”) is
 much smaller on a
 mobile screen.
 The most contextually
 relevant information
 should appear above
 the fold.
Use top-aligned labels for
forms
Don’t reinvent the wheel
 Often (but not always) common design problem
 patterns have common solutions. Take advantage of
 the research and expertise of others.
 http://patterns.design4mobile.com/index.php/
 Main_Page#Design_Patterns
 http://patterntap.com/
 http://www.mobileawesomeness.com/
 http://www.smashingmagazine.com/2009/01/13/
Designing for different
     mobile browser capabilities




from Mobile Design and DevelopmentPractical concepts and techniques for creating mobile sites and web apps by Brian Fling
Progressive enhancement / graceful
     degradation




from Mobile Design and DevelopmentPractical concepts and techniques for creating mobile sites and web apps by Brian Fling
Keep content, logic and presentation separate

              Model-View-Controller Framework


    e.g. Template         Views




   e.g. Wordpress       Controller




 e.g. MySQL Database      Model
Keep content, logic and presentation separate



                       Desktop
    e.g. Template                   Mobile Views
                        Views




   e.g. Wordpress      Controller




 e.g. MySQL Database     Model
Wordpress Mobile Pack Plugin
 http://wordpress.org/extend/plugins/wordpress-mobile-
 pack/
 Selects themes based on the type of user visiting the site.
XSLT (Extensible Stylesheet Language
Transformations)

 Content is defined as XML and then XSLT is used,
 along with multiple markup languages like HTML,
 XHTML, WML, XHTML Basic, XHTML-MP, and so on,
 to provide the proper rendering markup for the viewing
 context
 http://www.w3schools.com/xsl/
 http://en.wikipedia.org/wiki/XSLT
Device Independent Authoring Language
(DIAL)




 Working draft standard for a markup language for the
 filtering and presentation of Web page content available
 across different delivery contexts.
 intended XML language profile of XHTML2 (also a draft)
 http://www.w3.org/TR/dial/
CSS media queries




http://css-tricks.com/6731-css-media-queries/
http://www.w3.org/TR/css3-mediaqueries/
Detect client capabilities
with Javascript


 mo




http://diveintohtml5.org/detect.html#geolocation
Modernizr
Modernizr is a small JavaScript library that detects the
availability of native implementations for next-generation Web
Technologies.




            http://www.modernizr.com/
Desktop Web to Mobile Web
What content/functionality from my desktop web site will
be useful on a mobile device?
  How will it need to be re-presented so that it works in a mobile
  context?
  Will it still be familiar to the user once it is re-presented?
What content/functionality will I leave out of the mobile
website?
  Will it break?
What extra or enhanced functionality can a mobile
website offer my users that the desktop version does
not?
Desktop Web to Mobile Web
Desktop
                Shared functionality,
                different presentation




                         Extended/enhanced
                             functionality



                Mobile
Cipher Cities Desktop Vs Mobile
Cipher Cities Desktop Vs Mobile
What are the range of device
capabilities my mobile website
will target?

 What devices do my prospective users have?
 What devices are capable of providing the
 functionality my users will want?
 Trade-off of functionality vs. risk of alienating
 users with incapable devices
Option 1 - Do Nothing
Desktop version of site is served to mobile devices un-
altered
Option 2 - Multi-Serve
 Same page content delivered to mobile and desktop
 devices, but CSS and resources (e.g. images) are
 tailored to the smaller form factor
Option 3 - Mobile-Specific
Mobile-specific content is created and served to mobile
devices.
SPEEED!
In practical terms...
 A single 500KB webpage will take a minute to download
 over a GSM connection.
 This is the best case scenario - cell networks almost never
 operate near theoretical maximum speeds and this doesn’t
 take into account typically high cell network latency and slow
 browser rendering speed on low-powered mobile devices.
 The same page could be downloaded and rendered in under
 a second on a modern desktop browser over a wifi
 connection.
Users won’t see what they can’t
be bothered to wait for to display


 Most uses find wait times more than a few seconds
 unacceptable. Tolerance is even less if page refreshes
 are frequent or the context is that of an application
 where perceived lag will be compared with native apps.
A picture isn’t always worth
a thousand words.
 It takes roughly the same amount of space to store a character as
 a pixel. Therefore a 70px x 70px image takes as long to
 download as 1000 words of text.
 Compress your images (duh).
 Resolution and colour depth both affect image size. Find out
 what the display capabilities of your target devices are and only
 serve images of the required dimensions and colour depth.
 Many older browsers give the option (often by default) to view
 pages without images, so make sure to code your HTML
 semantically so it makes sense without them (e.g. include alt-text)
Other speed optimisations
Keep it simple. If it’s not necessary, don’t include it. This includes content
(text/image/audio/video etc.) styles, javascript etc.
This applies to download and rendering speed. Complex stylesheets and
javascript require more CPU time and as a result adversely affect battery life.
Avoid over-pagination. Due to network latency, it may take longer to refresh
the page twice than to load double the content.
Text can be compressed just like images. Always use minified versions of
code libraries and serve compressed HTML/CSS/Javscript if the browser
supports it.
   http://betterexplained.com/articles/how-to-optimize-your-site-with-gzip-
   compression/
Testing mobile websites -
Desktop testing
 A good deal of your testing can be done on a desktop
 web browser. In the case of modern, webkit mobile
 browsers they should effectively render the same.
 In the least case you can verify and validate the majority
 of HTML, CSS and Javascript and do some functional
 testing.
 http://validator.w3.org/mobile/
 You can use iframes to simulate mobile viewports
Testing mobile websites
In an ideal world you would have one of every device
your are targeting to test on.
Try and at least test on one real device that is indicative
of your main target market.
If you can’t afford one, borrow, or even test on demo
devices in store.
Get the users to test for you with their own devices -
provide an easy method for users to give feedback.
Usability Testing


Test with real users in real contexts.
  Active - go to the users. Conduct workshops, trials etc.
  Passive - provide a way for users to send you
  feedback.
Functional Testing



 Tests if your implementation is functional - the features/
 mechanics of your site.
Contextual Testing
 Tests if your design has successfully solved the design problem.
   How does the user experience render on the device?
   Does it load quickly, correctly? Progress indicators? On wi-fi, 3G, 2G?
   Do the physical features of the device work correctly? (keys,
   orientation change etc.)
   What happens if the device loses its connection? Can it work in offline
   mode and recover once connection is re-established.
   Does geolocation provide an acceptable level of accuracy in different
   environments?
   etc.
Testing mobile websites -
Desktop testing


 User agent switcher extension for
 Firefox - http://chrispederick.com/
 work/user-agent-switcher/
Testing mobile websites -
Desktop testing


 Opera’s small-screen view
Testing mobile websites -
Simulators and Emulators




 dotMobi emulator - http://mtld.mobi/emulator.php
Mobile Emulators & Simulators
Model                Official            Platform          Type               Browser testing     Compatibility


Apple iOS            Official            iOS               Simulator          Safari              Mac


Google Android       Official            Android           Emulator           Android             Win, Mac, Unix


Nokia Symbian        Official            Symbian           Emulator           S60 Browser         Win


Windows Phone 7      Official            Windows Phone     Emulator           Internet Explorer   Win


BlackBerry           Official            RIM OS            Emulator           RIM Browser         Win


HP webOS             Official            webOS             Virtual Machine    webOS               Win, Mac, Unix


Opera Mobile         Official            multi-platform    Simulator          Opera Mobile        Win, Mac, Unix


Opera Mini           Official            multi-platform    Online Emulator    Opera Mini          Win, Mac, Unix


Firefox for Mobile   Official            multi-platform    Simulator          Firefox Mobile      Win, Mac, Unix




             https://github.com/shichuan/mobile-html5-boilerplate/wiki/Mobile-Emulators-%26-Simulators
Testing mobile websites -
Remote Access to Real Devices




Device Anywhere - http://www.deviceanywhere.com/
The Cipher Cities Mobile
Web Design Process...
Research the Field
Feasibility analysis
  Current device capabilities and
  future trends
  Market saturation
  Web mobile usage statistics
  Different delivery approaches:
  native application vs mobile web
  browser
Research the Field




   http://www.mobileawesomeness.com/
Workshop Design Ideas and User Case Scenarios
Digital Mockups
So what did we decide?
Enhanced Play
  ability to search and join games on the move
  start and stop games
  access game descriptions and information


Build tools that took advantage of ‘on site’ building
Messaging
So what did we decide?
Login
Home
Game Details / Game Poster
Play
Builder
Messaging
Categorisation & Navigation
And the cycle continues
     User Testing


      Feedback


      Workshops


       Design


       Develop
In Conclusion...
 Always design for the users
   They provide the context for the application of
   theoretical design principles
 Interface development is an iterative and ongoing
 process.
 Interface design never goes from idea to resolution in
 one step…

More Related Content

Mobile Web Design & Development 2011

  • 1. Mobile Web Design & Development
  • 2. In the mobile telecommunications industry, the technology is represented by two separate, yet equally important groups: the mobile devices, and the cellular networks that connect them. (These are their stories...) 2
  • 3. Evolution of cell networks 1G, 2G, 3G, 4G... generations of cellular network technology that describe the maturity and capabilities of cellular networks most obvious trend is speed/bandwidth increase 3
  • 5. Brick era: 1973 - 1988 Motorola DynaTAC 5
  • 6. Candybar era: 1988 - 1998 Critical mass. Mainstream. SMS (first non-voice communication) 6
  • 7. Feature phone era: 1998 - 2008 cameras addition of packet-switched data services to networks allowed first use of the Internet on a phone. little real innovation and inconsistent interpretation of agreed upon standards. WAP 1.0 and WML provided a “dumbed down” version of the web stifled by network operators who focussed on providing downloadable ringtones, wallpapers, themes etc they could sell through network portals. poor adoption of mobile web by consumers Motorola RAZR 7
  • 8. Smart phones: 2002 - present some overlap between what is considered a feature phone and a smart phone. use a common operating system, a larger screen size, a QWERTY keyboard or stylus for input, and Wi-Fi or another form of high- speed wireless connectivity. consistent frameworks for creating applications and services, and a reusable infrastructure to innovate WAP 2.0 specified use of cut down versions of XHTML (XHTML-MP) and CSS, bringing development back in line with the desktop web. Though standards compliance is still poor. 8
  • 9. Some early mobile web browsers Text NetHopper for Apple Pocket Internet Explorer Opera Mini Newton 3.0 http://www.phonearena.com/news/Evolution-of-mobile-web-browsing_id9059 9
  • 10. 10
  • 11. Touch phone era: January 9, 2007 - present Though the majority of the technology in the original iPhone had already been available from other manufacturers, what was notable about the iPhone was how it changed every-day perceptions of what mobile technology can do. It made using the mobile web worth while from a consumer standpoint. http://bits.blogs.nytimes.com/2008/03/18/iphone- users-are-mobile-web-junkies/ It made developing for the mobile web worth while from a content provider and developer standpoint. Standards compliant web browsers that use the same rendering engines as their desktop counterparts. 11
  • 12. 12
  • 13. Why mobile? Of the 6 Billion people on Earth, 3.6 Billion people own or have access to mobile devices. Of those 1.6 Billion (and growing rapidly) have access to the web through a mobile device. Thats 500 million more people predicted growth of mobile web access than have access to Internet connected desktop computers. 13
  • 14. “The [mobile] phone is bigger in its reach than the car (800 million), TV (1.5 billion), or Internet (1.1 billion). It will make bigger changes in the next decade than any of these did. The [mobile] phone adds the combined utility of the fixed telephone, Internet, computer, credit card, and TV. The phone will impact your life in more ways than we can imagine, because of its multi- functionality aspect, and its reach.” - Tomi Ahonen http://fora.tv/2009/09/24/ 14
  • 15. Worldwide, the share of Internet pageviews originating from mobile devices increased 148% in the year to December ’09 http://www.quantcast.com/docs/display/info/Mobile+Report 15
  • 16. Global population vs Mobile population 16
  • 17. Worldwide, the share of Internet pageviews originating from mobile devices increased 148% in the year to December ’09 http://www.quantcast.com/docs/display/info/Mobile+Report 17
  • 18. Operating System share of mobile web http://gs.statcounter.com 18
  • 19. Browser share of mobile web http://gs.statcounter.com 19
  • 20. Browser share of mobile web by region - Africa http://gs.statcounter.com 20
  • 21. Browser share of mobile web by region - South America http://gs.statcounter.com 21
  • 22. Browser share of mobile web by region - Asia http://gs.statcounter.com 22
  • 23. Browser share of mobile web by region - Japan http://gs.statcounter.com 23
  • 24. Browser share of mobile web by region - Europe http://gs.statcounter.com 24
  • 25. Browser share of mobile web by region - North America http://gs.statcounter.com 25
  • 26. Browser share of mobile web by region - Oceania http://gs.statcounter.com 26
  • 27. Identifying target market The global mobile device market is especially fragmented. Usage trends rarely map neatly across geography or demographics such as age, wealth, gender, education, profession etc. It is therefore critical more-so than ever to identify and profile your target users’ needs and capabilities. 27
  • 28. How do people use the mobile web? Most common content segments are news, email, weather, sports, city guides, and social networks Mobile users tend to perform quick, task based behaviours, often whilst in-between other tasks or multi-tasking.
  • 29. Mobile usage in Australia 2009 43% of online Australians now own a smartphone 26% of social network users participated in mobile social networking in the past year. 66% of mobile social networkers are under 35 years of age http://blog.nielsen.com/nielsenwire/global/australia-getting-more-social- online-as-facebook-leads-and-twitter-grows/ 29
  • 30. Mobile internet usage in Australia 2010 96% of Australian consumers own a mobile phone of these 41% use it to access the internet (up from 26% last year) http://www.about.sensis.com.au/small-business/sensis-ebusiness-report/ 30
  • 31. Mobile internet usage in Australia 2010 Accessing information was a key use of internet on mobile phones, with looking for maps, weather and news the top applications. Social networking was also a highly used application; on par with people looking for information on products and services (56% each). http://www.about.sensis.com.au/small-business/sensis-ebusiness-report/ 31
  • 32. Mobile internet usage in Australia 2010 Australians are not just using the internet on their mobile phones when other methods of connection are not available. The most frequently nominated places for Australians to use the internet on their mobile phones was at home or work (42%), regardless of the fact that they were likely to have other methods to connect to the internet at either of these locations. http://www.about.sensis.com.au/small-business/sensis-ebusiness-report/ 32
  • 33. Developing a mobile strategy 1. Define the users’ context. 2. Determine users’ goals and how they are altered by context. 3. Determine the tasks the users want to perform to achieve goals. 4. Filter content by context, such as location, media, and model.
  • 34. Context Mobile devices have an unparalleled ability to leverage the context in which information is consumed (and produced) Context refers to the surroundings, circumstances, environment, background, or settings which determine, specify, or clarify meaning - a mental model to establish understanding. physical context (e.g. location) media context (what device is being used to access the content) modal context (user’s state of mind)
  • 35. Context Wikitude eRuv: A Street History in Semacode
  • 36. Context Who are your users? What do you know about them? What type of behaviour can you assume or predict? What is happening? What are the circumstances in which they will best absorb the content you intend to present? When will they interact? When they are home and have large amounts of time? At work, where they have short periods of focus? During idle periods, while waiting for a train? Where are they? Are they in a public space or a private space? Are they inside or outside? Is it day or is it night? Why will they use your app? What value will they gain from your content or services in their present situation? How are they using their mobile devices? Are they held in the hand or in the pocket? How are they holding it? Open or closed? Portrait or landscape? from Mobile Design and DevelopmentPractical concepts and techniques for creating mobile sites and web apps by Brian Fling
  • 37. Application context utility: informative: short, task-based scenarios only goal is to provide information. Importance is on providing relevant minimal input, at-a-glance information information up front. e.g. calculator, clock, weather e.g. news sites, google reader, forecast wikipedia locale: productivity: use geolocation data to add context heavily task-based content and to information - e.g. find restaurants services. close to me. e.g. ebay, banking e.g. google maps, foursquare immersive: designed to consume the user’s attention. often for entertainment purposes. e.g. games, video, google street-view
  • 38. Application context from Mobile Design and DevelopmentPractical concepts and techniques for creating mobile sites and web apps by Brian Fling
  • 39. Sovereign vs Transient application sovereign application monopolises the user's attention for long periods of time (e.g. wordprocessor) transient application comes and goes, presenting a single, high-relief function with a tightly restricted set of accompanying controls. The program is called when needed, it appears and performs its job, then it quickly leaves (e.g. instant messaging/SMS application) desktop applications tend to be sovereign while mobile applications tend to be transient.
  • 40. Advantages of Mobile Devices Popularity Personal and personalisable Portable Constant connectivity, always on and always with you At the point of creative impulse Built-in payment channel Captures social context of media consumption/ production Can interact with their environment
  • 41. Mobile devices can interact with their environment clock camera calendar microphone telephony thermometer messaging geolocation ambient light altitude compass
  • 42. Mobile is a usage scenario more than a form factor mobile users are mobile they expect applications to adapt to their (unpredictable) surroundings
  • 43. Mobile Device Design Constraints Presentation Issues Screen size, resolution, colour reproduction http://sender11.typepad.com/sender11/2008/04/mobile-screen-s.html
  • 44. Mobile Device Design Constraints Input Limited keypad, small keys Pointing device? Touch? D-pad? Affects navigation Bandwidth & Cost Speed and latency issues, especially for lengthy content or content that requires a lot of navigation between pages
  • 45. Mobile Device Design Constraints Hardware limitations Processing power, memory, battery life etc. Usage environment is unpredictable and changing (e.g. lighting conditions) User Goals more immediate and goal-directed intentions than desktop web users Limited, adhoc or no standards compliance Limited implementations of html, css and JavaScript
  • 46. Mobile Device Design Constraints Device fragmentation Proprietary browsers The range of device and browser capabilities is much, much more varied than on the desktop Taming the madness - databases like Device Atlas and WURFL which contain data on thousands of mobile devices.
  • 47. Implementation options for mobile applications from Mobile Design and DevelopmentPractical concepts and techniques for creating mobile sites and web apps by Brian Fling
  • 48. Native application vs web application? http://www.alistapart.com/articles/apps-vs-the-web/ http://www.readwriteweb.com/archives/ will_mobile_web_apps_eventually_replace_native_apps .php http://mobileanalyticssimplified.com/post/439404358/ the-future-is-the-mobile-web-not-the-mobile-app
  • 49. Native mobile application Pros Cons Offer best user experience, Cannot be easily ported to leveraging all device features. other mobile platforms - multiple device support is Built in revenue model (app costly. stores) Require certification and distribution from a third party that you have no control over. Require you to share revenue with the one or more third parties. 49
  • 50. Mobile web application Pros Cons Easy to create, using Can be challenging (but basic HTML, CSS, and not impossible) to support JavaScript knowledge. across multiple devices. Simple to deploy across They don’t always multiple handsets. support native application features, like offline mode, Content is accessible on location lookup, any mobile web browser. filesystem access, camera, etc. 50
  • 51. W3C Mobile Web Best Practices 1.0 http://www.w3.org/TR/mobile-bp
  • 52. Mobile browser capabilities from Mobile Design and DevelopmentPractical concepts and techniques for creating mobile sites and web apps by Brian Fling
  • 53. Main Mobile Browser Engines Webkit Presto Gecko Trident Safari Chrome Mobile Safari Firefox Opera Internet Explorer Android Browser Firefox Mobile Opera Mobile IE Mobile Blackberry (Fennec) Palm Kindle 53
  • 54. Webkit Same rendering engine as used in Safari and Chrome on the desktop - capable of rendering the “real web” on mobile. Standards compliant. Used in mobile browsers by Apple, Android and Nokia, which together account for by far the largest chunk of of the mobile internet market. Influencing other browsers to catch up fast. 54
  • 55. HTML 5 to the rescue. HTML 5, and the current climate of New functionality allowed by HTML intense development around 5 includes: optimising both desktop and native support for audio and mobile browsers for web video (without plugin) applications are quickly closing the gap between web and native canvas element for drawing / applications, especially in the animation mobile domain. document editing http://html5demos.com/ offline storage (keep working http:// without internet connection) www.chromeexperiments.com/ drag and drop http://www.apple.com/html5/ geolocation 55
  • 57. CSS 3 allows for creating more complex designs using the minimum of images, making it ideal for mobile design gradients transitions animations custom typography http://www.css3.info/preview/ 57
  • 58. Javascript DHTML AJAX event handling (e.g. multi-touch events) http://tlrobinson.net/blog/2008/07/11/multitouch- javascript-virtual-light-table-on-iphone-v20/ http://jquerymobile.com/ 58
  • 59. Full-screen web apps <meta content="width=device-width, user-scalable=no, initial-scale=1.0" name="viewport" /> <meta name="apple-mobile-web-app-capable" content="yes" /> <meta name="apple-mobile-web-app-status-bar-style" content="black" /> <link rel="apple-touch-icon" href="images/myappicon.png"/> <link rel="apple-touch-startup-image" href="images/startup.png"/> http://developer.apple.com/library/IOS/#documentation/AppleApplications/Reference/SafariWebContent/ConfiguringWebApplications/ConfiguringWebApplications.html 59
  • 60. Trends towards the future... The trends are towards even more “native” feel. persistence push more APIs for accessing phone features (telephony, address book, location, camera, media, filesystem etc.) embedded web (pervasive throughout phone os) http://www.slideshare.net/pgolding/mobile-web-evolution-rich- mobile-applications-and-realtime-web-ux http://www.slideshare.net/ricferraro/evolution-of-mobile-web-ric- ferraro-presentation
  • 61. Native application vs web application - the narrowing gap. http://www.slideshare.net/mihaiionescu/html5-and-google-chrome-devfest09
  • 62. Native application vs web application? either way the implementation may differ, the design principles are very much the same
  • 64. Designing for multiple screen sizes and orientations http://mobiforge.com/designing/story/effective-design-multiple-screen-sizes http://sender11.typepad.com/sender11/2008/04/mobile-screen-s.html
  • 65. Average screen size is increasing.
  • 66. Pixel density physical screen size and resolution do not map as neatly on mobile as they do on desktop pixel density is increasing faster than physical screen size (fingers remain largely the same)
  • 67. Designing for multiple screen sizes and orientations Decide early on which screen sizes you will design for (needs analysis). Write semantic code that communicates without the addition of complex visuals. Where possible use flexible layouts that automatically adapt/scale to screen width. (Modern, touch browsers are good at doing this themselves with pinch-zoom, tap-zoom and auto- orientation) Responsive web design with CSS media queries - http://www.alistapart.com/articles/ responsive-web-design/ Define rules for content adaption across screen sizes.
  • 68. Viewport meta tags <meta name="HandheldFriendly" content="true" /> <meta name="MobileOptimized" content="320" /> <meta name="Viewport" content="width=device- width" />
  • 69. Viewport meta tags With Without
  • 70. Information architecture - Navigation Most make or break component of mobile interface design. Users will quickly get frustrated with poor navigation and go elsewhere / give up. Affected by both display and input and compounded by the network latency.
  • 71. Navigation - input Scroll Touch
  • 72. Design touch friendly web pages Finger tips are typically around 10mm in size Space elements far enough apart to avoid overlaps between touch targets. A stylus can easily be used on an interface designed for touch, but not the other way round. Take advantage of multi-touch gestures use sensors, local storage, contextual form inputs etc to reduce required manual input.
  • 75. Mobile contextual links <a href="tel:0412345678">Call Me</a> <a href="sms:0412345678">SMS Me</a> 75
  • 76. Navigation - desktop vs mobile Typical desktop webpage layout with horizontal primary navigation and secondary sidebar navigation does not map well to the mobile
  • 77. Navigation - desktop vs mobile Typical mobile webpage layout Design for vertical scrolling The most contextual information at the top Content consumes majority of the screen Exit points at the bottom
  • 78. Navigation - mobile The most common method of creating mobile navigation schemes is to use a simple vertical list of options, often assigning and listing the corresponding numbers (0–9) to the accesskeys for keypad navigation. Showing multiple levels of navigation within your list usually doesn’t work well because it gives users too many options and consumes valuable screen area. A better way is to show only the options related to the page they’re viewing. http://mobiforge.com/book/mobile-web-navigation-paradigms
  • 79. Putting contextually relevant information above the fold The area of a page that is viewable without scrolling (known as “above the fold”) is much smaller on a mobile screen. The most contextually relevant information should appear above the fold.
  • 81. Don’t reinvent the wheel Often (but not always) common design problem patterns have common solutions. Take advantage of the research and expertise of others. http://patterns.design4mobile.com/index.php/ Main_Page#Design_Patterns http://patterntap.com/ http://www.mobileawesomeness.com/ http://www.smashingmagazine.com/2009/01/13/
  • 82. Designing for different mobile browser capabilities from Mobile Design and DevelopmentPractical concepts and techniques for creating mobile sites and web apps by Brian Fling
  • 83. Progressive enhancement / graceful degradation from Mobile Design and DevelopmentPractical concepts and techniques for creating mobile sites and web apps by Brian Fling
  • 84. Keep content, logic and presentation separate Model-View-Controller Framework e.g. Template Views e.g. Wordpress Controller e.g. MySQL Database Model
  • 85. Keep content, logic and presentation separate Desktop e.g. Template Mobile Views Views e.g. Wordpress Controller e.g. MySQL Database Model
  • 86. Wordpress Mobile Pack Plugin http://wordpress.org/extend/plugins/wordpress-mobile- pack/ Selects themes based on the type of user visiting the site.
  • 87. XSLT (Extensible Stylesheet Language Transformations) Content is defined as XML and then XSLT is used, along with multiple markup languages like HTML, XHTML, WML, XHTML Basic, XHTML-MP, and so on, to provide the proper rendering markup for the viewing context http://www.w3schools.com/xsl/ http://en.wikipedia.org/wiki/XSLT
  • 88. Device Independent Authoring Language (DIAL) Working draft standard for a markup language for the filtering and presentation of Web page content available across different delivery contexts. intended XML language profile of XHTML2 (also a draft) http://www.w3.org/TR/dial/
  • 90. Detect client capabilities with Javascript mo http://diveintohtml5.org/detect.html#geolocation
  • 91. Modernizr Modernizr is a small JavaScript library that detects the availability of native implementations for next-generation Web Technologies. http://www.modernizr.com/
  • 92. Desktop Web to Mobile Web What content/functionality from my desktop web site will be useful on a mobile device? How will it need to be re-presented so that it works in a mobile context? Will it still be familiar to the user once it is re-presented? What content/functionality will I leave out of the mobile website? Will it break? What extra or enhanced functionality can a mobile website offer my users that the desktop version does not?
  • 93. Desktop Web to Mobile Web Desktop Shared functionality, different presentation Extended/enhanced functionality Mobile
  • 96. What are the range of device capabilities my mobile website will target? What devices do my prospective users have? What devices are capable of providing the functionality my users will want? Trade-off of functionality vs. risk of alienating users with incapable devices
  • 97. Option 1 - Do Nothing Desktop version of site is served to mobile devices un- altered
  • 98. Option 2 - Multi-Serve Same page content delivered to mobile and desktop devices, but CSS and resources (e.g. images) are tailored to the smaller form factor
  • 99. Option 3 - Mobile-Specific Mobile-specific content is created and served to mobile devices.
  • 101. In practical terms... A single 500KB webpage will take a minute to download over a GSM connection. This is the best case scenario - cell networks almost never operate near theoretical maximum speeds and this doesn’t take into account typically high cell network latency and slow browser rendering speed on low-powered mobile devices. The same page could be downloaded and rendered in under a second on a modern desktop browser over a wifi connection.
  • 102. Users won’t see what they can’t be bothered to wait for to display Most uses find wait times more than a few seconds unacceptable. Tolerance is even less if page refreshes are frequent or the context is that of an application where perceived lag will be compared with native apps.
  • 103. A picture isn’t always worth a thousand words. It takes roughly the same amount of space to store a character as a pixel. Therefore a 70px x 70px image takes as long to download as 1000 words of text. Compress your images (duh). Resolution and colour depth both affect image size. Find out what the display capabilities of your target devices are and only serve images of the required dimensions and colour depth. Many older browsers give the option (often by default) to view pages without images, so make sure to code your HTML semantically so it makes sense without them (e.g. include alt-text)
  • 104. Other speed optimisations Keep it simple. If it’s not necessary, don’t include it. This includes content (text/image/audio/video etc.) styles, javascript etc. This applies to download and rendering speed. Complex stylesheets and javascript require more CPU time and as a result adversely affect battery life. Avoid over-pagination. Due to network latency, it may take longer to refresh the page twice than to load double the content. Text can be compressed just like images. Always use minified versions of code libraries and serve compressed HTML/CSS/Javscript if the browser supports it. http://betterexplained.com/articles/how-to-optimize-your-site-with-gzip- compression/
  • 105. Testing mobile websites - Desktop testing A good deal of your testing can be done on a desktop web browser. In the case of modern, webkit mobile browsers they should effectively render the same. In the least case you can verify and validate the majority of HTML, CSS and Javascript and do some functional testing. http://validator.w3.org/mobile/ You can use iframes to simulate mobile viewports
  • 106. Testing mobile websites In an ideal world you would have one of every device your are targeting to test on. Try and at least test on one real device that is indicative of your main target market. If you can’t afford one, borrow, or even test on demo devices in store. Get the users to test for you with their own devices - provide an easy method for users to give feedback.
  • 107. Usability Testing Test with real users in real contexts. Active - go to the users. Conduct workshops, trials etc. Passive - provide a way for users to send you feedback.
  • 108. Functional Testing Tests if your implementation is functional - the features/ mechanics of your site.
  • 109. Contextual Testing Tests if your design has successfully solved the design problem. How does the user experience render on the device? Does it load quickly, correctly? Progress indicators? On wi-fi, 3G, 2G? Do the physical features of the device work correctly? (keys, orientation change etc.) What happens if the device loses its connection? Can it work in offline mode and recover once connection is re-established. Does geolocation provide an acceptable level of accuracy in different environments? etc.
  • 110. Testing mobile websites - Desktop testing User agent switcher extension for Firefox - http://chrispederick.com/ work/user-agent-switcher/
  • 111. Testing mobile websites - Desktop testing Opera’s small-screen view
  • 112. Testing mobile websites - Simulators and Emulators dotMobi emulator - http://mtld.mobi/emulator.php
  • 113. Mobile Emulators & Simulators Model Official Platform Type Browser testing Compatibility Apple iOS Official iOS Simulator Safari Mac Google Android Official Android Emulator Android Win, Mac, Unix Nokia Symbian Official Symbian Emulator S60 Browser Win Windows Phone 7 Official Windows Phone Emulator Internet Explorer Win BlackBerry Official RIM OS Emulator RIM Browser Win HP webOS Official webOS Virtual Machine webOS Win, Mac, Unix Opera Mobile Official multi-platform Simulator Opera Mobile Win, Mac, Unix Opera Mini Official multi-platform Online Emulator Opera Mini Win, Mac, Unix Firefox for Mobile Official multi-platform Simulator Firefox Mobile Win, Mac, Unix https://github.com/shichuan/mobile-html5-boilerplate/wiki/Mobile-Emulators-%26-Simulators
  • 114. Testing mobile websites - Remote Access to Real Devices Device Anywhere - http://www.deviceanywhere.com/
  • 115. The Cipher Cities Mobile Web Design Process...
  • 116. Research the Field Feasibility analysis Current device capabilities and future trends Market saturation Web mobile usage statistics Different delivery approaches: native application vs mobile web browser
  • 117. Research the Field http://www.mobileawesomeness.com/
  • 118. Workshop Design Ideas and User Case Scenarios
  • 120. So what did we decide? Enhanced Play ability to search and join games on the move start and stop games access game descriptions and information Build tools that took advantage of ‘on site’ building Messaging
  • 121. So what did we decide?
  • 122. Login
  • 123. Home
  • 124. Game Details / Game Poster
  • 125. Play
  • 129. And the cycle continues User Testing Feedback Workshops Design Develop
  • 130. In Conclusion... Always design for the users They provide the context for the application of theoretical design principles Interface development is an iterative and ongoing process. Interface design never goes from idea to resolution in one step…