Chapter 19:DESIGNING FOR MOBILE AND OTHER DEVICES
In this chapter I learned that once the iPhone came about, the mobile device user experience changed forever too. Here The iPhone brought in “ A giant, high-resolution, multi-touchscreen, an OS that specified on-screen controls big enough for fingers to use successfully ,A set of now-iconic gestural idioms that were relatively easy to discover and learn and A set of sensors delivering contextual information about orientation, location, ambient light, and movement that added an extraordinary level of intelligence to a new generation of mobile apps “
The Modern multi-touch mobile devices fall into three form factor categories: Handhelds , Tablets, and Mini-Tablets. I learned that stacks are tall and narrow from factor that is used by most non-game mobile apps, while screen carousels are used more for dash board – like display and goes from left to right with a swipe gesture.
With mobile apps there should be a tool bar that have hit areas, drag and drop should be avoided , pop up panels should point where they came off, there should be hierarchy and apps should stick to one orientation. When you design the embedded system of a smart phone, kiosk system then you should keep in mind that you should limit the scope, minimize input complexity, use modes judiciously ,not think of the product as a computer etc. With Automotive interfaces, you should minimize the amount of time hands are off the wheel, use direct control mapping choose input mechanisms and etc.