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Designing Mobile Interfaces Paperback

ISBN-13: 978-1449394639 ISBN-10: 1449394639 Edition: 1st

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Product Details

  • Paperback: 584 pages
  • Publisher: O'Reilly Media; 1 edition (December 3, 2011)
  • Language: English
  • ISBN-10: 1449394639
  • ISBN-13: 978-1449394639
  • Product Dimensions: 9.2 x 7.1 x 1 inches
  • Shipping Weight: 2.4 pounds (View shipping rates and policies)
  • Average Customer Review: 3.4 out of 5 stars  See all reviews (9 customer reviews)
  • Amazon Best Sellers Rank: #180,937 in Books (See Top 100 in Books)

Editorial Reviews

Book Description

Patterns for Interaction Design

About the Author

Steven Hoober has been designing interactive systems for over fifteen years, in a variety of industries, and for all types of users. He has been involved in mobile design -- and documenting the process, principles and patterns -- for the past decade, working with everyone from startups to large operators.

Eric Berkman is an Interaction Designer and Experience Architect at Digital Eskimo, a leading user-centered design agency whose projects involve inspiring change. Eric's design career has included developing mobile UI experiences for global telecommunications companies, branding and packaging design for Coca-Cola, Miller Brewing Company and Bristol-Meyers Squibb, and interactive museum exhibitions. His expertise and interests focus on a user-centric, participatory design approach to create meaningful individual, social, and cultural interactions. He has both a bachelor's degree in Industrial Design and a Masters in Interaction Design from the University of Kansas. He currently resides in Sydney, Australia.


More About the Author

Steven Hoober is a mobile strategist, architect and interaction designer whose 4ourth Mobile helps large companies, mobile service providers and startups understand how to exploit mobile technology to meet the needs of their users. He has been doing mobile and multi-channel design since 1999, working on everything from the earliest app stores, to browser design, to pretty much everything but games.

Steven has led projects on security, account management, content distribution, and communications services for numerous products, from construction supplies to hospital recordkeeping.

Steven's mobile work has included design of browsers, e-readers, search, NFC, mobile banking, data communications, location, and OS overlays. Steven spent eight years at U.S. mobile operator Sprint, and has also worked with AT&T, Qualcomm, Samsung, Skyfire, Bitstream, VivoTech, TA Telecom, The Weather Channel, Omni Symmetry, Thwapr, FaceDial, PillPhone, Copia, IGLTA, St. Luke's Shawnee Mission Medical Center, Lowe's, Hallmark, uClick, Bank Midwest, and IBT.

He also writes a regular column on mobile for UX Matters magazine.

Customer Reviews

The execution is poor, to say the least.
VA
They start the book with the vary basics 'Pages' and 'Titled' which led me to skip some pages but overall the information in is book has been very rich.
M. Forr
An apology up front - I didn't finish reading this book.
Michael

Most Helpful Customer Reviews

8 of 8 people found the following review helpful By M. Forr on December 2, 2011
Format: Paperback Verified Purchase
tl;dr This is a must buy if you're an interface designer for mobile because it's a well researched, structured and thorough reference to interaction/interface design best practices.

In the same vein as Jenifer Tidwell's Designing Interfaces book Designing Mobile Interfaces is a full color collection of 76 interface design best practices used in mobile devices. What makes this book unique is that the authors have canvassed not only advanced phones but also GPS units, PDAs, handheld game consoles and various other small devices with a screen and then made sure they had research or evidence to support the each best practice. As such this book is extremely thorough, researched and structured.

Each best practice pattern is broken into a 'Problem', 'Solution', 'Variations', 'Details' and 'Anti-pattern'. I really appreciate the structure of each but I have to say the images while abstracted and clear are kind of hokey due to the black, yellow and red color scheme. More than anything though I've really enjoyed the Antipatterns because they do a good job of contrasting the best practice with well the not best practice.

For instance, the Notifications design pattern. In it they state that if there are multiple ones they should be displayed all together (not serially) and shouldn't interrupt the users workflow. Once I read the best practice I could clearly see why the notifications in Apples iOS 5 make so much sense and why the previous notifications were flawed. That was the section that really validated that these guy know what they're talking about.

So far I've read through the first two sections of the book (I. Pages & II.
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6 of 6 people found the following review helpful By Doron Katz on January 3, 2012
Format: Paperback
This book centralises the science of designing interfaces, void of any specific platform or device but rather allows the reader to think spatially in terms of UX for the thumb. The Mobile developer will be able to follow the various topics or 'best practices' in a familiar theme of Problem-> Solution, with commentary and options following that. Some of the topics are quite basic, stale and non-exciting but if you can follow the book and skip over sections you don't feel is appropriate for you, then this book accumulatively is great.

I recommend this book, because it forces developers and designers to go through the basics they thought was right, re-think that and adjust, rather than cut corners and dive into the excitement of mobile development. I would take my time and read each chapter on my down time and learn something new, rather than dedicate a whole chunk of my time in one go to it. It's the type of book that is a reference than a page-to-page necessity. If you are working on an iOS, Android or Mobile Web App, this book provides themes that are device-independent in a thoughtful, comprehensive and mechanical approach.
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4 of 4 people found the following review helpful By Nerdy Geek on February 19, 2012
Format: Paperback
Whether you are a seasoned mobile developer or trying to make it into this field, this book has something for everybody.

Designing Mobile Interfaces is a comprehensive reference guide for mobile design patterns, information architecture, and interactive design.

This book is published by O'Reilly and was written by Steven Hoober and Eric Berkman, a mobile designer and an interaction designer with more than 10 years of experience.

BASICS FIRST
The authors start with a comprehensive tour of basic concepts of design and how they apply to mobile interfaces. They also introduce mobile interface design from a practical, end-user-oriented perspective, explaining in detail aspects of design that are often overlooked by novice developers such as: the environment, stimuli, human factors and interaction beyond the GUI.

DESIGN PATTERNS
The book is then dedicated to document in extensive detail using visual examples and pointing out differences across platforms and/or interaction constraints.

Each pattern consists of the following sections:
1) Problem - the situation being addressed through design (i.e. you want to display a list of data to the user)
2) Solution - the definition of the specific pattern (i.e. Vertical List, Scrolling, etc.
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4 of 5 people found the following review helpful By VA on June 15, 2013
Format: Paperback Verified Purchase
The goal is valuable: speak about how to design mobile interfaces well. The execution is poor, to say the least. I ended up leafing through it at a high speed, and was still left with a throbbing headache.

The good:
1. Lots of devices surveyed.
2. Ideas carefully organized into chapters and with excellent screenshots (with a real color scheme!).

The bad:
1. Ideas themselves are really thrown into a big porridge of ideas. Do this. Do that. Do this. If you have a four way switch, do this. Some devices do this. Other devices do that. Do this. Do that.... And so on for hundreds of pages.
2. The writing itself is confusing. The beginning of the second chapter reads, "Look around you. Are you inside?" (Inside WHAT? A dog? Their minds?) I read that sentence five times before proceeding. After reading the next sentence I realized they meant "Are you indoors?" Big difference. The book is filled with confused writing. Perhaps poor editing, eh?
3. Much of the ideas themselves are too simple to merit the convoluted prose. Scrolling: shucks guys everyone knows what it is. Point out the valuable things and move on. You don't need to dedicate pages to the act of scrolling.

Disappointing, book was discarded.

Oreilly, what's happening in that idea factory of yours?
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