- Series: Usability
- Paperback: 304 pages
- Publisher: Addison-Wesley Professional; 1 edition (April 6, 2014)
- Language: English
- ISBN-10: 0321961579
- ISBN-13: 978-0321961570
- Product Dimensions: 7 x 0.9 x 8.9 inches
- Shipping Weight: 14.1 ounces (View shipping rates and policies)
- Average Customer Review: 8 customer reviews
- Amazon Best Sellers Rank: #1,206,527 in Books (See Top 100 in Books)
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Essential Mobile Interaction Design: Perfecting Interface Design in Mobile Apps (Usability) 1st Edition
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“In Essential Mobile Interaction Design, Banga and Weinhold do a great job of explaining what it takes to make a good-looking and easy-to-use app. The accessible language and visual examples of quality work combine to make this book a great resource for those looking to get into app design, or to take their craft to the next level.”
– Jon Becker, boom. reactive.
“Essential Mobile Interaction Design is not merely a book full of pictures and design concepts or one of straight technical drivel. Instead, it is a guidebook for creating human-based interfaces that feature simplicity, functionality, and value. Whether you have questions about how mobile design is different from traditional desktop design, how to work with a developer, or even what tools to use for the creation process, Essential Mobile Interaction Design demonstrates the answer for that.”
– Phil Dutson, Lead UX and Mobile Developer, ICON Health & Fitness
“Filled with nuggets of useful information, this book is a solid resource for the many aspects of designing a mobile app. I’ve found many recommendations in this book that we can use in our apps.”
– Lucius Kwok, CEO, Felt Tip, Inc.
“A well-rounded, easy-to-read book that provides a good grounding in mobile design and how to keep all those small details in mind so that your apps will really shine.”
– Dave Verwer, Shiny Development and iOS Dev Weekly
About the Author
Cameron Banga is lead designer at 9magnets LLC, a company he cofounded. He has worked on more than one hundred mobile apps for clients ranging from pro sports teams to educators to large corporations. His first application, Battery Go!, quickly became an iPhone best seller. His apps have been recommended by the New York Times, Fox Business News, Macworld, PC Magazine, and many other media outlets.
Josh Weinhold is assistant editor of the Chicago Daily Law Bulletin and Chicago Lawyer magazine. He shared a National Press Club Online Journalism Award with other members of an msnbc.com/Elkhart Truth reporting team, and won The Chicago Bar Association’s Herman Kogan Award for legal beat reporting.
Top customer reviews
Although it was much worse back in the Dot Com Boom days, I still see publication and commercial print designers trying to design web sites the way they design a magazine. A lot of them finally figured out web design is different, and we are now dealing with getting them to realize web and desktop UI design experience does not make you a qualified mobile UI designer.
This book is a great place for them to start. It is the book for the beginner to get started with mobile interaction design. It is perfect for designers, developers, architects, project managers, and testers migrating from web and desktop application development to start with mobile interaction design.
It starts with an introduction to mobile interaction and sets up the context that the book's topics live in. The authors start at the very beginning of the mobile timeline and explain how we got to where we are today.
Chapter 1. A Look at Mobile and Its Main Players
Chapter 2. Design for Humans, by Humans
Chapter 3. Dynamic Differences in Mobile Design
Chapter 4. First Sketches of an App
Chapter 5. Finding the Right Design Flow
Chapter 6. Designing for Visual Appeal
Chapter 7. Working with Programmers
Chapter 8. Making Apps Usable by All
Chapter 9. Designing for Simplicity
Chapter 10. Gaining Valuable Feedback
Chapter 11. Refreshing a Design
Appendix A. Standout Apps
Appendix B. Apps for Designers
Appendix C. Artwork Requirements for Android and iOS
This book does a great job of pointing out the basics. Some times they use sidebars like this one- "When building applications, enable operating system features such as text-to-voice, color blindness controls, and enhanced zoom modes to see how your on-screen interactions work with these features..."
Sometimes I felt they got a little too basic. Like with this sidebar for example- "Don't confuse the term "interface chrome" with the Google Chrome browser. Interface chrome is somewhat common computer software design slang used to describe buttons of an interface...."
I actually laughed at that one because I thought it was just a joke. The second half of the tip clued me in. It wasn't a joke.
One of the coolest things this book did for me was push me to try Balsamiq Mockups. I have seen the tool used before, but I have been using SketchFlow and Storyboards in PowerPoint.
When I am in an environment where users believe a prototype and production release are the same thing, I go to extra lengths to delineate the two. Tools that present mockups that look like they have been sketched really help to get the point across.
Realistic mockups send the message that the app has screens, buttons, and if the screen changes when you clicked on the buttons, it must be done and ready to go. Users don't understand that they are just screens for vetting the UI and not working application screens.
The authors have a way of bringing to light things that are subtle and sometimes not so obvious. An example of that would be sandboxes and the way your applications now run within them. When designing mobile applications this needs to be taken into account.
The authors have created a website and have a page dedicated to each chapter of the book. Each page contains all the resources that they point out throughout the chapter. It is a very convenient way to get to the resources that they talk about.
If you are expecting a book with a ton of screenshots explaining what was wrong with each one, and then providing a solution to the problem, look elsewhere. It does have a ton of examples, but this book covers topics in a way that makes you think about them.
The last thing I will say about the book is that it is current. In the brutal world of mobile that says a lot about the book. I don't know how many books I have received on the day it was published only throw it aside because it is no longer current.
I highly recommend this book for every role on a mobile project. Everyone should understand mobile integration design at the level presented in the book.
As the author states up front, his experience is with iOS and Android. So, if you are looking for design guidance for Windows phone or tablet apps, this is not the book for you. He does mention some of the high level design (e.g. flat design) concepts of Windows. As an example he talks about iOS moving to a flat design, but waits 2 more chapters to say the design was actually in Windows first. As you may tell, I know a bit about Windows design concepts. I do not work for Microsoft, but develop on their platforms a lot for work.
This is the 3rd design book I have read in the last 6 months. I found this to be the least helpful for me. However, if you are an iOS or Android designer (or developer) than this book may be of benefit to you. If you are a developer with little design experience or a Windows designer / developer, than I am not sure this is the book for you.
The initial three chapters are devoted to the history of mobile computing and the way in which a mobile interface differs from a traditional one. It was a bit longer than is needed in my opinion. A lot of the history is recent and something most would have an idea about. Similarly with most people using smartphones, they would be familiar with mobile interaction and the challenges. Not saying that this is not important as an introduction, but could have been a bit shorter.
Starting with chapter 4 is where they get into how to start planning for a mobile app to getting it to the app store. The steps follow logically. First are the tools needed to plan and mock-up the project. This is followed by introducing the various work flows that exists on today's apps and how to select the one that we should use for our app. This is followed by details on how to make the app design appealing.
Chapter 7 jumped to how to deal with programmers. Now while this is a topic that belongs to this book, I was a bit thrown off by the change of subject. However the chapter had very good advice to ensure that you and the programmers work as a cohesive team, reduce misunderstandings, and in the end deliver a successful project.
Chapter 8 and 9 talk about typical app users and how to design so that it is acceptable and accessible to most of the app user base. While chapter 10 talks about testing. Finally we end with the last chapter that helps puts us at ease to the incremental changes we need to make for the app to adapt and survive the changing UI standards and OS upgrades.
There are three appendices - First one introduces some of the top rated apps but I did not find it that informative. The second one is on the tools we can use for management and design and those are always helpful. And the last one talks of the artwork that is required for iOS and Android. But since these are evolving standards, an online reference is much better.
Overall, I highly recommend this book to get an idea of what is required and what one needs to commit to, to ensure that app development can be successful.
Most recent customer reviews
It is well structured, starting with the basics of the mobile up to advanced concept regarding interaction...Read more