- Paperback: 284 pages
- Publisher: O'Reilly Media; 1 edition (March 16, 2012)
- Language: English
- ISBN-10: 1449314325
- ISBN-13: 978-1449314323
- Product Dimensions: 7 x 0.6 x 9.2 inches
- Shipping Weight: 1.1 pounds
- Average Customer Review: 14 customer reviews
- Amazon Best Sellers Rank: #1,628,268 in Books (See Top 100 in Books)
Enter your mobile number or email address below and we'll send you a link to download the free Kindle App. Then you can start reading Kindle books on your smartphone, tablet, or computer - no Kindle device required.
To get the free app, enter your mobile phone number.
Mobile Design Pattern Gallery: UI Patterns for Mobile Applications 1st Edition
Use the Amazon App to scan ISBNs and compare prices.
There is a newer edition of this item:
"Neverworld Wake" by Marisha Pessl
Read the absorbing new psychological suspense thriller from acclaimed New York Times bestselling author Marisha Pessl. Learn more
Customers who viewed this item also viewed
What other items do customers buy after viewing this item?
Top customer reviews
There was a problem filtering reviews right now. Please try again later.
The Mobile Design Pattern Gallery is a useful reference for UX Designers (like me) as well as engineers and product managers - for anyone who touches on the design and development of mobile apps. As much as I love to say things like "well, that's an anti-pattern" and "a more standard pattern for XYZ would be ___," I'm just going to recommend this book to the engineers, product managers, and visual designers I work with. That way, we can be on the same page earlier on in the design/dev process and have a common knowledge base and vocabulary.
Quick read; invaluable reference. Now I can't wait for Theresa Neil to write the tablet version of this book :)
Would have appreciate to be warned about it (all my other similar O'Reilly books came in colors). I'm returning it today.
Neil covers these patterns as befits the survey style: by presenting each one (categorized/grouped accordingly), giving a short description of what characterizes the patterns, what situations present a good fit for that pattern, as well as pointing out the most common risks associated with that pattern. Each pattern then gets a series of screenshots from actual mobile applications which serve to demonstrate a successful or particularly illustrative example of that pattern. Neil covers: primary and secondary navigations (chapter 1); all kinds of forms and form elements (chapter 2); tables and lists (chapter 3) and charts (chapter 6); searching, sorting, and filtering (chapter 4); on-screen tools (chapter 5) and providing user feedback (chapter 8); as well as how to create accessible help messaging (chapter 9) and "invitations" within the application to draw users to those other elements (chapter 7). There is some repetition of patterns across chapters, but that helps to impress upon you how valuable these patterns are, and why they work the way that they work in those contexts.
The final chapter on "Anti-Patterns" was a particularly useful (and fun!) read, as well. Neil presents five anti-patterns in mobile UI design,  along with explanations on what makes them anti-patterns, and then suggestions on how to work within the previously discussed best practices to improve those designs. These case studies are useful because Neil is careful to break down each example into atomic mistakes, to identify the (likely) motivation behind those design choices, to explain why those design choices fail, and then to illustrate more sensible designs that accomplish the same thing but in a more intuitive fashion.
Though generally well composed, there are a couple of places where the book falls down a bit. First, the text and the images don't always match up--or, rather: the images that follow the text too often follow the text on the next page. Several times (especially early on) I found myself reading something, doubling back to look at the image, and being confused for a moment or two before advancing and "putting the name with the face"; this is an artifact of the medium, but it was a little jarring. Second, there are a couple of spots in the book that could have benefitted from another pass through spelling/grammar editors (e.g., "robust productivity tools *t* usually include tables", and "*state-full* buttons" (*emphasis* mine). Third, I could have used a concluding chapter to bring it all together--the "Anti-Patterns" chapter (sort of) does this implicitly, and there is a nice appendix , but I got to that final page and thought: "Where are the parting words?" Lastly,  the mobile space is moving so rapidly that this book may wind up feeling out-of-date in the not-too-distant future. There are several screenshots from several apps that are already out of sync with what's out there "in the wild"; this is good--because it means that those developers are innovating and changing their applications to improve their experiences, but it also seems to make these examples... less potent.
That being said, there are some important take-aways from Neil's book--whether you're doing mobile-specific development (her target audience for this book), or just designing/developing interfaces on any platform. Having big "tap" targets is critical for mobile apps, and though it's less important for a desktop application, the lesson about giving "more visual weight" to your primary call-to-action button? You'll carry that with you in all of your UI designs. With that in mind, I did find myself writing down notes that said things like: 
* *an axiom:* "Be deliberate when introducing novelty."
* *an axiom:* "Make it finger-friendly."
* *an axiom:* "If you cannot be native, be neutral and not novel."
The images were there--sometimes as screenshots, and sometimes in the illustrations--to capture these sentiments, but sometimes I felt like there needed to be pithy sayings like those to drive the point home. Something... sound-bite-size. Does the book suffer because it lacks these? No, it does not. Perhaps they were even left out intentionally, as an exercise for you (the reader) to digest and internalize the lessons.
 Is "read" the right word for a "gallery" book like this? When you effectively have more pictures than words?
 Though these anti-patterns are easily extended to interfaces on <em>any</em> device.
 Which is really just more of a quick-reference sheet anyway.
 And this is probably obvious, and probably true of any technology book.
 I just got done reading The Joy of Clojure, so I think I got the idea from the "Clojure aphorism" sidebars in there.