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* [[The Social History of the Smartphone]] | |
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Take your design out of Graffle, Visio, Axure, Photoshop, InDesign or whatever, and get it off the computer. Whether you use specific prototype tools, printouts or just put screens into the device gallery, get it onto the device or somehow check at device scale. Start your UI design at scale. There are many templates you can print that allow you to sketch at the scale of your device, or many devices. Check your work in real environments. Even before actually testing with users, simply trying the design on the actual device outdoors, walking around, in loud places and however you think your users work will help a lot. Things look different on the projector, so pass around phones and tablets for other designers and the client to weigh in on and approve instead. Don’t trust your math, but check type, icon and touch sizes by measuring directly on the phone screen. You can also check for how badly the simplification and lies of the phones and browsers impact you. Classes of display sizes and device pixel ratios mean your design may be 20% smaller or larger on any one device. Make no assumptions about what it will look and act like in the real world. Check yourself. * [[Design for people]] Most of all, within what you can control, just always remember to design for hands, fingers, thumbs and people. Remember to have empathy for users, and to respect their choices, their ways of working. Account for the limits of their life, their environment and their abilities. You might ask—and people have—why not use this data to the obvious extreme and put all taps in the central area where we know people are already accurate and can reach with one hand? Partly, because trying to pick that central zone is hard, and varies too much by grasp and handedness. But mostly because we already are. If you design the primary viewing, tapping and scrolling in the middle on the viewport, and make sure edges and corners are secondary or rarely used options, you are on right path to designing for the way people use their phones. And most of all remember you don’t design for iPhone or Android, for cars or kiosks, for Web or apps but for people. Even when your implementation is constrained by technology, remember to avoid designing for pixels or code but to always consider what effect your work will have in the real world, when people look at, hold and touch the screen. |
* [[Design for People]] |
Intro about the project will follow. For a useful overview, if you got here by accident, visit http://www.4ourth.com/Touch instead.