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The Components section is complete as of 15 November 2010. As a general rule, links here without lots of notes after them are completed, or in progress enough they are worth reading. For now, a √ symbol after a link (only on the home page) is entirely completed.

Introduction

Design seems like something that should be ridiculously easy. And for some things, it can be. When you organize your workspace -- move the desks around, get a different keyboard -- you are designing that experience for yourself. And generally you can do a pretty good job.

Now that your office is arranged the way you want it, you get down to developing a mobile application. Design there must be just as easy. You arrange the data, and the structure of the site, in a way that makes sense to you. You make a presentation layer that reflects that perfectly sensible data arrangement. And when you launch it, everyone complains. Why can't they see the brilliance of your ideas?

Because they are yours. And a key to design is that it is a selfless practice. You cannot think of how design will work for you, or even your friends, but for your users, and probably all your users. The language can rapidly sound like a revolutionary; you have to consider your users as a collective.


The Patterns

I - Page

Introduction to the Page section. √

2 - Wrapper

Introduction to the Wrapper chapter. √

Summary to the Page section Page-Wrapup. √


II - Components

Introduction to the Components section. √

3 - Display of Information

Introduction to the Display of Information chapter. √

4 - Control & Confirmation

Introduction to the Control & Confirmation chapter. √

5 - Revealing More Information

Introduction to the Revealing More Information chapter. √

Summary to the Component Section Component Wrapup


III - Widget

Introduction to the Widget section.

6 - Lateral Access

Introduction to the Lateral Access chapter. √

7 - Drilldown

Introduction to the Drilldown chapter.

8 - Labels & Indicators

Introduction to the Labels & Indicators chapter.

9 - Information Controls

Introduction to the Information Controls section.

Summary to the Widget Section Widget Wrapup


IV - Input & Output

Keyboard, Keypad and Other input features. Gestures here or somewhere else? Sensors? - Sizes of touch targets, etc. Include diagrams from Mobile Design Elements. Also see this W3C stuff, or at least refer to the group: http://www.w3.org/2010/webevents/

Good for discussion: 1) People will input the way they are comfortable: anecdote of alison's kb breaking, taking photos of hand-written notes and MMSing instead of SMS 2) Therefore, lots of input. Don't get caught up in touch as the end-all, be-all. Try to cover handwriting (natural and synthetic), funny layouts and gestures (swype), etc.

Go light on each pattern, or combine a lot. These are design considerations, more than real patterns... I think.

10 - Keyboards & Keypads

Key entry in general, I think. Discuss remote entry as well, at least in the intro. Like remote controls (e.g. TV, game stations).

11 - Finger Gestures

swipe, pinch and zoom, tapping - Relatively FEW are included, as they are patterns. Need to be identifiable best cases. Weird gestures, or those with too much variability for user type, region, etc. are not included as they are not patterns in the sense we mean. Interesting list of articles: http://www.pointanddo.com/2009/09/10-best-articles-on-multitouch.html -- Discuss remote entry. Like, using a pointing pad, etc. for a TV.

12 - Kinesthetic gestures

Whole body motions, whole-device motions (e.g. face down=sleep), and even sensing such as speed, gait... - NOT TOO FUTURISTIC! Roll handset: , Raising to face, Lowering from face, Tapping two devices together, Motioning handset towards RFID, Whipping: A quick down-up motion - Consider remoting, where a fixed device senses a remote device (wii) or the user directly (xbox), at least in intro, and in method of writing them.

13 - On-Screen Inputs

Button behaviors (look clicked, press-and hold), also select-lists, etc. - Consider them systematically to be an input selection method. So they go here! NOTE: Buttons are not one of the patterns below? Do they need to be? Sometimes covered in others, can detail: Differentiate which is highlight (like new Sony BD, moves the highlight live!), priority or preference button, etc.

14 - Audio & Vibration

Beeps and why they are bad. Tone types. Audio readback best practices. Look at med reminder for some of these. Voice input. Vibrate is just crappy haptics. Include it.

15 - Screens & Lights

If not here, somewhere should mention multi-screen and remoting. Two screens on a devcice, Sony-Ericsson LiveView, display on Symbol RingScanners, etc. How do these integrate? Also, use of the device as a security fob or payment system, discuss the interaction between a PINpad and a mobile.

V - Stuff We're (Probably) Not Putting In the Book

We made up a LOT of patterns as short descriptions, and when we got around to organizing and detailing them... they didn't all sound that good after all. Also, we have to keep the book at a reasonable size. But, we don't want to loose track of these, so here's an un-ordered list of those ideas we've kicked aside. For now.


Design Tools

Things other than the patterns themselves you can use to help design. Templates (including those used to draw the diagrams here), stencils, simulators, emulators, etc.


References