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A black and white (the real one will be color) mockup of the cover of our forthcoming O'Reilly book, with all this content.

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 your ideas alone. 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

Introduction to the Input & Output section.

10 - Text & Character Input

Introduction to the Text & Character Input section. √

11 - General Interactive Controls

Introduction to the General Interactive Controls section.

12 - Input & Selection

Introduction to the Input & Selection section. √

13 - Audio & Vibration

Introduction to the Audio & Vibration section. √

14 - Screens, Lights & Sensors

Introduction to the Screens, Lights & Sensors section.

Summary to the Input & Output Section Input & Output Wrapup


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

* Well, complete to us. We've turned in completed work, but there's been no formal editorial review. We'll see what O'Reilly thinks of the work in a couple more months.