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== Chapter 10: Text & Character Input == === Chapter 10: Text & Character Input ===

Wrap Up

People interact with their devices in unique ways that are most comfortable and natural to them. Some prefer using the keyboard, while others who are less familiar with text input may use the pen. Those that enjoy using natural gestures will use devices with touchscreens and accelerometers.

The environment and context also influence how users interact with these devices. Some people prefer to work outside no matter the weather condition. They might be bundled up in a coat and wearing gloves and still expect to input data. Those that use their device indoors while studying may require the use of lights and haptics as notifiers so they aren’t interrupted. People who are constantly traveling, may require an integration of location-based services with their current application use.

With all of these variables affecting how people interact within the mobile landscape it’s important to carefully consider the mobile design principles when designing mobile interfaces.

  • Respect user data
  • Mobiles are personal
  • Lives take precedence
  • Mobiles must work in all contexts
  • Use your sensors and your smarts
  • User tasks usually take precedence
  • Consistency
  • Respect for information

Chapter 10: Text & Character Input

Despite the existence of more efficient ways to input text, people till may choose to use what they are most comfortable with. Some people are comfortable with handwriting, others with keyboard input. Some may prefer to use a pencil, pen, or stylus. Always default to the most common method they can be expected to be familiar with, and provide options. Text and numeric entry methods must be simple, easy, visible, and should be so predictable in behavior it may be performed by any likely user with little or no instruction.

Chapter 11: General Interactive Controls

In addition to the keyboard and keypad, users expect to interact with the UI using many other methods of control. These controls may be hardware keys located on the device, touchscreens that allow for finger input, or sensors that allow for kinesthetic and remote gestural interaction. The type of control used depends on the context, the user’s preference and comfort level, and the technology available on the device. The control’s behavior must be well understood, provide immediate feedback, and use constraints to limit error.

Chapter 12: Input & Selection

In today’s mobile landscape, filling out fields and forms is a trite task in any mobile context. But such a common task continues to have a common problem -- user input errors. Whether it’s from incorrect character input, or accidentally clearing, users can become quickly aggravated with input and selection. So, it is essential to design these functions with the user in mind. This chapter discussed the input and selection methods that allow users to quickly, and easily enter and remove text and other character-based information without restriction.

Chapter 13: Audio & Vibration

Using audio and vibration can be an effective way to communicate alerts and notifications. Tones, haptics, and voice notifications are used to get the user's attention, communicate information more rapidly and clearly, or read the content of a notification when the device is not in the hand, cannot be viewed, or is chosen to not to be seen.

Chapter 14: Screens, Lights & Sensors

Mobile devices today are equipped with a range of technologies meant to improve our interactive experiences. These devices may be equipped with advanced display technology to improve viewability while offering better battery life, and incorporate location base services integrated within other applications.

Pattern Reference Chart

This pattern reference chart lists all of the patterns found within each chapter described in this part of the book. Each pattern has a general description of how it can apply to a design problem while offering a broad solution.

Cross-referencing patterns are common throughout this book. Design patterns often have variations in which other patterns can be used due to the common principles and guidelines they share. These cross-referenced patterns are listed along with the page number where they are fully described in this book.

Chapter 10: Text & Character Input

Pattern

Design Problem

Solution

Other Patterns to Reference

Keyboards & Keypads

Text and numeric entry must be simple, easy, and should be so predictable in behavior it may be performed by any likely user with little or no instruction.

Three options exits: Hardware/Virtual, Keyboard/Keypad, Direct / Multi-tap. Consider the constraints held by the device, cultural norms, and adhere to basic keyboard principles.

Input Method Indicator, Dialer, Autocomplete & Prediction, Directional Entry, Button, Remote Gestures, Exit Guard

Input and Output Wrapup (last edited 2011-12-13 16:59:30 by shoobe01)