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The varying ways people prefer to interact with their devices is highly dependent upon their natural tendencies, comfort levels, and the context of use. As designers and developers, we need to understand these influences and offer user interfaces that appeal to these needs.  The varying ways in which people prefer to interact with their devices highly depend upon their natural tendencies, their comfort levels, and the context of use. As designers and developers, we need to understand these influences and offer user interfaces that ap- peal to these needs.
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User preferences may range from inputting data using physical keys, natural handwriting, or other gestural behaviors. Some users may prefer to receive information with an eyes-off screen approach relying on haptics or audible notifications.  User preferences may range from inputting data using physical keys, natural handwriting, or other gestural behaviors. Some users may prefer to receive information with an eyes- off-screen approach, and instead relying on haptics or audible notifications.
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This section, Input & Output, will discuss in detail the different mobile methods and controls users can interact with to access and receive information. This part of the book will discuss in detail the different mobile methods and controls users can interact with to access apartnd receive information.
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The types of input and output that will be discussed here are subdivided into the following chapters: The types of input and output we will discuss are subdivided into the following chapters:
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=== Text & Character Input ===
Whether the reason is sending an email, SMS, searching, or filling out forms, users require ways to input both text and characters. Such methods may be through keyboards and keypads, by hardware keys, touch screens and pen-based writing. Regardless of the method, they must each allow rapid input, while reducing input errors and providing methods of correction. This chapter will explain research based frameworks, tactical examples, and descriptive mobile patterns to use for text and character input.
=== [[Text and Character Input]] ===
Whether they are sending an email, sending an SMS message, searching, or filling out forms, users require ways to input both text and characters. Such methods may be through keyboards and keypads, as well as pen control. Regardless, these methods must work very efficiently in performance while limiting input errors.
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Functions on the device, and in the interface, are influenced by a series of controls. They may be keys arrayed around the periphery of the device, or be controlled by gestural behaviors. Users must be able to find, understand, and easily learn these control types. This chapter will explain research based frameworks, tactical examples, and descriptive mobile patterns to use for general interactive controls. Functions on the device and in the interface are influenced by a series of controls. They may be keys arrayed around the periphery of the device, or they may be controlled by gestural behaviors. Users must be able to find, understand, and easily learn these control types.
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=== Input and Selection ===
Users require methods to enter and remove text and other character-based information without restriction. Many times users are filling out forms or selecting information from lists. At any time, they may also need to make quick, easy changes to remove contents from these fields or from entire forms.
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=== Input & Selection ===
Users require methods to enter and remove text and other character-based information without restriction. Many times users are filling out forms or selecting information from lists. At any time, they may also need to make quick, easy changes to remove contents from these fields or entire forms. This chapter will explain research based frameworks, tactical examples, and descriptive mobile patterns to use for input and selection.
=== Audio and Vibration ===
Our mobile devices are not always in plain sight. They may be across the room, or placed deep in our pockets. When important notifications occur, users need to be alerted. Using audio and vibration as notifiers and forms of feedback can be very effective.
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=== Audio & Vibration ===
Our mobile devices are not always in plain sight. They may across the room, or placed deep in our pockets. When important notifications occur, users need to be alerted. Using audio and vibration as notifiers and forms of feedback can be very effective. This chapter will explain research based frameworks, tactical examples, and descriptive mobile patterns to use for audio and vibration.


=== 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. This chapter will explain research based frameworks, tactical examples, and descriptive mobile patterns to use for screens, lights, and sensors.
=== Screens, Lights, and Sensors ===
Mobile devices today are equipped with a range of technologies meant to improve our in- teractive experiences. These devices may be equipped with advanced display technology to improve viewability while offering better battery life, and incorporate location-based services integrated within other applications.
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You now have a general sense of the types of input and output that will be discussed in this part. The following chapters will provide you specific information on theory, tactics, and illustrate examples of appropriate design patterns you can apply to specific situations in the mobile space.



You now have a general sense of the types of input and output we will discuss in this part of the book. The following chapters will provide you with specific information on theory and tactics, and will illustrate examples of appropriate design patterns you can apply to specific situations in the mobile space.

Click here to buy from Amazon. The varying ways in which people prefer to interact with their devices highly depend upon their natural tendencies, their comfort levels, and the context of use. As designers and developers, we need to understand these influences and offer user interfaces that ap- peal to these needs.

User preferences may range from inputting data using physical keys, natural handwriting, or other gestural behaviors. Some users may prefer to receive information with an eyes- off-screen approach, and instead relying on haptics or audible notifications.

This part of the book will discuss in detail the different mobile methods and controls users can interact with to access apartnd receive information.

The types of input and output we will discuss are subdivided into the following chapters:

Types of Input & Output

[[Text and Character Input]]

Whether they are sending an email, sending an SMS message, searching, or filling out forms, users require ways to input both text and characters. Such methods may be through keyboards and keypads, as well as pen control. Regardless, these methods must work very efficiently in performance while limiting input errors.

General Interactive Controls

Functions on the device and in the interface are influenced by a series of controls. They may be keys arrayed around the periphery of the device, or they may be controlled by gestural behaviors. Users must be able to find, understand, and easily learn these control types.

Input and Selection

Users require methods to enter and remove text and other character-based information without restriction. Many times users are filling out forms or selecting information from lists. At any time, they may also need to make quick, easy changes to remove contents from these fields or from entire forms.

Audio and Vibration

Our mobile devices are not always in plain sight. They may be across the room, or placed deep in our pockets. When important notifications occur, users need to be alerted. Using audio and vibration as notifiers and forms of feedback can be very effective.

Screens, Lights, and Sensors

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

Getting Started

You now have a general sense of the types of input and output we will discuss in this part of the book. The following chapters will provide you with specific information on theory and tactics, and will illustrate examples of appropriate design patterns you can apply to specific situations in the mobile space.


Next: Text and Character Input


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Input and Output (last edited 2011-12-13 17:03:09 by shoobe01)