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The term “widget” can mean a number of things, even within related internet technologies. Even the savvy user may be confused by the lack of common terminology and the lack of any inherent meaning. The term may apply to bits of code, applets, engines, and GUI elements.   [[http://www.amazon.com/gp/product/1449394639/ref=as_li_tf_tl?ie=UTF8&tag=4ourthmobile-20&linkCode=as2&camp=217145&creative=399373&creativeASIN=1449394639|{{attachment:wiki-banner-bonus.png|Click here to buy from Amazon.|align="right"}}]]The word ''widget'' can mean a number of things, even within related Internet technologies. Even the savvy user may be confused by the lack of common terminology and the lack of any inherent meaning. The term may apply to bits of code, applets, engines, and GUI elements.
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However, the scope of this book, and this part, is solely concerned with mobile GUI widgets. These widgets are display elements such as buttons, links, icons, indicators, tabs, and tooltips. Numerous additional elements -- sometimes called GUI widgets -- such as scrollbars, are discussed as components and functions in the Page section above.  However, the scope of this book, and of this part of the book, is solely concerned with mobile GUI widgets. These widgets are display elements such as buttons, links, icons, indicators, tabs, and tooltips. Numerous additional elements (sometimes called GUI widgets), such as scroll bars, are discussed as components and functions in Part I.
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The functionalities of the widgets discussed in this section are to: The functionalities of the widgets discussed in this part of the book are to:
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 * Display a small amount of directly related information.
 * Provide an alternative view of the same information, in an organic manner.
 * Provide access to related controls or settings.
 * Display information about the current state of the device.
 * Provide quick access to indexed information.
 * Display a small amount of directly related information
 * Provide an alternative view of the same information, in an organic manner
 * Provide access to related controls or settings
 * Display information about the current state of the device
 * Provide quick access to indexed information
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 * Chapter 6, [[Lateral Access]]
 * Chapter 7, [[Drilldown]]
 * Chapter 8, [[Labels & Indicators]]
 * Chapter 9, [[Information Controls]]
 * Chapter 5, [[Lateral Access]]
 * Chapter 6, [[Drilldown]]
 * Chapter 7, [[Labels & Indicators]]
 * Chapter 8, [[Information Controls]]
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=== Lateral Access ===
Whether your information architecture is organized hierarchically or laterally, its presentation and access is affected by the potentially small mobile display.  One option to consider is to use lateral access widgets to assist the user in quickly navigating through and selecting this content. This chapter will explain research based frameworks, tactical examples, and descriptive mobile patterns to use.
 
This chapter will discuss the following patterns:
=== Widgets for Lateral Access ===
Whether your information architecture is organized hierarchically or laterally, its presentation and access are affected by the potentially small mobile display. One option to consider is to use lateral access widgets such as [[Tabs]], [[Peel Away]], [[Pagination]], and [[Location Within]] to assist the user in quickly navigating through and selecting this content.
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''[[Tabs]], [[Peel Away]], [[Simulated 3D Effects]], [[Pagination]]'', and ''[[Location Within]]''. === Widgets for Drilldown ===
Using an information architecture that is structured hierarchically allows content to be laid out from general to specific while depending on parent-child relationships. This drilldown, top-down approach is effective in providing users with additional related content and commands within multiple information tiers. Patterns, such as [[Link]], [[Button]], and [[Icon]] can be used to access these child content types quickly.
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=== Drilldown ===
Using an information architecture that is structured hierarchically allows content to be laid out from general to specific while depending on parent-child relationships. This drilldown, top-down approach is effective in providing users additional related content and commands within multiple information tiers.
 
This chapter will discuss the following patterns:
=== Widgets for Labels and Indicators ===
In some situations, it may be necessary to use small labels, indicators, and other pieces of information, such as a [[Tooltip]], [[Wait Indicator]], and [[Avatar]], to describe content. Mobile users each have unique goals. Some require instant additional information without clicking. Others may need additional visual cues to assist them while quickly locating information. In any case, you must present the information labels appropriately while considering valuable screen real estate, cultural norms, and standards.
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''[[Link]], [[Button]], [[Indicator]], [[Icon]], [[Stack of Items]], ''and ''[[Annotation]]''. === Widgets for Information Controls ===
Finding specific items within a long list or other large page or data array can be challenging. With appropriate controls, such as [[Zoom & Scale]] and [[Location Jump]], to locate specific information quickly, the user can instead quickly locate and reveal information on mobile devices.
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=== Labels & Indicators ===
In some situations, it may be required to use small labels, indicators and other additional pieces of information to describe content. Mobile users each have unique goals. Some require instant additional information without clicking. Others may need additional visual cues to assist them while quickly locating information. In any case, the information labels must be presented appropriately while considering valuable screen real estate, cultural norms and standards.

This chapter will discuss the following patterns:

''[[Ordered Data]], [[Tooltip]], [[Avatar]], [[Wait Indicator]]'', and ''[[Reload, Synch, Stop]]''.

=== Information Controls ===
Finding specific items within a long list or other large page or data array can be challenging. Without appropriate controls to locate specific information quickly, the user experience will be quite frustrating. This chapter will discuss how widgets can be used to appropriately locate and reveal information.

This chapter will discuss the following patterns:

''[[Zoom & Scale]], [[Location Jump]], [[Search Within]], [[Icon]], ''and ''[[Sort & Filter]]''.

== Helpful Knowledge for this Section ==
Before you dive right into each pattern chapter, we like to provide you some extra knowledge in the section introductions. This extra knowledge is in multi-disciplinary areas of human factors, engineering, psychology, art, or whatever else we feel relevant. Due to the broad characteristics of widgets, we find it helpful for you become knowledgeable in the following relevant areas.

 * Fitts Law
== Helpful Knowledge for This Section ==
Before you dive right into each pattern chapter, we would like to provide you with some extra knowledge in the chapter introductions. This extra knowledge is in multidisci- plinary areas of human factors, engineering, psychology, art, or whatever else we feel is relevant. Due to the broad characteristics of widgets, we find it helpful for you to become knowledgeable in the following relevant areas:
 * [[Fitts' Law]]
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 * Color Conspicuity  * [[Conspicuity with Color|Color Conspicuity]]
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== Fitts’ Law ==
Paul M. Fitts (1912-1965) was a psychologist at both Ohio State University and the University of Michigan. 1n 1954, he created a mathematical formula to determine the relationship how long it takes a user to either select an object on the screen, or by physically touching it, based on it's target size and distance from the selector's starting point. Fitts' Law is widely used today by UX designers, human factor specialists and engineers when designing graphical user interfaces and comparing performance of various input devices.
== Wayfinding Across Content ==
Whether interacting on a PC, kiosk, or mobile device, your users can easily get lost when navigating content. To reduce their frustration of being lost, you can use visual, haptic, and even auditory cues to help guide users in getting to the place they need to be. When designing a navigation system you must provide those cues to answer the following user questions:
 * Where is my current state or position within the environment? Where am I on this page?
 * Where is my destination? Where do I have to go to achieve my end goal?
 * How do I get to my destination? How am I going to navigate across content to achieve my end goal?
 * How do I know when I have arrived?
 * How do I plan my way back? Are there alternate routes I can take?
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=== Fitts Law finds that ===
 * The time required to move to a target is a function of the target size and distance to the target.
 * The further a target object is from the initial starting position, will require a longer time to make that successful selection.
 * That time can be increased when the target size is too small.
Kevin Lynch, an environmental psychologist and author of the book ''The Image of the City'' (MIT Press), determined that we rely on certain objects to help us identify our position within an environment. Let’s examine how these objects act as cues and can be used to improve navigation:
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In mobile devices, we know that screen display size is limited and its space is valuable. In addition, mobile users require quick access to the content they are looking for. Using Fitts' Law together with these constraints, can improve the user experience ''Paths''
 These are the channels which a person moves along. Examples are streets, walkways, transit lines, and canals. On mobile devices, paths are the routes users take to access their desired content. These paths can follow both lateral and hierarchically organized structures. Help the user define routes by clearly labeling, color-coding, and grouping related content. Use location within widgets to define the user’s current position along the path. Provide alternate paths to access the same information.
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 * Buttons and selectable controls should be an appropriate size because it is relatively difficult to click on small ones. Using the screen bezel overflow can provide a trick allowing smaller, yet highly selectable. For mouse or other pointer-driven systems, the edge of a selectable area becomes "infinitely" deep, so the selectable area is functionally much larger. For touch devices with a flat bezel, the user may place part of their finger off the screen and activate a much smaller target than usual. Refer to the General Touch Interaction Guidelines in the [[Input & Output]] section intro for more information.
 * Accessing information using pop-ups and tooltips can usually be opened or activated faster than pull-down menus since the user avoids travel.
 * Reduce the number of clicks to access content by providing surface level sorting and filtering controls to access indexed information quickly.
 * Reduce distance traveled by keeping focus adjacent to the functional area, and exposing new functions near the current focus.
''Edges''
 These are linear elements that define boundaries between two phases, such as walls, buildings, and shorelines. On mobile devices, edges can include the perimeter of the viewport, or of fixed menus, scroll bars, and annunciator rows. Use edges to appropriately contain navigation.
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== Wayfinding Across Content ==
Whether interacting on a PC, kiosk, or mobile device, your users can easily get lost when navigating content. To reduce the frustration of being lost, visual, haptic, and even auditory cues can be used to help guide the user in getting to the place he needs to be. Designing a navigation system must provide those cues to answer the following user questions:
 1. Where is my current state or position within the environment? Where am I on this page?
 2. Where is my destination? Where do I have to go to achieve my end goal?
 3. How do I get to my destination? How am I going to navigate across content to achieve my end goal?
 4. How do I know when I have arrived?
 5. How do I plan my way back? Are there alternate routes I can take?
''Nodes''
 These are focal points, like distinct street intersections. On mobile devices, these may serve as graphics, labels, and indicators to describe small pieces of content.
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Kevin Lynch, an Environmental psychologist and author of the book Image of the City (Lynch, 1960) determined that we rely on certain objects, to help us identify our position within an environment. Let’s examine how these objects act as cues and can be used to improve navigation:
 * '''Paths''' -- The channels which an person moves along. Examples, are streets, walkways, transit lines, canals. On mobile devices, paths are the routes users take to access their desired content. These paths can follow both lateral and hierarchically organization structures. Help the user define routes by clearly labeling, color coding, and grouping related content. Use location within widgets to define the user’s current position along the path. Provide alternate paths to access the same information.
 * '''Edges''' -- Linear elements that define boundaries between two phases. Such as walls, buildings, and shorelines. On mobile devices, edges can include perimeter of the viewport, or of fixed menus, scroll bars, and annunciator rows. Use edges to appropriately contain navigation.
 * '''Nodes''' -- Focal points like distinct street intersections. On mobile devices, these may serve as graphics, labels, and indicators to describe small pieces of content.
 * '''Districts''' -- Areas within boundaries that share common features. Such as neighborhoods, downtowns, parks.
 * '''Landmarks''' -- Highly noticeable objects, which may not be particularly large, that serve as reliable reference points.
''Districts''
 These are areas within boundaries that share common features, such as neighborhoods, downtowns, and parks.
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== Conspicuity with Color ==
Conspicuity, while involving legibility, also implies other display characteristics. It describes how well an object can be detected while it captures a user’s attention amongst other noise or other competing information.

Color can be used to classify, label, and emphasize information displayed on a screen. When using color for these things, you need to understand that we have limits in our processing abilities that affect our signal detection.

=== Opponent Processing Theory ===
In 1892, A German psychologist Ewald Hering theorized that there are six elementary colors that are arranged perceptually as opponent pairs along three axes. These pairs are: black-white, red-green, and yellow-blue. Each color either is positive (excitatory) or negative (inhibitor). These opponent colors are never perceived at the same time because the visual system cannot be simultaneously excited and inhibited.

Our modern color theory stems off of this. Today, we know that the input from the cones is processed intro three distinct channels:

  * The luminance channel (black-white) is based on input from all of the cones. It combines the outputs of long and middle wavelength sensitive cones.

 * The red-green channel is based on the difference of long and middle-wavelength cone signals.

 * The yellow-blue channel is based on the difference between the short-wavelength cones and the sum of the other two (Ware, 2000).

=== Color for Labeling ===
or more technically – nominal information coding, is used to because color can be an effective way to make objects easy to remember and visually classify.

Perceptual factors to be considered in choosing a set of color labels:
 * '''Unique hues:''' Based on the Opponent Theory, they are: Red, Green, Yellow, Blue, Black, and White.
 *'''Contrast with background''': Our eyes are edge detectors. When we have objects that must be in front of a variety of backgrounds, it may be beneficial to have a thin white or black border around the color-coded object. Consider the reasons why alert street signs, have the border, too.
 * '''Color blindness:''' About 7% of males and only 0.5% of females are color blind in some way. The most common is being red-green color blind.
 * '''Number:''' We are limited in the number of color-codes we can rapidly perceive. Studies recommend use between five and ten codes.
 * '''Field Size''': Object size affects how you should color code. Small color-coded objects less than half a degree of visual angle and in the yellow-blue direction range should not be used to avoid the small-field colorblindness.
 * '''Conventions''': Color conventions are culturally defined and accepted. When using color-naming conventions, be cautious of cultural differences. Some common conventions are:
  * red = hot and danger,
  * blue = cold, green
  * green = life, environement, go
  * In China, red =life, good fortune, green =death.
 
''Landmarks''
 These are highly noticeable objects that serve as reference points.
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== Getting Started ==
You now have a general sense of what widgets are as well as a physiological visual perception framework to reference. The component chapters will provide specific information on theory and tactics, and will illustrate examples of appropriate design patterns. And always remember to read the antipatterns, to make sure you don’t misuse or overuse a pattern.
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== Color Conspicuity Guidelines For Mobile Devices ==
 * Use colors with high contrast between the text and the background. Optimal legibility requires black text on a white background, and White text on black background is effective as well.
 * For text contrast, the International Standards Organization (ISO 9241, part 3) recommends a minimum of 3:1 luminance ratio of text and background. Though a ratio of 10:1 is preferred (Ware, 2000).
 * When having text on background, purely chromatic differences are not suitable for displaying any kind of fine detail. You must have a considerable luminance contrast in addition to color contrast.
 * When large areas of color-coding are needed, like with map regions, use colors with low saturation.
 * Small objects that are color-coded should use high-saturation.
 * The majority of colorblind people cannot distinguish colors that differ in the red-green direction.
 * Recommended colors for color-coding: 1. Red, 2. Green, 3. Yellow, 4. Blue, 5. Black, 6. White, 7. Pink, 8. Cyan, 9. Gray, 10. Orange, 11. Brown, 12. Purple (Ware, 2000).

------
Next: '''[[Lateral Access]]'''
-------
= Discuss & Add =
Please do not change content above this line, as it's a perfect match with the printed book. Everything else you want to add goes down here.

== Examples ==
If you want to add examples (and we occasionally do also) add them here.

== Make a new section ==
Just like this. If, for example, you want to argue about the differences between, say, Tidwell's Vertical Stack, and our general concept of the List, then add a section to discuss. If we're successful, we'll get to make a new edition and will take all these discussions into account.

Click here to buy from Amazon.The word widget can mean a number of things, even within related Internet technologies. Even the savvy user may be confused by the lack of common terminology and the lack of any inherent meaning. The term may apply to bits of code, applets, engines, and GUI elements.

However, the scope of this book, and of this part of the book, is solely concerned with mobile GUI widgets. These widgets are display elements such as buttons, links, icons, indicators, tabs, and tooltips. Numerous additional elements (sometimes called GUI widgets), such as scroll bars, are discussed as components and functions in Part I.

The functionalities of the widgets discussed in this part of the book are to:

  • Display a small amount of directly related information
  • Provide an alternative view of the same information, in an organic manner
  • Provide access to related controls or settings
  • Display information about the current state of the device
  • Provide quick access to indexed information

The widgets that will be discussed here are subdivided into the following chapters:

Types of Widgets

Widgets for Lateral Access

Whether your information architecture is organized hierarchically or laterally, its presentation and access are affected by the potentially small mobile display. One option to consider is to use lateral access widgets such as Tabs, Peel Away, Pagination, and Location Within to assist the user in quickly navigating through and selecting this content.

Widgets for Drilldown

Using an information architecture that is structured hierarchically allows content to be laid out from general to specific while depending on parent-child relationships. This drilldown, top-down approach is effective in providing users with additional related content and commands within multiple information tiers. Patterns, such as Link, Button, and Icon can be used to access these child content types quickly.

Widgets for Labels and Indicators

In some situations, it may be necessary to use small labels, indicators, and other pieces of information, such as a Tooltip, Wait Indicator, and Avatar, to describe content. Mobile users each have unique goals. Some require instant additional information without clicking. Others may need additional visual cues to assist them while quickly locating information. In any case, you must present the information labels appropriately while considering valuable screen real estate, cultural norms, and standards.

Widgets for Information Controls

Finding specific items within a long list or other large page or data array can be challenging. With appropriate controls, such as Zoom & Scale and Location Jump, to locate specific information quickly, the user can instead quickly locate and reveal information on mobile devices.

Helpful Knowledge for This Section

Before you dive right into each pattern chapter, we would like to provide you with some extra knowledge in the chapter introductions. This extra knowledge is in multidisci- plinary areas of human factors, engineering, psychology, art, or whatever else we feel is relevant. Due to the broad characteristics of widgets, we find it helpful for you to become knowledgeable in the following relevant areas:

Wayfinding Across Content

Whether interacting on a PC, kiosk, or mobile device, your users can easily get lost when navigating content. To reduce their frustration of being lost, you can use visual, haptic, and even auditory cues to help guide users in getting to the place they need to be. When designing a navigation system you must provide those cues to answer the following user questions:

  • Where is my current state or position within the environment? Where am I on this page?
  • Where is my destination? Where do I have to go to achieve my end goal?
  • How do I get to my destination? How am I going to navigate across content to achieve my end goal?
  • How do I know when I have arrived?
  • How do I plan my way back? Are there alternate routes I can take?

Kevin Lynch, an environmental psychologist and author of the book The Image of the City (MIT Press), determined that we rely on certain objects to help us identify our position within an environment. Let’s examine how these objects act as cues and can be used to improve navigation:

Paths

  • These are the channels which a person moves along. Examples are streets, walkways, transit lines, and canals. On mobile devices, paths are the routes users take to access their desired content. These paths can follow both lateral and hierarchically organized structures. Help the user define routes by clearly labeling, color-coding, and grouping related content. Use location within widgets to define the user’s current position along the path. Provide alternate paths to access the same information.

Edges

  • These are linear elements that define boundaries between two phases, such as walls, buildings, and shorelines. On mobile devices, edges can include the perimeter of the viewport, or of fixed menus, scroll bars, and annunciator rows. Use edges to appropriately contain navigation.

Nodes

  • These are focal points, like distinct street intersections. On mobile devices, these may serve as graphics, labels, and indicators to describe small pieces of content.

Districts

  • These are areas within boundaries that share common features, such as neighborhoods, downtowns, and parks.

Landmarks

  • These are highly noticeable objects that serve as reference points.

Getting Started

You now have a general sense of what widgets are as well as a physiological visual perception framework to reference. The component chapters will provide specific information on theory and tactics, and will illustrate examples of appropriate design patterns. And always remember to read the antipatterns, to make sure you don’t misuse or overuse a pattern.


Next: Lateral Access


Discuss & Add

Please do not change content above this line, as it's a perfect match with the printed book. Everything else you want to add goes down here.

Examples

If you want to add examples (and we occasionally do also) add them here.

Make a new section

Just like this. If, for example, you want to argue about the differences between, say, Tidwell's Vertical Stack, and our general concept of the List, then add a section to discuss. If we're successful, we'll get to make a new edition and will take all these discussions into account.

Widget (last edited 2011-12-13 05:27:37 by shoobe01)