HTML5 vs Native: The Mobile App Debate. Introduction Mobile apps and HTML5 are two of the hottest technologies right now, and there's plenty of overlap.
Web apps run in mobile browsers and can also be re-packaged as native apps on the various mobile platforms. With the wide range of platforms to support, combined with the sheer power of mobile browsers, developers are turning to HTML5 as a "write one, run many" solution. But is it really viable? There are still compelling reasons to go native, and clearly, many developers are indeed going that route. Feature Richness Point: Native can do more We can divide mobile functionality into two dimensions: the experience of the app itself, and the way it hooks into the device's ecosystem, e.g. for Android, this would be features like widgets and notifications.
In terms of app experience, native apps can do more. It's more than the in-app experience though. Counterpoint: Native features can be augmented, and the web is catching up anyway. Best Collection of Mobile User Interface Patterns. By anthony on 05/10/11 at 11:30 am.
A User-Centered Approach To Web Design For Mobile Devices - Smashing Magazine. Advertisement For the past few years, we’ve heard pundits declaring each year as “year of the mobile Web”; each year trying to sound more convincing than the previous.
Whether 2011 will be the real “year of the mobile” remains to be seen, but what is indisputable is the fact that the mobile usage of the Web is growing and evolving. As it evolves, so does the mobile user experience, driven by advances in mobile device technology — from better browsers on basic mobile phones (or feature phones — remember the Motorola RAZR?) To the increased adoption of smartphones and tablets. Three Layers of Mobile User Experience. By Shanshan Ma Published: May 23, 2011 “When looking at what makes mobile user experiences successful, we should consider the multiple layers of a mobile user experience.”
In comparison to traditional cell phones, smartphones do a much better job of letting users stay connected on the go. Mobile HTML5 - compatibility tables for iPhone, Android, BlackBerry, Symbian, iPad and other mobile devices.
Cactus Blog - 10 UX Tips For Your Mobile Checklist - E-commerce insights and strategies. Mobitest – Mobile Web Performance Tool. Lessons from mobile web design. Mobile development is all the rage, and the interactive industry is in great turmoil as countless tablets and smartphones come to market.
Optimizing a Screen for Mobile Use. Index - 4ourth Mobile Design Pattern Library. Designing Mobile Interfaces: Patterns for Interaction Design is a comprehensive reference for mobile design patterns.
Whether designing for smartphones, featurephones or other related devices, common principles are discussed and codified as 76 universal interaction and interface patterns. Aside from suggestions, each pattern lists pitfalls and implementations to avoid. Every pattern is grouped with similar or optional patterns, and explained with the underlying psychology and physiology. Getting Ahead Of The Curve: Branding On Mobile Devices And Desktop Browsers - Smashing Magazine. Advertisement According to Brandweek, “brands are the express checkout for people living their lives at ever increasing speed.
This article shows you how, and why, to add “app”-like icons to your sites for several mobile and desktop browser displays, to clearly and elegantly identify your site with an icon that stands out from the crowd. Logo Presentation And The Nine Basic Ballet Movements When I was a lad growing up in rural America, we only got four channels on television, all local affiliates of the four national networks (yes, four; you’re forgetting PBS, which I only watched when they did dinosaur specials). Designing For Android - Smashing Magazine. Advertisement For designers, Android is the elephant in the room when it comes to app design.
As much as designers would like to think it’s an iOS world in which all anyones cares about are iPhones, iPads and the App Store, nobody can ignore that Android currently has the majority of smartphone market share and that it is being used on everything from tablets to e-readers. In short, the Google Android platform is quickly becoming ubiquitous, and brands are starting to notice.
But let’s face it. Mobile UI Patterns ? Splash Screens. Introduction to Widget Handset APIs in WAC 1.0. By Michał Jankowski Introduction In the brand new release of Opera Widgets Runtime for Android there are plenty of new exciting features, including support for the newly available Widget Handset APIs from the WAC initiative.
These provide widgets with a greater level of device access previously only available to native applications. Using these new APIs we can take pictures, check GPS location, browse our address books, access accelerometer information, and even send SMS, MMS and E-Mail messages! Where do I start? The best place to start is to look at the widgets demo provided by the Opera Widgets Team. There is also an another article available on this site, which takes you through building a complete functioning WAC Widget: Building a spirit level widget using WAC 1.0.
Building a spirit level widget using WAC 1.0. By Michał Borek Introduction The WAC initiative is a joint effort by mobile industry leaders to make mobile applications more interoperable across devices, easier for developers to create, and more powerful and useful for end users.
It includes a community website containing useful resources, and the WAC 1.0 specification. This specification includes requirement lists for phones wanting to be able to support the spec, links to the W3C widget specs that WAC 1.0 is based on, and perhaps most interestingly, the Widget Handset APIs. The Handset APIs provide a means for developers to hook into device-specific features such as cameras, accelerometers, audio players and more.
Mobile compatibility tables. Page last changed today This series of compatibility tests is sponsored by Vodafone. On this page I give a quick overview of the mobile browser compatibility tests I’ve done so far. If you want the latest inside scoops on my mobile tests, follow me on Twitter. See also the CSS table. These tests are in no way complete. Mobile Web Best Practices 1.0. Les cartes des bonnes pratiques des applications Web mobiles. Mobile Web Application Best Practices. Abstract The goal of this document is to aid the development of rich and dynamic mobile Web applications. It collects the most relevant engineering practices, promoting those that enable a better user experience and warning against those that are considered harmful.
How the World Is Using Cellphones [INFOGRAPHIC] Wilson Electronics, Inc. sent us this interesting (rather large) infographic outlining the demographics of cellphone use (click for full version). The infographic illustrates, among other things, the number of cellphones per capita in various countries, the rate of cellphone adoption in the U.S. during the past decade and the acceptability of certain behaviors regarding cellphone use.
According to the infographic's sources, there are nearly two cellphones for every one person living in the United Arab Emirates (1.95 to be exact) and Estonia (1.94). By comparison, there are .87 cellphones per person in the U.S. China has the greatest number of cellphones within its borders (640,000,000), followed by the U.S. (270,000,000). MobiForge. Effective Design for Multiple Screen Sizes. So you're a designer and have been tasked with the design of a mobile web site. Chances are, unless you're designing for only one device you're quickly going to be faced with a common problem experienced by designers who work with mobile devices; figuring out what screen size to actually design for.
For instance: The iPhone is 320 pixels wide by 480 pixels high.Many Nokia N-Series devices are 240 pixels wide by 320 pixels high.Newer devices often support a landscape mode where the width and height are spontaneously reversed.Older (yet still popular) Nokia devices have displays ranging from 176 by 208 pixels up to 352 by 416 pixels.Blackberry screen resolutions range anywhere from 160 x 160 pixels all the way up to 324 x 352 pixels. Mobile Web Design: Getting to the Point - Part I. Mobile Web Design: Getting to the Point - Part II. Following on from part I, I want to put into practice the principles that I isolated by looking at GMail, Twitter and Facebook. I’ll apply the principles to one of the most common of web applications: the online store. A Very Modern Mobile Switching Algorithm - Part I.
A Very Modern Mobile Switching Algorithm - Part II. This article follows on from last month's Part I, where we discussed some of the principles of handling mobile users and switching their experiences. If you haven't read it yet please do so before we dive into some of the technical ideas and implementation details. Designing for the iPhone 4's Retina display. Designing for Retina display, part 2. Fonts for iPad & iPhone. All the sizes of iOS app icons. Designing the new Campaign Monitor iOS icons. One of my first icon projects for Campaign Monitor was to create a set of Apple iOS icons for our mobile web application. These are the icons that show up when you bookmark our mobile site to the ‘home screen’ on your Apple device. Now, with all of the iOS devices floating around out there, you can do things the easy way by creating one large icon which is then scaled down for that particular device, or you can do it properly by creating a pixel-perfect icon for each device.
State of mobile web development, part 2/3: progressive enhancement. State of mobile web development, part 3/3: the mobile industry’s failings. Considerations for Mobile Design (Part 1): Speed. Building Mobile Web Apps the Right Way: Tips and Techniques. Mobile Strategy, Data Visualization, and Design Process - Big Challenges, Big Rewards.
WURFL. DeviceAtlas. Tera-WURFL - Mobile Device Identification. Simulez votre site sur téléphones mobiles avec ProtoFluid - Alsacréations. Mobile 10 and the Opera Widgets Mobile Emulator on your desktop - Opera Developer Community. Mobile emulator for desktop - Opera Developer Community. Mini Simulator. ProtoFluid. Rapid Prototyping of Adaptive CSS and Responsive Design.