A directory of resources inthe field of technical communication.


165 found. Page 1 of 7.

About this Site | Advanced Search | Localization | Site Maps

1 2 3 4 5 6 7  NEXT PAGE »



Accessibility on the Go   (PDF)   (members only)

Accessibility on mobile devices brings different challenges. Pappas and Roberts discuss how to evaluate your work for these devices with accessibility in mind.

Roberts, Linda Enders and Lisa Pappas. Intercom (2010). Articles>Accessibility>Mobile


An Adobe Flash Developer on Why the iPad Can’t Use Flash

I’m biased. I’m a full-time Flash developer and I’d love to get paid to make Flash sites for iPad. I want that to make sense—but it doesn’t. Flash on the iPad will not (and should not) happen.

Dilger, Daniel Eran. Roughly Drafter (2010). Articles>Web Design>Mobile>Interaction Design



If you’re an all-Flash shop that never creates a semantic HTML underpinning, it’s time to start creating HTML first—because an ever-larger number of your users are going to be accessing your site via devices that do not support Flash. That’s not Apple “zealotry.” It’s not Flash hate. It’s a recommendation to my fellow professionals who aren’t already on the accessible, standards-based design train.

Zeldman, Jeffrey. Zeldman.com (2010). Articles>Accessibility>Mobile>Flash


Analysis of Web Content Delivered to a Mobile Computing Environment

The purpose of my research was to analyze web content delivered to the mobile computing environment with two goals in mind: first, to determine if the content lost contextual relevance in the mobile environment and, second, to see if a set of effective design principles could be applied towards the mobile environment. My research combines a literature review in conjunction with a survey that encompasses both quantitative and qualitative methods to analyze top-rated web sites in the mobile environment.

Perreault, Anthony. Xchanges (2009). Articles>Web Design>Mobile>Assessment


Android and iPhone App Design: Is It Twice the Work?

Less than one year ago, most of my clients were requesting iPhone app design. Today they are still asking for iPhone app design but many also say, “Do you do Android, too?” Most of them plan to start with one platform, see how things go, and then decide whether to invest in the second platform. This roll-out strategy is often tied into engineering costs. Since few developers possess the coding skills required for each platform—Objective C for iPhone and Java for Android—it’s often necessary to hire two development teams. But what about design? Would I, too, have to do twice the work when designing for the iPhone and Android? And what will happen if the Windows, Palm, and Blackberry app stores take off? Would I have to do five times the work?

Ginsburg, Suzanne. Johnny Holland (2010). Articles>User Interface>Mobile


Apps vs. the Web

Pull the iPhone out of your pocket and look at the home screen. Likely, you’re seeing some well known brands on the web: Facebook, Flickr, and Google to name just a few. You’ll also see companies like Amazon, Target, and Walmart which sell a lot of products via the web. Like you, these sites and companies know how to build an effective website using the latest and greatest web technologies. The iPhone’s Safari browser also supports HTML5 markup with CSS3 styling and is powered by a fast JavaScript engine. So why is there a proliferation of apps instead of web pages that can do the same thing?

Hockenberry, Craig. List Apart, A (2010). Articles>Web Design>Mobile>User Interface


Augmented Cognition: A Future for UX?

Augmented cognition is about understanding the state of a user’s brain and using that understanding to manage the user’s interaction with a computer. For example, if a user were receiving too much information in image form to process it effectively, you might trigger an audio alert to ensure that he responds to another pressing matter. In this way, the user avoids becoming overloaded with information and is in a better position to act appropriately.

Hornsby, Peter. UXmatters (2013). Articles>User Experience>Mobile


A Basic Usability Test on Ten Phones

B. is an old friend of mine who owns an old Nokia. And when I say old, I mean really old. It was released somewhere in 2000 or so (the Nokia, not the friendship). It’s not a smartphone, to put it mildly, and B. does not use the mobile Web.

Quirks Mode (2010). Articles>Web Design>Mobile>Usability


The Best Browser is the One You Have with You

The web as we know and build it has primarily been accessed from the desktop. That is about to change. The ITU predicts that in the next 18–24 months, mobile devices will overtake PCs as the most popular way to access the web. If these predictions come true, very soon the web—and its users—will be mostly mobile. Even designers who embrace this change can find it confusing. One problem is that we still consider the mobile web a separate thing. Stephanie Rieger of futurefriend.ly and the W3C presents principles to understand and design for a new normal, in which users are channel agnostic, devices are plentiful, standards are fleeting, mobile use doesn’t necessarily mean “hide the desktop version,” and every byte counts.

Rieger, Stephanie. List Apart, A (2012). Articles>Web Design>Standards>Mobile


Breaking into the Mobile Market: Joe Welinski at the STC Summit in Dallas

In this video, I talk with Joe Welinski from WritersUA about strategies for entering the mobile market, particularly in landing contracts for iPhone and iPad application help and user interface design. Joe runs the WritersUA conference each year.

Johnson, Tom H. and Joe Welinski. I'd Rather Be Writing (2010). Articles>Interviews>Mobile>Consulting


Civic Engagement on the Move: How Mobile Media Can Serve the Public Good   (PDF)

Many people—especially youth and the previously disempowered—are learning to use cell phone messages, snapshots and videos as a way to express their political views. Certainly that was being demonstrated by the thousands of young people and others drawn into the 2008 Presidential primary campaign.

Lasica, J.D. Aspen Institute, The (2008). Books>Communication>Mobile>Civic


Coding for the Mobile Web

Good evening — in this article I will aim to demystify the world of mobile web development, or in other words, developing web sites so that they will provide an acceptable user experience on mobile devices. I’ll run through how “the mobile web” differs from the normal web, the basics of techniques you can employ.

Mills, Chris. Vitamin (2008). Academic>Web Design>Mobile>HTML


The Coming Zombie Apocalypse: Small, Cheap Devices Will Disrupt Our Old-School UX Assumptions

The commoditization of smartphone hardware is just the beginning. Plunging prices of integrated “system on a chip” devices, paired with free Linux clones like Android, have enabled not just cheap devices, but cheap cloud-based devices. This has applied to phone products like the Sony Ericsson LiveView, and also to home appliances like the Sonos home music system. These examples are just the initial, telltale signs of a huge new wave of cheap devices about to invade our lives—a zombie apocalypse of electronics, if you will.

Jenson, Scott. UX Magazine (2010). Articles>User Experience>Ubiquitous Computing>Mobile


Creating Video Tutorials for Android and iPhone Mobile Apps

Although you can position a camera above the phone and record actions on any screen, that kind of recording process limits you considerably. I think it’s more difficult to edit raw video than to edit a screen recording, since a screen recording allows you to more easily manipulate, hide, or add screen elements as needed. I also recommend using emulators or screen recording apps whenever possible because they usually result in clearer recordings.

Johnson, Tom H. I'd Rather Be Writing (2012). Articles>Documentation>Multimedia>Mobile


Culture-Friendly Mobile Interfaces and Applications   (PDF)

Mobile phones become part of the most intimate and personal space with its users unlike any other computer devices or software applications. Mobile phones accompany the individuals almost everywhere be it home, office, public places or even the most private locations. It connects us with the worlds beyond our physical reach as well as the worlds within our vicinity. The need for culture-friendly mobile interfaces and applications is felt when we are interacting with the worlds within our vicinity (local culture) or when the user interacts with another culture. Considering the intimate relation of mobile phones with its users, the quality of “culture-friendliness” becomes very critical for a successful interaction within the personal as well as social space.

Katre, Dinesh. HCEye (2010). Articles>Human Computer Interaction>Mobile>Usability


Customers as Designers

The change to customer-designed products is based on the ability to connect the user interface to the manufacturing backend through a computer. As the product is manufactured, the computer knows what customer it is intended for, what that customer specified, and how to track the product through the manufacturing process so that it can be shipped directly to the desired destination. No inventory (one of the business benefits of custom manufacturing).

Nielsen, Jakob. Alertbox (2000). Articles>Usability>Mobile


Deconstructing the Mobile Web

The more I think about it, the more convinced I am that the mobile Web is largely overplayed hype--the clumsy extrapolation of the behavior and use of a basic set of interfaces from one environment to another incompatible one. As a result of this broken mental model of mobile computing, we are not taking advantage of the real potential this technology offers.

Knemeyer, Dirk. UXmatters (2006). Articles>Web Design>Mobile


Defer Secondary Content When Writing for Mobile Users

Mobile devices require a tight focus in content presentation, with the first screen limited to only the most essential information.

Nielsen, Jakob. Alertbox (2011). Articles>Web Design>Mobile


The Design and Display of Simple Interactions on Mobile Devices

Users visit mobile sites not only to consume content, but to get things done. Let’s take air travel as an example: tasks that users often find themselves performing on an airline company’s mobile site include checking flight status, checking in for a particular flight, and searching for and booking a flight. How does mobile user interface design support task completion? What are the optimal ways of communicating and displaying interactions on mobile sites? With the aim of discovering optimal ways of designing simple interactions on mobile devices, I examined the task of checking flight status. I’m hoping that my analysis sheds some light on this topic.

Ma, Shanshan. UXmatters (2011). Articles>Web Design>Interaction Design>Mobile


Design Patterns for Mobile Faceted Search: Part II

Covers strategies for making people more aware of the filtering options that are available to them, as well as methods of improving transitions between the various states a user encounters in a search user interface.

Nudelman, Greg. UXmatters (2010). Articles>Web Design>Mobile>Search


Design Strategies for Brand Landing Pages on Mobile Devices

On the desktop Web, ecommerce landing pages get a bum rap—sometimes well deserved. Laden with ads and gimmicks, pushing items with higher markups, and confusing customers with complicated information architectures, these marketing monstrosities typically strongly underperform the search results pages from a simple keyword search. However, passing a death sentence on all landing pages may be premature. On the small screens of mobile devices, well-designed landing pages can provide a much better experience than keyword search results. Currently, few mobile sites use landing pages, which makes them the next big mobile ecommerce opportunity.

Nudelman, Greg and Frank Guo. UXmatters (2011). Articles>Web Design>Mobile>Search Engine Optimization


Designing Exceptional Mobile Experiences

If you were to draft a profile for a UX thought leader, you'd likely come up with something that closely resembled Kim Lenox. Known for resetting the perimeters of everyday problem solving, Kim has devoted her career to making life—if not the world—better through user experience design.

Lenox, Kim and Timothy J. Wood. UX Magazine (2009). Articles>User Experience>Mobile


Designing For Android

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.

McKenzie, Dan. Smashing (2011). Articles>Web Design>Mobile>Web Browsers


Designing for iPhone 4 Retina Display: Techniques and Workflow

The iPhone 4 features a vastly superior display resolution (614400 pixels) over previous iPhone models, containing quadruple the 153600-pixel display of the iPhone 3GS. The screen is the same physical size, so those extra dots are used for additional detail — twice the detail horizontally, and twice vertically. For developers only using Apple’s user interface elements, most of the work is already done for you. For those with highly custom, image-based interfaces, a fair amount of work will be required in scaling up elements to take full advantage of the iPhone 4 Retina display.

Edwards, Marc. Smashing (2010). Articles>Usability>Mobile


Designing for Mobile Superpower

Modern mobile experiences must answer to steep user expectations with rich and secure interactions regardless of context. As designers, we negotiate a razor-thin margin between too little (restricting features and content to fit small screens) and too much (complicating interactions with irrelevant web-legacy elements). Yet our users’ horizons are vast beyond a single screen. The experience we build has to inhabit the multiple touch points within their daily digital ecosystem. Content is the central component.

Proulx, Joanna. UX Magazine (2013). Articles>Content Management>User Experience>Mobile



Follow us on: TwitterFacebookRSSPost about us on: TwitterFacebookDeliciousRSSStumbleUpon