Description
There’s Not an App for That will make your work stand out from the crowd. It walks you through mobile experiences, and teaches you to evaluate current UX approaches, enabling you to think outside of the screen and beyond the conventional. You’ll review diverse aspects of mobile UX: the screens, the experience, how apps are used, and why they’re used. You’ll find special sections on "challenging your approach", as well as a series of questions you can use to critique and evaluate your own designs. Whether the authors are discussing real-world products in conjunction with suggested improvements, showcasing how existing technologies can be put together in unconventional ways, or even evaluating "far out" mobile experiences of the future, you’ll find plenty of practical pointers and action items to help you in your day-to-day work.
- Provides you with new and innovative ways to think about mobile design
- Includes future mobile interfaces and interactions, complete with real-world, applied information that teaches you how today’s mobile services can be improved
- Illustrates themes from existing systems and apps to show clear paths of thought and development, enabling you to better design for the future
Chapter
Chapter 2 - Problem 1: From Touch to Feeling
Built as bodies, built for materials
Breaking the glass: Visions of what might be possible
Chapter 3 - Opportunity 1.1: Inspired by Food
Material properties impact interaction
Going beyond “good for us”
Chapter 4 - Opportunity 1.2: Inspired by Fashion
Touching fabric and touching the screen
Wearables that respond to wear
Chapter 5 - Opportunity 1.3: Inspired by Fitness
Designing for how our bodies move
Are you designing for cyborgs or centaurs?
Chapter 6 - Opportunity 1.4: Inspired by Materials
Modalities and multimodality
Tangibles: Getting physical
Emerging interface materials
Chapter 7 - Problem 2: From Heads Down to Face on
Chapter 8 - Opportunity 2.1: In your Face Technology
Surely heads-up displays are the answer?
Why do we need to think of alternatives to these exciting technologies?
Chapter 9 - Opportunity 2.2: In the World Approaches
Weaning off heads down: Glanceable displays
Direct manipulation and the power of the wand metaphor
Chapter 10 - Problem 3: From Clinical to Clutter
Chapter 11 - Opportunity 3.1: Inspired by Mess
Designing for messy organization
Designing for messy interaction
Using clutter in the world
Chapter 12 - Opportunity 3.2: Inspired by Uncertainty
Illustrating the value of uncertainty: Navigation without navigating
Chapter 13 - Problem 4: From Private and Personal to Public and Performance
Performance at the periphery
Out of the shadows and onto the stage
Chapter 14 - Opportunity 4.1: Mobiles as Props
Designing to encourage people to use their mobiles together
Designing as if mobiles were public rather than private devices
Supporting role to leading actor
Chapter 15 - Opportunity 4.2: Extravagant Computing
Small screen, large screen
Self-expression and embarrassment
Chapter 16 - Problem 5: From Distanced to Mindful Interaction
Chapter 17 - Opportunity 5.1: Designing Mindful Communication Apps
Solving the problem without apps
Chapter 18 - Opportunity 5.2: Mindfulness without Apps
Getting rid of apps 1: Building a just-in-time scheme
Getting rid of apps 2: Back to people again
Chapter 19 - Opportunity 6: From Some to All
Designing to accommodate literacy levels
Designing platforms that empower
Designing to make a big difference
Chapter 20 - Bringing Things Together