Mobile devices outnumber desktop and laptop computers three to one worldwide, yet little information is available for designing and developing mobile applications. Mobile Design and Development fills that void with practical guidelines, standards, techniques, and best practices for building mobile products from start to finish. With this book, you'll learn basic design and development principles for all mobile devices and platforms. You'll also explore the more advanced capabilities of the mobile web, including markup, advanced styling techniques, and mobile Ajax.
If you're a web designer, web developer, information architect, product manager, usability professional, content publisher, or an entrepreneur new to the mobile web, Mobile Design and Development provides you with the knowledge you need to work with this rapidly developing technology. Mobile Design and Development will help you:
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Understand how the mobile ecosystem works, how it differs from other mediums, and how to design products for the mobile context
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Learn the pros and cons of building native applications sold through operators or app stores versus mobile websites or web apps
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Work with flows, prototypes, usability practices, and screen-size-independent visual designs
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Use and test cross-platform mobile web standards for older devices, as well as devices that may be available in the future
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Learn how to justify a mobile product by building it on a budget
About the Author
Brian Fling owns and runs mobiledesign.org, the largest mobile design and development discussion list on the web. He's been in both the web and mobile industries for close to a decade as an entrepreneur, consultant and employee. Brian has helped big brands navigate the mobile space and he's worked with a lot of well funded mobile companies that have failed miserably. Over the years he's learned that his insight into mobile is quite unique, avoiding hype describing tried and true principles and techniques to building cost effective mobile experiences.
Brian wrote the dotMobi Mobile Web Developers Guide, the first complete guide to mobile authoring. It was a free guide and while he doesn't have exact numbers, dotMobi informed him it was downloaded "over 15,000 times in the first few weeks."
Brian's intentions in the mobile space is to advocate and build awareness, not to make money. He believes that the mobile web is primed to change everything we think we know about how people search and gather information. His goal is to foster invention and innovation of the next generation of websites in a medium that is device and context aware.
Table of Contents
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Chapter 1 A Brief History of Mobile
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In the Beginning
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The Evolution of Devices
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Chapter 2 The Mobile Ecosystem
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Operators
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Networks
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Devices
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Platforms
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Operating Systems
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Application Frameworks
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Applications
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Services
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Chapter 3 Why Mobile?
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Size and Scope of the Mobile Market
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The Addressable Mobile Market
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Mobile As a Medium
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The Eighth Mass Medium: What’s Next?
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Ubiquity Starts with the Mobile Web
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Chapter 4 Designing for Context
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Thinking in Context
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Taking the Next Steps
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Chapter 5 Developing a Mobile Strategy
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New Rules
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Summary
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Chapter 6 Types of Mobile Applications
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Mobile Application Medium Types
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Chapter 7 Mobile Information Architecture
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What Is Information Architecture?
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Mobile Information Architecture
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The Design Myth
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Chapter 8 Mobile Design
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Interpreting Design
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The Mobile Design Tent-Pole
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Designing for the Best Possible Experience
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The Elements of Mobile Design
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Mobile Design Tools
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Designing for the Right Device
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Designing for Different Screen Sizes
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Chapter 9 Mobile Web Apps Versus Native Applications
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The Ubiquity Principle
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When to Make a Native Application
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When to Make a Mobile Web Application
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Chapter 10 Mobile 2.0
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What Is Mobile 2.0?
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Chapter 11 Mobile Web Development
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Web Standards
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Designing for Multiple Mobile Browsers
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Device Plans
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Markup
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CSS: Cascading Style Sheets
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JavaScript
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Chapter 12 iPhone Web Apps
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Why WebKit?
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What Makes It a Mobile Web App?
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Markup
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CSS
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JavaScript
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Creating a Mobile Web App
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Web Apps As Native Apps
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PhoneGap
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Tools and Libraries
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Chapter 13 Adapting to Devices
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Why Is Adaptation a “Necessity”?
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Strategy #1: Do Nothing
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Strategy #2: Progressive Enhancement
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Strategy #3: Device Targeting
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Strategy #4: Full Adaptation
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What Domain Do I Use?
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Taking the Next Step
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Chapter 14 Making Money in Mobile
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Working with Operators
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Working with an App Store
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Add Advertising
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Invent a New Model
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Chapter 15 Supporting Devices
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Having a Device Plan
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Device Testing
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Desktop Testing
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Usability Testing
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Chapter 16 The Future of Mobile
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The Opportunity for Change
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Colophon