The Challenges of Mobile Design 443
Difficulty of typing text
No one likes typing text on a touch screen or keypad. You should design interaction
paths through your site or tool in such a way that typing is unnecessary or very lim-
ited. Use
Autocompletion (Chapter 8) in text fields whenever possible, for instance,
and prefill form fields whenever you can do so reliably. Remember that numbers are
much easier than text in some contexts, however.
Challenging physical environments
People use their phones and other devices in all kinds of places: outside in the bright
sun, in dark theaters, in conference rooms, cars, buses, trains, planes, stores, bath-
rooms, and in bed. Think about the ambient light differences, to begin with—tasteful
gray text on a gray background may not work so well in direct sun. Think also about
ambient noise differences: assume that some users won’t hear the device at all, and
that others might find sudden noises jarring and inappropriate.
Finally, think about motion. Tiny text is hard to read when the device (or the user)
is moving around. And a tiny hit target on a touch screen device will be hard to
use under the best of circumstances, but it can be nearly impossible on a rocking
and jolting bus! Again, design for “fat fingers,” and design so that mistakes are easily
corrected.
Social influences and limited attention
Most of the time, mobile users won’t spend lots of time and attention on your site
or app. They’ll be looking at your design while doing other things—walking, riding
in a vehicle, talking with other people, sitting in a meeting, or (God forbid) driving.
Occasionally a mobile user will focus his full attention on the device, such as when
playing a game, but he won’t do it as often as someone sitting at a keyboard will.
Therefore, design for distracted users: make the task sequences easy, quick, and reen-
trant. And make everything self-explanatory.
Another assumption you can make is that lots of mobile users will be engaging in
conversations or other social situations. They may pass around the device to show
people something on-screen. They may have people looking over their shoulder.
They may need to suddenly turn off the sound if it’s not socially acceptable to have a
noisy device—or they may turn it up to let others hear something. Does your design
behave well in these situations? Can it support graceful social interaction?
How to Approach a Mobile Design
In his book Mobile Design and Development (O’Reilly, http://oreilly.com/ catalog/
9780596155452/), Brian Fling tells a difficult truth: “Great mobile products are created,
never ported. Start by understanding your users and the benefits the medium has to offer.”
If you’re simply trying to take a site’s usual content and cram it into a 320 × 480 window,
stop. Take a big step back and look at the whole picture.