The incredible growth of mobile and the proliferation of mobile devices has made the UX designer’s job more challenging and interesting. It also means that user-testing mobile apps and websites is an essential component of the UX toolkit.
But unlike the desktop environment, no out-of-the-box software packages such as Silverback or Camtasia are specifically designed to record mobile usability tests.
Further Reading on SmashingMag: A Field Guide To Mobile App Testing Testing Mobile: Emulators, Simulators And Remote Debugging Where Are The World’s Best Open Device Labs?
A Guide To Simple And Painless Mobile User Testing
In a previous article, I discussed using POP to create sketch-based clickthrough prototypes in participatory design exercises. These prototypes capture well the flow and overall layout of early design alternatives.
The same piece briefly mentioned another category of clickthrough prototypes: widget-based mockups that are designed on the target device and that expand on sketches by introducing user interface (UI) details and increased visual fidelity. These prototypes can be used to pitch ideas to clients, document interactions and even test usability.
Creating Clickthrough Prototypes With Blueprint
Mobile has revolutionized the way we use the web. This is especially true of disabled users, for whom mobile devices open the door to a whole new spectrum of interactions.
And they are taking advantage of it. A July 2013 survey (PDF) of adults with disabilities done by the Wireless Rehabilitation Engineering Research Center found that 91% of people with disabilities use a “wireless device such as a cell phone or tablet.
Mobile And Accessibility: Why You Should Care And What You Can Do About It
Editor’s Note: This article features just one of the many solutions for creating high-performance mobile websites. We suggest that you review different approaches such as Building A Responsive Web App, Improving Mobile Support and Making Your Websites Faster before choosing a particular solution.
People start to lose interest in a website if they don’t get a response within three seconds. Fulfilling this expectation for mobile phone users requires a different approach to usage analysis, design and testing.
How To Create High-Performance Mobile Websites
Today we’ll discuss how to improve the paint performance of your websites and Web apps. This is an area that we Web developers have only recently started looking at more closely, and it’s important because it could have an impact on your user engagement and user experience.
Frame Rate Applies To The Web, Too Frame rate is the rate at which a device produces consecutive images to the screen. A low frames per second (FPS) means that individual frames can be made out by the eye.
See the article here:
Gone In 60 Frames Per Second: A Pinterest Paint Performance Case Study
I love games and I’m a huge math nerd, so I made a new iPhone game based on a famous math problem called The Seven Bridges of Königsberg. I’m selling it in the App Store, but I also want to share it with everyone, so I made it open source.
This article is the first in a series that will walk through iOS programming using this game as an example.
Follow this link:
How To Design An Open-Source iPhone Game
The key statement of Fitts’s Law is that the time required to move a pointing device to a target is a function of the distance to the target and its size. In layman’s terms: the closer and larger a target, the faster it is to click on that target. This is easy to understand, not too difficult to implement and it doesn’t seem to make much sense to contradict such a simple and obvious statement.
When You Shouldn’t Use Fitts Law To Measure User Experience
Care to make a cross-platform mobile game with HTML5? No need to dabble in Java or Objective-C? Bypass the app stores? Sounds like an instant win!
A handful of game developers are pushing the envelope of mobile HTML5 games at the moment. Check out the likes of Nutmeg and Lunch Bug for some shining examples. The great thing about these titles is that they work equally well on both mobile and desktop using the same code.
Link to original:
How To Design A Mobile Game With HTML5
We do more reading on the screen today than we did even a year ago. If we are ever to have a golden age of reading on the screen, this might be the start of it.
Tablets, Nooks and Kindles make buying a book or magazine for the screen almost unavoidable. With smartphones, we carry our reading material with us and enjoy instant Web access, enabling the reading experience to flow smoothly from one device to another.
Link to article –
The Future Of Screen Typography Is In Your Hands
Almost every new client these days wants a mobile version of their website. It’s practically essential after all: one design for the BlackBerry, another for the iPhone, the iPad, netbook, Kindle — and all screen resolutions must be compatible, too. In the next five years, we’ll likely need to design for a number of additional inventions. When will the madness stop? It won’t, of course. [Links checked January/13/2017]
In the field of Web design and development, we’re quickly getting to the point of being unable to keep up with the endless new resolutions and devices.
Visit source –
Responsive Web Design – What It Is And How To Use It