WV13: Mobile Web Design Anti-Patterns
Friday, May 24th, 2013
Mobile design is necessarily about embracing constraints, but sometimes we go too far. We strip down our content to a bare minimum in pursuit of misguided ideals about mobile context. We provide ‘useful’ mobile UI components that immediately proceed to get in a user’s way. We make improper assumptions about a user’s environment.
Notes:
Mobile web design is still a challenge.
Do the problems we solve the goals of the users?
Anti Patterns:
No mobile site
- Non- responsive
- The existing technology stack
- Device testing cost
- Apple doesn’t have a mobile site!
- Remember engagement = money (mobile sales can double, or more)
Doorslams
- Mobile site advertises app: http://xkcd.com/1174/
- If you have to, use iOS “smart banners“
m.yoursite.com
- WAP was never a good idea
- Bad: SEO, Redirect delays, Sharing
- If it’s the same content, use a single URL
Not testing on the device
- Use the real device whenever possible.
Waterfall
- Photoshop can’t replicate interaction.
44px
- Pixels come in all different sizes
- 5mm needs to be the very minimum. 9mm is a better min.
- Always about 2mm spacing between targets.
High-density as a default
- Big bandwidth hit
Ignoring the fold
- Core business tools need to be available on load (add to cart, get quote)
Mystery meat nav
- Icons without text
- Gestures
Choosing the wrong component
- How to scale big tables? Scale to linear list for each row.
- Don’t use input select for navigation
24 bit PNG
- Still need to worry about page size
- Always optimize
Not combining assets
- Http requests can hurt
- Use sprites
- Bit JS, CSS libs
Take away: IcoMoon http://icomoon.io/