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some kind of wonderful...
                                                    it’s not the actual device people are after, it’s all of the things it enables



http://www.flickr.com/photos/grantrobertson/4486488831
Some Kind of Wonderful
it’s about people, not devices...
long queues are great
                                                 opportunities for user research...




                                             everybody has a story...


http://www.flickr.com/photos/theq/663154431

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No matter how much we try to put ourselves into a mobile first mentality, it is hard for us to do so fully. Our access to PCs prevents us from experiencing mobile the way many in the world do. We're currently fighting for parity among experiences. We're arguing that the mobile version shouldn't be a dumbed down version of the desktop site. But we've set our sights too low. In a true Mobile First world, the mobile version should be the best experience. Mobile shouldn't just match the desktop experience, it should exceed it.

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The document discusses designing experiences for multiple devices. It notes that users now own and switch between multiple devices throughout the day, from phones to tablets to wearables. As such, designers must consider how to provide equal, continuous experiences across different platforms and prioritize building modular content that can be adapted for any device or input method. Navigation and usability must work seamlessly regardless of device.

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aspirational...




                                                and a few dreams...


http://www.flickr.com/photos/juanpol/365911823
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The document discusses personal electronic devices in libraries. It begins by introducing the topic and noting the problems libraries are trying to solve regarding gadgets. It then provides details on the rise of iOS and Android devices and discusses how libraries can manage these operating systems. It concludes by covering legal issues like digital rights management and licensing terms for content on devices like Kindles.

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This document discusses improving mobile user experiences. It notes that mobile is the primary way people access the internet in some countries. Constraints on mobile like form factor and battery life must be considered. Simple interfaces work best for mobile. Native apps have advantages over mobile web, but the line is blurring. Windows Mobile was replaced by Windows Phone 7 which improved the user experience. The document emphasizes understanding user behaviors and focusing on usability.

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Mobile internet usage is larger than most estimates. Usage of mobile internet and apps is growing exponentially through smartphones and mobile browsers. The app store gold rush led to tens of thousands of apps but the market is very challenging with low retention and discovery rates for most apps. While iPhones are popular, the mobile market includes many platforms and regions beyond Apple. Developing cross-platform mobile apps faces difficulties across the many platforms and form factors.

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...impressive, no?
561,580+
books published in 2008 alone...




 New Book Titles & Editions 2002-2009 (per year)
   http://www.bowkerinfo.com/bowker/IndustryStats2010.pdf
1,366,560,000 every year...?


                2,600
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It took 16 years for smartphone penetration to reach 1 billion people. Analysts believe it will take only 3 years to reach the next billion. The devices these consumers buy will be incredibly diverse, yet many will run on Android; a platform that now sees more than 1.5 million activations per day. In this presentation, we explore the fascinating rise of Android around the globe. From dual SIM phones in Indonesia, to dual screen e-ink devices in Russia and crowd-sourced platform modifications in China, we will discover the role open source has played in Android's popularity and how to design for such a diverse environment.

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...but apparently “there’s an app for that!”
apps for communication


http://www.flickr.com/photos/celesteh/3690734604
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                                                     provided by new
                                                     affordances




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                      them




                         common feature

       ...and don’t forget the browser!
Not every mobile device will have
your app on it, but every mobile
device will have a browser. – @grigs
                                                           ”
                                        and SMS!




       Developing a Progressive Mobile Strategy
       http://www.dmolsen.com/mobile-in-higher-ed/?p=123
...many mobile device users appear
    to think browsers offer the better
    user experience.
                                                                                         ”

           Comscore Study: Mobile Users Prefer Browsers Over Apps
http://www.wirelessduniya.com/2010/10/27/comscore-studymobile-users-prefer-browsers-over-apps/

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This document provides a summary of Bryan Rieger's career and interests over the past few decades. It mentions his work in theatre design, web design, mobile design, animation, and more recently his interest in documentation, prototyping, and using unconventional materials and methods to explore ideas. It discusses how technology has advanced rapidly and how definitions of prototypes have varied. It emphasizes the importance of direct interaction and making things to fully understand them.

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                                     http://berglondon.com/blog/2010/09/14/magic-ipad-light-painting/



http://www.flickr.com/photos/pheezy/4994115989/
thank you




                   hello@yiibu.com




http://www.slideshare.net/bryanrieger/some-kind-of-wonderful

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This document discusses key considerations for mobile design. It notes that mobile devices have limited memory, small screens, and various platforms and technologies. Designing for mobile requires an understanding of indirect manipulation without mice, limited battery life, and usage in public contexts with possible distractions. The document provides tips on designing for human beings, doing research, iterating quickly, testing ideas, focusing on content over pixels, and understanding usage context. It also lists several resources for mobile design.

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