A brief exploration of proposed Level 4 Media Queries and some thoughts about the future of the web. Presented at Responsive Day Out in Brighton on June 27 2014.
This document discusses HTML5, mobile web, native, and hybrid mobile app development platforms. It provides an overview of each approach and compares them. Key frameworks for HTML5 development are also reviewed, including jQuery Mobile, Sencha Touch, and Trigger.io. Considerations for choosing a platform like supporting multiple devices and iteration speed are examined. The document aims to help make sense of the different mobile development options.
Developing a Progressive Mobile Strategy (J. Boye edition)
This document discusses developing a progressive mobile strategy. It begins by defining key terms like native apps, mobile web, and WebKit. It then discusses why mobile is important, noting statistics about smartphone usage and student/school expectations. The document outlines developing a strategy with three parts: audience strategy to understand user needs, platform strategy to determine the best technical solutions, and a progressive approach of iterating solutions over time. It provides examples of WVU's mobile projects.
The document discusses artificial text chatting machines (chatbots). It provides an overview of chatbots, including their history starting with ELIZA from 1966. Common approaches to developing chatbots include pattern matching and using the Artificial Intelligence Markup Language (AIML). The document outlines some challenges in developing human-like intelligence for chatbots and possibilities for future work, before concluding with a demonstration.
This document provides an overview of chatbot technology. It discusses that a chatbot is a software application that conducts online conversations through text to simulate human interactions. The document then covers what a chatbot is, how it responds using pattern matching and predefined responses, examples of popular chatbots like Google Home and Amazon Echo, common usage areas of chatbots, and limitations such as inability to handle complex conversations. In summary, the document defines chatbots, describes how they operate through examples, and discusses their applications and limitations.
Basecamp Innovation and Insights
1. Chatbot and Brand experiences
2. Definition and Strategy
Delusions and Insights
1. The more the better for conversation?! The wisdom from the social science!!
2. Computers? Social Actors?! Welcome to Similarity-attraction world.
Deliberation and Insights
Mobile HTML5 websites and hybrid Apps with AngularJS - Bonamico
This document discusses using AngularJS to build mobile HTML5 websites and hybrid mobile apps. It provides an overview of how AngularJS allows developers to use modern web standards today and build modular, robust and testable apps. It then demonstrates a sample AngularJS mobile app for presenting slides and discusses various techniques for optimizing performance, handling touch/gesture interactions, storing data and packaging apps for distribution.
Designing for diversity - how to stop worrying and embrace the Android revol...
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.
3-in-1 talk on Serverless Chatbots, Alexa skills & Voice UI best practices (t...
Slides for Serverless Toronto User Group meetup cover:
1. Creating Serverless Chatbots for Twilio SMS, Slack & Facebook in minutes!
2. Alexa Bot/Skill from the same Node.js codebase! Rework of the Alexa code for the "AWS Lambda purists”.
3. Important (non-Serverless) Voice UI specific topics:
• An in-depth look at creating Alexa Skills
• Understanding Voice-First design & how it differs from designing mobile and web apps, even Interactive Voice Response (IVR) systems
• Best practices for designing Voice User Interfaces (VUI).
The session was not recorded, but "The Good, the Bad and the Ugly of the voice-first experience" demos & sample Alexa Skill Interaction Model were uploaded to http://goo.gl/H5CEpW for you to enjoy.
Earlier this month, I presented an updated talk on Mobile Strategy for Servoy. This one hour talk looks at the 3 options for a mobile strategy: Responsive Web, Mobile Optimized, and/or Native. I also explained why HTML5 is not a strategy; it is merely a technology you can use to implement any and all of these options. And we briefly discussed the three faces of Mobile First and how this methodology helps companies break out of old habits to create better customer experiences.
Chatbot Revolution: Exploring Opportunities, Use Cases, & Bot Design
How will chatbots revolutionize our day to day lives and what does it mean?
Over the past year, chatbot have become very popular. Companies of all sizes are building bot, developers have made over 80K Bots for Messenger alone and this is just the beginning. By 2020, it is estimated that 80% of businesses will have a bot.
The past year has also been full of challenges. For one, Bots are a new Paradigm which means building a great bot is very difficult. That being said, focusing on Chatbot First use cases and see where the opportunities are can give developers and companies a huge advantage.
Once we have the right market opportunity, the right use case, then we must design it right! Unfortunately most developers are making bots the same way they made apps and websites... Chatbot and conversational Ui is a completely different animal and designing a great bot can be very hard.
Things we will explore:
1) Why are Bots a Revolution?
2) Why Bots and Why Now?
3) What does the Future Look like?
4) What are the Biggest Opportunities for Ai and Automation?
5) What are Bot Builders Building right now?
6) How to think about 'Chatbo First Use Cases' the right way.
7) Bot Design Basics
You can see this presentation live at: https://youtu.be/6zzj-v0yjBI
Learn more about chatbots at: ChatbotsLife.com
This document discusses key conversational business trends:
- Messaging apps are becoming the dominant form of communication over other platforms like email and social media. Most users spend their time in messaging apps.
- Chatbots are being developed to automate tasks and engage users at scale through conversational interfaces in messaging platforms. There has been significant funding and growth in the chatbot market.
- Trends indicate that users desire more natural, personalized, and engaging interactions through conversational technologies like chatbots rather than traditional menu-driven apps. However, challenges remain around user expectations, conversational intelligence, discoverability, and privacy/trust.
This document discusses mobile learning and app development trends. It provides statistics on mobile usage patterns and expectations. Key points discussed include the rise of mobile usage, typical mobile user behaviors like multitasking and short bursts of activity, and considerations for developing native apps vs. web apps vs. hybrid apps. It also provides best practices for mobile design such as optimizing for small screens, unreliable networks, and different contexts of use.
The document discusses guidelines for designing user interfaces for iOS platforms, including iPhone and iPad applications. It covers topics such as choosing an application style, designing for different iOS devices, interaction principles, and adapting iPhone apps for the iPad. The guidelines emphasize tailoring the design to the mobile platform through simplicity, focus on the main task, and use of standard iOS interface paradigms.
Why "mobile first" isn't enough - Developing a better user experience
"Mobile first," is a concept that serves us well as a design tool, putting constraints on our messaging, layout, etc. But to use "mobile first" as a complete mobile strategy can lead to some dangerous lines of thought.
There's a bigger picture that needs to be seen, and it's what we've always done when developing experiences for the web. We need to put the "Experience First." Then we can think about "mobile", "desktop", "lean-back", and whatever other technologies are released in the next several years. It's not about devices, it's about users and experiences.
Presentation first given at BarCamp Nashville in October of 2011.
The document provides guidelines for designing iOS apps according to Apple's Human Interface Guidelines. It discusses key iOS design principles like deference to content, clarity, and using depth and layers to communicate hierarchy. It also summarizes guidelines for many specific iOS features and technologies like navigation bars, tab bars, notifications, widgets, extensions, HomeKit, Apple Pay, and accessibility. Developers are advised to follow platform conventions, prioritize usability, and test designs extensively.
This document discusses various mobile design patterns and concepts. It covers common UI patterns like lists, navigation, and forms. It also discusses design principles for mobile like direct manipulation and feedback. It provides examples of implementing lists in Android and iOS. It compares MVC and MVVM patterns and discusses using MVVM frameworks. It emphasizes adapting patterns from desktop to be optimized for mobile interaction paradigms.
Some people say the web is dying, but I believe it’s just getting started. And what will kick it into overdrive is the Physical Web: the ability to discover, engage, and interact with smart devices (or that “dumb” tree over there) using nothing more than a browser.
In this presentation, we explore the impact these new capabilities may have on the way we design and think about this (increasingly near) future web.
If your job is to make things for the web, and the company you work for doesn’t build fitness trackers, or robots, or smart light bulbs, or a cloud service that aims to connect all these things, you could be forgiven for not caring all that much about today's Internet of Things. My aim with this talk is to shift the conversation away from things and back to people. In doing so, I hope to also arm you with tools to better understand, and find your place, within this complex but fascinating landscape.
First presented at Generate Conference in San Francisco on July 15, 2016.
This document discusses emerging technologies and how they are blurring the lines between the digital and physical worlds. It explores concepts like smart connected objects, Internet of Things, and how the web can better integrate with native apps and experiences. The document advocates for a more seamless experience where the web enhances and complements other technologies instead of trying to replace them.
The document discusses the current state of conversational interfaces such as chatbots and voice assistants, noting that while early versions were limited, recent advances in artificial intelligence, data availability, and user expectations have created new opportunities for conversational interfaces to become more useful. However, conversational interfaces still have limitations and work best when focused on simple, well-defined tasks rather than attempting to replace more complex interactions or functions better suited to humans. Designing effective conversational interfaces requires keeping interactions simple, clearly setting user expectations, and in some cases, involving human assistance.
The web was first conceived 25 years ago, by an Englishman. Fifteen years later, as the first crop of dot.coms were going bust, close to 60% of its users (and all Alexa "top 20" sites) came from developed nations. Fast forward to today, and the picture is strikingly different. Almost half the Alexa "top 20" now comes from emerging economies. Economies where close to 3 billion people have yet to use the web, but thanks to mobile--won't have to wait much longer to discover it. This presentation will introduce you to fascinating and innovative services that are re-shaping the web to serve the consumers of tomorrow. Driven by mobile, the power of personal relationships, and the breakneck pace of globalisation, these services provide a glimpse into the business models, opportunities and challenges we will face, when growing a truly global web.
Midway through a project, a client of ours recently said "One thing I'm learning is that it's ok to give up on the desktop experience once it stops making sense". This wasn't an isolated incident. In fact, i'm beginning to think desktop web sites stopped making sense quite a while ago. We've just had nothing viable to replace them with. Mobile apps have given us a glimpse, but I think they're merely a glimpse into something bigger.
Mobile isn't merely a new stage in the evolution of the web, it's not even merely a new context, it's the very early stages of an entirely new system. A system that has already started to shape our environment, affect the way we live, how we choose to connect with others, and how we're able to spend our time. A system that is also slowly unravelling our assumptions and causing us to question the very reason we build web sites, why people visit them, and where the true value of the web actually lies.
Presented by Stephanie Rieger at Breaking Development in Orlando, Florida on April 17, 2012.
This document discusses the anthropological concept of "thick description" developed by American anthropologist Clifford Geertz. Thick description involves interpreting observed behaviors, objects, and events by examining the cultural meanings, symbols, and context behind them. This is contrasted with "thin description" which only describes observable behaviors without considering cultural meaning. The document provides examples to illustrate thick versus thin description and outlines Geertz's four parameters of interpretive anthropology which focuses on the flow of social discourse, extroverted cultural expressions, and microscopic ethnographic descriptions.
The human condition_–_hannah_arend. Tahboub and Mendez
The document discusses Hannah Arendt's concept of the public and private realms as outlined in her book The Human Condition. It provides context for when the book was written during the Cold War era. Arendt saw the polis as the public realm where citizens could participate in politics through action and speech, while the household was the private realm concerned with basic necessities. However, the rise of the social realm has blurred the lines between public and private. Society demands uniform behavior and the intimate sphere has been invaded. The document raises questions about how modern technology has further impacted the public and private realms.
Hannah Arendt was a 20th century German-Jewish political philosopher who wrote extensively on totalitarianism and human rights. She fled Nazi Germany and spent 18 years in Paris before immigrating to the United States in 1941. Arendt published several influential works including The Origins of Totalitarianism and Eichmann in Jerusalem. She became the first woman to be a full professor of politics at Princeton University and made important contributions to political theory and education.
1. The document discusses Clifford Geertz's concept of "thick description" in anthropological analysis of culture. Geertz borrowed the term from philosopher Gilbert Ryle to describe developing an interpretation of a culture by examining both its symbols and patterns of behavior.
2. Thick description aims to develop an understanding of "what the natives think they are up to" in their cultural practices. It involves interpreting cultural phenomena like a wink, which has a different meaning depending on the context.
3. Geertz argues that culture cannot be studied separately from behaviors, and that anthropologists must analyze both the whole cultural context and specific parts, like laws, to develop a thick description that can interpret cultural symbols and meanings.
New sensor based Web Standards developments have punched a hole in the web that is letting the real world leak into the browser. The getUserMedia API now lets us access cameras and microphones and JSARToolkit and javascript based Natural Feature Tracking like the examples from ICG Graz University have shown that browsers can now be taught to perceive the world around them. Combine this with the <canvas> and WebGL and you have a real working model for a Web Standards based Augmented Reality.
On top of this we also have OGCs Sensor Web Enablement and new developments like the Sensor API and the rapid spread of networked sensors and wireless Arduino-ised devices. Massively distributed dynamic immersive visualisation is now the new structural form for the modern web.
The 2011 budget report allocates $20,794,000 to mission and ministry expenses. World Mission receives the largest portion of funds at 43.5%, while Compassion, Mercy, and Justice receives 19.7% and Church Growth and Evangelism receives 17.4%. The budget supports domestic and international efforts, with 63% of funds going towards international work. Revenue comes from multiple sources including church giving, individual donors, and partnerships.
This document is a resume for Paul Say which summarizes his work experience. It states that he is currently leading marketing for Sage in the UK & Ireland, helped Lloyds Banking Group reboot local banking in the UK, and has also completed interim marketing assignments focusing on digital customer experiences. It further provides links to connect with him on professional networking platforms.
The document discusses mobile trends and how businesses can develop mobile strategies. It notes that over 1.7 billion people use internet on PCs while over 4.1 billion use mobile phones. Further, over 1 million iPhones have been sold in Australia in less than 2 years and iPhone users frequently upgrade the operating system. The document suggests that the key difference mobile brings is context, contact and community and asks how these mobile trends impact a business' model and value chain. It recommends that a mobile strategy focus on context, contact and community.
This document provides an overview of Hannah Arendt's major works and key concepts including her rejection of subject-object dichotomies in favor of intersubjectivity, her emphasis on expressive and communicative action, and concepts of natality and the importance of space for new political beginnings. It also summarizes her views on anti-foundationalism in philosophy and politics, and how totalitarianism can be countered through collective political action and the human capacity for new beginnings.
e is for everywhere - Interactive Mobile Web Presentation
This presentation at Web Directions South 2007 captures the screens from an interactive poll held during the presentation. 67 people in the audience joined in and a dynamic profile of their phones, browsers, operating system and network providers is also include. A more involved analysis of the results will be available soon...
Data Communications: History and Standard Organizations
This presentation briefly discusses the history of data communications (late 19th century to mid-20th century) and the different standard organizations that governs the world of data comm.
Web valley talk - usability, visualization and mobile app development
This document provides an overview of user interfaces for science, including user experience, visualization, and mobile app development using PhoneGap. It discusses principles of good user interface design like simplicity, consistency, and visual hierarchy. It also covers processes for creating interfaces like storyboarding and wireframing. Visualization is discussed as a way to help users analyze and understand large datasets. The document cautions against potential pitfalls in visualization like unclear representations of uncertainty. It concludes by mentioning libraries for creating visualizations and frameworks like PhoneGap for developing mobile apps.
This document discusses key concepts in user experience design including accessibility, usability, screen patterns, progressive enhancement, and user testing. It provides definitions and examples for various UX principles like ensuring applications can be accessed by people with disabilities, that users want relevant content easily and quickly, and testing applications with real users to identify areas for improvement. Screen patterns like master-detail, search results, and dashboards are explained as templates for organizing content. The document advocates for progressive enhancement in building applications to work across devices through separate concerns of architecture, structure, presentation and behavior.
The document discusses whether a "one web" approach can accommodate diverse mobile users, including those with disabilities. It argues that while the same information may not be available across all devices, the web should provide reasonable access. Key points include:
- Web standards like HTML, CSS and JavaScript can help create an accessible experience across devices when combined with guidelines like WCAG and MWBP.
- Emerging technologies like CSS media queries, HTML5 and WAI-ARIA have the potential to further improve accessibility on mobile.
- Developers should use progressive enhancement and set an accessible baseline first before advanced features to ensure an inclusive web.
The web has always had fragmentation, though not on the scale we're seeing now with new devices - and that's before we consider hybrid-touch laptops, microscreen smart watches, gesture interfaces or displays the size of a wall. Testing all the user permutations of your application is becoming almost impossible, so how do you go about working out whether you're delivering a good experience or not?
In this session, we'll look at the use of responsive design oriented analytics coupled with a few statistical methods that will help determine how well you're delivering your experiences and highlighting the areas you need to focus on next in order to maintain a decent level of coverage.
This document provides an overview of concepts related to natural user experience (NUX). It discusses topics like UX vs UI, common patterns and principles for interface design, visual language considerations, and popular design systems like flat design and material design. The document also lists various tools used for tasks like wireframing, prototyping, and visual design. Key sections include definitions of UX and UI, guidelines for consistency, and discussions of design patterns and affordances.
This document provides an overview of chatbots and the growing chatbot ecosystem. It discusses why natural language interfaces are important, defines what a chatbot is, explores where chatbots are being used, outlines what capabilities chatbots have, and describes the growing platform and tools available for building chatbots. It emphasizes that while building basic chatbots is easy, creating truly useful chatbots requires serious thought and work.
This document discusses creating mobile websites with Drupal. It covers technology trends in mobile, reasons to go mobile, complexity issues around device fragmentation and standards, examples of mobile Drupal sites, recommendations for bringing users to the mobile site, tools for mobile site creation, and content adaptation techniques.
Build a Chatbot with IBM Watson - No Coding RequiredCharlotte Han
What is a "chatbot" and how does it work? In this workshop, we explored how to build a chatbot for the conversational interface, without having to write any code.
This document discusses HTML5, mobile web, native, and hybrid mobile app development platforms. It provides an overview of each approach and compares them. Key frameworks for HTML5 development are also reviewed, including jQuery Mobile, Sencha Touch, and Trigger.io. Considerations for choosing a platform like supporting multiple devices and iteration speed are examined. The document aims to help make sense of the different mobile development options.
Developing a Progressive Mobile Strategy (J. Boye edition)Dave Olsen
This document discusses developing a progressive mobile strategy. It begins by defining key terms like native apps, mobile web, and WebKit. It then discusses why mobile is important, noting statistics about smartphone usage and student/school expectations. The document outlines developing a strategy with three parts: audience strategy to understand user needs, platform strategy to determine the best technical solutions, and a progressive approach of iterating solutions over time. It provides examples of WVU's mobile projects.
The document discusses artificial text chatting machines (chatbots). It provides an overview of chatbots, including their history starting with ELIZA from 1966. Common approaches to developing chatbots include pattern matching and using the Artificial Intelligence Markup Language (AIML). The document outlines some challenges in developing human-like intelligence for chatbots and possibilities for future work, before concluding with a demonstration.
This document provides an overview of chatbot technology. It discusses that a chatbot is a software application that conducts online conversations through text to simulate human interactions. The document then covers what a chatbot is, how it responds using pattern matching and predefined responses, examples of popular chatbots like Google Home and Amazon Echo, common usage areas of chatbots, and limitations such as inability to handle complex conversations. In summary, the document defines chatbots, describes how they operate through examples, and discusses their applications and limitations.
Basecamp Innovation and Insights
1. Chatbot and Brand experiences
2. Definition and Strategy
Delusions and Insights
1. The more the better for conversation?! The wisdom from the social science!!
2. Computers? Social Actors?! Welcome to Similarity-attraction world.
Deliberation and Insights
Mobile HTML5 websites and hybrid Apps with AngularJS - BonamicoCodemotion
This document discusses using AngularJS to build mobile HTML5 websites and hybrid mobile apps. It provides an overview of how AngularJS allows developers to use modern web standards today and build modular, robust and testable apps. It then demonstrates a sample AngularJS mobile app for presenting slides and discusses various techniques for optimizing performance, handling touch/gesture interactions, storing data and packaging apps for distribution.
Designing for diversity - how to stop worrying and embrace the Android revol...yiibu
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.
3-in-1 talk on Serverless Chatbots, Alexa skills & Voice UI best practices (t...Daniel Zivkovic
Slides for Serverless Toronto User Group meetup cover:
1. Creating Serverless Chatbots for Twilio SMS, Slack & Facebook in minutes!
2. Alexa Bot/Skill from the same Node.js codebase! Rework of the Alexa code for the "AWS Lambda purists”.
3. Important (non-Serverless) Voice UI specific topics:
• An in-depth look at creating Alexa Skills
• Understanding Voice-First design & how it differs from designing mobile and web apps, even Interactive Voice Response (IVR) systems
• Best practices for designing Voice User Interfaces (VUI).
The session was not recorded, but "The Good, the Bad and the Ugly of the voice-first experience" demos & sample Alexa Skill Interaction Model were uploaded to http://goo.gl/H5CEpW for you to enjoy.
Earlier this month, I presented an updated talk on Mobile Strategy for Servoy. This one hour talk looks at the 3 options for a mobile strategy: Responsive Web, Mobile Optimized, and/or Native. I also explained why HTML5 is not a strategy; it is merely a technology you can use to implement any and all of these options. And we briefly discussed the three faces of Mobile First and how this methodology helps companies break out of old habits to create better customer experiences.
Chatbot Revolution: Exploring Opportunities, Use Cases, & Bot DesignStefan Kojouharov
How will chatbots revolutionize our day to day lives and what does it mean?
Over the past year, chatbot have become very popular. Companies of all sizes are building bot, developers have made over 80K Bots for Messenger alone and this is just the beginning. By 2020, it is estimated that 80% of businesses will have a bot.
The past year has also been full of challenges. For one, Bots are a new Paradigm which means building a great bot is very difficult. That being said, focusing on Chatbot First use cases and see where the opportunities are can give developers and companies a huge advantage.
Once we have the right market opportunity, the right use case, then we must design it right! Unfortunately most developers are making bots the same way they made apps and websites... Chatbot and conversational Ui is a completely different animal and designing a great bot can be very hard.
Things we will explore:
1) Why are Bots a Revolution?
2) Why Bots and Why Now?
3) What does the Future Look like?
4) What are the Biggest Opportunities for Ai and Automation?
5) What are Bot Builders Building right now?
6) How to think about 'Chatbo First Use Cases' the right way.
7) Bot Design Basics
You can see this presentation live at: https://youtu.be/6zzj-v0yjBI
Learn more about chatbots at: ChatbotsLife.com
This document discusses key conversational business trends:
- Messaging apps are becoming the dominant form of communication over other platforms like email and social media. Most users spend their time in messaging apps.
- Chatbots are being developed to automate tasks and engage users at scale through conversational interfaces in messaging platforms. There has been significant funding and growth in the chatbot market.
- Trends indicate that users desire more natural, personalized, and engaging interactions through conversational technologies like chatbots rather than traditional menu-driven apps. However, challenges remain around user expectations, conversational intelligence, discoverability, and privacy/trust.
This document discusses mobile learning and app development trends. It provides statistics on mobile usage patterns and expectations. Key points discussed include the rise of mobile usage, typical mobile user behaviors like multitasking and short bursts of activity, and considerations for developing native apps vs. web apps vs. hybrid apps. It also provides best practices for mobile design such as optimizing for small screens, unreliable networks, and different contexts of use.
The document discusses guidelines for designing user interfaces for iOS platforms, including iPhone and iPad applications. It covers topics such as choosing an application style, designing for different iOS devices, interaction principles, and adapting iPhone apps for the iPad. The guidelines emphasize tailoring the design to the mobile platform through simplicity, focus on the main task, and use of standard iOS interface paradigms.
Why "mobile first" isn't enough - Developing a better user experienceKevin Powell
"Mobile first," is a concept that serves us well as a design tool, putting constraints on our messaging, layout, etc. But to use "mobile first" as a complete mobile strategy can lead to some dangerous lines of thought.
There's a bigger picture that needs to be seen, and it's what we've always done when developing experiences for the web. We need to put the "Experience First." Then we can think about "mobile", "desktop", "lean-back", and whatever other technologies are released in the next several years. It's not about devices, it's about users and experiences.
Presentation first given at BarCamp Nashville in October of 2011.
iOS Human Interface Guidlines for iOS-PlatformsMartin Ebner
The document provides guidelines for designing iOS apps according to Apple's Human Interface Guidelines. It discusses key iOS design principles like deference to content, clarity, and using depth and layers to communicate hierarchy. It also summarizes guidelines for many specific iOS features and technologies like navigation bars, tab bars, notifications, widgets, extensions, HomeKit, Apple Pay, and accessibility. Developers are advised to follow platform conventions, prioritize usability, and test designs extensively.
This document discusses various mobile design patterns and concepts. It covers common UI patterns like lists, navigation, and forms. It also discusses design principles for mobile like direct manipulation and feedback. It provides examples of implementing lists in Android and iOS. It compares MVC and MVVM patterns and discusses using MVVM frameworks. It emphasizes adapting patterns from desktop to be optimized for mobile interaction paradigms.
Some people say the web is dying, but I believe it’s just getting started. And what will kick it into overdrive is the Physical Web: the ability to discover, engage, and interact with smart devices (or that “dumb” tree over there) using nothing more than a browser.
In this presentation, we explore the impact these new capabilities may have on the way we design and think about this (increasingly near) future web.
If your job is to make things for the web, and the company you work for doesn’t build fitness trackers, or robots, or smart light bulbs, or a cloud service that aims to connect all these things, you could be forgiven for not caring all that much about today's Internet of Things. My aim with this talk is to shift the conversation away from things and back to people. In doing so, I hope to also arm you with tools to better understand, and find your place, within this complex but fascinating landscape.
First presented at Generate Conference in San Francisco on July 15, 2016.
This document discusses emerging technologies and how they are blurring the lines between the digital and physical worlds. It explores concepts like smart connected objects, Internet of Things, and how the web can better integrate with native apps and experiences. The document advocates for a more seamless experience where the web enhances and complements other technologies instead of trying to replace them.
The document discusses the current state of conversational interfaces such as chatbots and voice assistants, noting that while early versions were limited, recent advances in artificial intelligence, data availability, and user expectations have created new opportunities for conversational interfaces to become more useful. However, conversational interfaces still have limitations and work best when focused on simple, well-defined tasks rather than attempting to replace more complex interactions or functions better suited to humans. Designing effective conversational interfaces requires keeping interactions simple, clearly setting user expectations, and in some cases, involving human assistance.
The web was first conceived 25 years ago, by an Englishman. Fifteen years later, as the first crop of dot.coms were going bust, close to 60% of its users (and all Alexa "top 20" sites) came from developed nations. Fast forward to today, and the picture is strikingly different. Almost half the Alexa "top 20" now comes from emerging economies. Economies where close to 3 billion people have yet to use the web, but thanks to mobile--won't have to wait much longer to discover it. This presentation will introduce you to fascinating and innovative services that are re-shaping the web to serve the consumers of tomorrow. Driven by mobile, the power of personal relationships, and the breakneck pace of globalisation, these services provide a glimpse into the business models, opportunities and challenges we will face, when growing a truly global web.
Midway through a project, a client of ours recently said "One thing I'm learning is that it's ok to give up on the desktop experience once it stops making sense". This wasn't an isolated incident. In fact, i'm beginning to think desktop web sites stopped making sense quite a while ago. We've just had nothing viable to replace them with. Mobile apps have given us a glimpse, but I think they're merely a glimpse into something bigger.
Mobile isn't merely a new stage in the evolution of the web, it's not even merely a new context, it's the very early stages of an entirely new system. A system that has already started to shape our environment, affect the way we live, how we choose to connect with others, and how we're able to spend our time. A system that is also slowly unravelling our assumptions and causing us to question the very reason we build web sites, why people visit them, and where the true value of the web actually lies.
Presented by Stephanie Rieger at Breaking Development in Orlando, Florida on April 17, 2012.
This document discusses the anthropological concept of "thick description" developed by American anthropologist Clifford Geertz. Thick description involves interpreting observed behaviors, objects, and events by examining the cultural meanings, symbols, and context behind them. This is contrasted with "thin description" which only describes observable behaviors without considering cultural meaning. The document provides examples to illustrate thick versus thin description and outlines Geertz's four parameters of interpretive anthropology which focuses on the flow of social discourse, extroverted cultural expressions, and microscopic ethnographic descriptions.
The human condition_–_hannah_arend. Tahboub and MendezPaulina Méndez
The document discusses Hannah Arendt's concept of the public and private realms as outlined in her book The Human Condition. It provides context for when the book was written during the Cold War era. Arendt saw the polis as the public realm where citizens could participate in politics through action and speech, while the household was the private realm concerned with basic necessities. However, the rise of the social realm has blurred the lines between public and private. Society demands uniform behavior and the intimate sphere has been invaded. The document raises questions about how modern technology has further impacted the public and private realms.
Hannah Arendt was a 20th century German-Jewish political philosopher who wrote extensively on totalitarianism and human rights. She fled Nazi Germany and spent 18 years in Paris before immigrating to the United States in 1941. Arendt published several influential works including The Origins of Totalitarianism and Eichmann in Jerusalem. She became the first woman to be a full professor of politics at Princeton University and made important contributions to political theory and education.
1. The document discusses Clifford Geertz's concept of "thick description" in anthropological analysis of culture. Geertz borrowed the term from philosopher Gilbert Ryle to describe developing an interpretation of a culture by examining both its symbols and patterns of behavior.
2. Thick description aims to develop an understanding of "what the natives think they are up to" in their cultural practices. It involves interpreting cultural phenomena like a wink, which has a different meaning depending on the context.
3. Geertz argues that culture cannot be studied separately from behaviors, and that anthropologists must analyze both the whole cultural context and specific parts, like laws, to develop a thick description that can interpret cultural symbols and meanings.
New sensor based Web Standards developments have punched a hole in the web that is letting the real world leak into the browser. The getUserMedia API now lets us access cameras and microphones and JSARToolkit and javascript based Natural Feature Tracking like the examples from ICG Graz University have shown that browsers can now be taught to perceive the world around them. Combine this with the <canvas> and WebGL and you have a real working model for a Web Standards based Augmented Reality.
On top of this we also have OGCs Sensor Web Enablement and new developments like the Sensor API and the rapid spread of networked sensors and wireless Arduino-ised devices. Massively distributed dynamic immersive visualisation is now the new structural form for the modern web.
The 2011 budget report allocates $20,794,000 to mission and ministry expenses. World Mission receives the largest portion of funds at 43.5%, while Compassion, Mercy, and Justice receives 19.7% and Church Growth and Evangelism receives 17.4%. The budget supports domestic and international efforts, with 63% of funds going towards international work. Revenue comes from multiple sources including church giving, individual donors, and partnerships.
This document is a resume for Paul Say which summarizes his work experience. It states that he is currently leading marketing for Sage in the UK & Ireland, helped Lloyds Banking Group reboot local banking in the UK, and has also completed interim marketing assignments focusing on digital customer experiences. It further provides links to connect with him on professional networking platforms.
The document discusses mobile trends and how businesses can develop mobile strategies. It notes that over 1.7 billion people use internet on PCs while over 4.1 billion use mobile phones. Further, over 1 million iPhones have been sold in Australia in less than 2 years and iPhone users frequently upgrade the operating system. The document suggests that the key difference mobile brings is context, contact and community and asks how these mobile trends impact a business' model and value chain. It recommends that a mobile strategy focus on context, contact and community.
This document provides an overview of Hannah Arendt's major works and key concepts including her rejection of subject-object dichotomies in favor of intersubjectivity, her emphasis on expressive and communicative action, and concepts of natality and the importance of space for new political beginnings. It also summarizes her views on anti-foundationalism in philosophy and politics, and how totalitarianism can be countered through collective political action and the human capacity for new beginnings.
e is for everywhere - Interactive Mobile Web PresentationRob Manson
This presentation at Web Directions South 2007 captures the screens from an interactive poll held during the presentation. 67 people in the audience joined in and a dynamic profile of their phones, browsers, operating system and network providers is also include. A more involved analysis of the results will be available soon...
This presentation briefly discusses the history of data communications (late 19th century to mid-20th century) and the different standard organizations that governs the world of data comm.
Web valley talk - usability, visualization and mobile app developmentEamonn Maguire
This document provides an overview of user interfaces for science, including user experience, visualization, and mobile app development using PhoneGap. It discusses principles of good user interface design like simplicity, consistency, and visual hierarchy. It also covers processes for creating interfaces like storyboarding and wireframing. Visualization is discussed as a way to help users analyze and understand large datasets. The document cautions against potential pitfalls in visualization like unclear representations of uncertainty. It concludes by mentioning libraries for creating visualizations and frameworks like PhoneGap for developing mobile apps.
This document discusses key concepts in user experience design including accessibility, usability, screen patterns, progressive enhancement, and user testing. It provides definitions and examples for various UX principles like ensuring applications can be accessed by people with disabilities, that users want relevant content easily and quickly, and testing applications with real users to identify areas for improvement. Screen patterns like master-detail, search results, and dashboards are explained as templates for organizing content. The document advocates for progressive enhancement in building applications to work across devices through separate concerns of architecture, structure, presentation and behavior.
Is the mobile web enabled or disabled by design?Henny Swan
The document discusses whether a "one web" approach can accommodate diverse mobile users, including those with disabilities. It argues that while the same information may not be available across all devices, the web should provide reasonable access. Key points include:
- Web standards like HTML, CSS and JavaScript can help create an accessible experience across devices when combined with guidelines like WCAG and MWBP.
- Emerging technologies like CSS media queries, HTML5 and WAI-ARIA have the potential to further improve accessibility on mobile.
- Developers should use progressive enhancement and set an accessible baseline first before advanced features to ensure an inclusive web.
How well are you delivering your experience?Andrew Fisher
The web has always had fragmentation, though not on the scale we're seeing now with new devices - and that's before we consider hybrid-touch laptops, microscreen smart watches, gesture interfaces or displays the size of a wall. Testing all the user permutations of your application is becoming almost impossible, so how do you go about working out whether you're delivering a good experience or not?
In this session, we'll look at the use of responsive design oriented analytics coupled with a few statistical methods that will help determine how well you're delivering your experiences and highlighting the areas you need to focus on next in order to maintain a decent level of coverage.
This document provides an overview of concepts related to natural user experience (NUX). It discusses topics like UX vs UI, common patterns and principles for interface design, visual language considerations, and popular design systems like flat design and material design. The document also lists various tools used for tasks like wireframing, prototyping, and visual design. Key sections include definitions of UX and UI, guidelines for consistency, and discussions of design patterns and affordances.
Why the page is killing innovation in magazine UXRob Boynes
This talk was presented at UX CAMP BRIGHTON in 2013.
It discusses how the magazine and digital magazines in their current guise are preventing innovation. Less prescriptive, and more of a call to action, the lecture discusses the shortfall in current digital magazine UX, asks what a digital magazine should be and where it needs to innovate to.
NB Notes are on yellow slides, White slides are from the original presentation.
Web Accessibility: A Shared ResponsibilityJoseph Dolson
This a presentation prepared for a Montana Web Developer's Meetup in December, 2011. The focus is on collaborating with content providers and employers to share the responsibility for web accessibility.
Designing for Digital Magazines - Rob Boynes for Guardian MasterclassesRob Boynes
This talk discusses how the magazine and digital magazines in their current guise are preventing innovation. Less prescriptive, and more of a call to action, the lecture discusses the current models in digital magazine UX and asks what a digital magazine could be and where it needs to innovate to in a changing media landscape.
It also looks at the importance of user centric design, user testing and creating experiences outside of what we consider 'magazines' - and how working with our users (and readers) could produce something unique, innovative and valid as a business model.
***********
NB. Notes are on grey slides, White and yellow slides are from the original presentation.
This talk was developed and changed with feedback from an original talk I performed at UX CAMP BRIGHTON in 2013 called "Why the page is killing innovation in magazine UX".
This document provides an overview of UI and UX considerations for mobile developers using Material Design. It discusses key Material Design components like floating action buttons, cards, tabs, and toolbars. It also covers principles of interface design like focusing on the user, making the right things visible, showing proper feedback, being predictable, and being fault-tolerant. The document recommends using density-independent pixels, supporting different screen densities, and handling orientation changes properly. It emphasizes using animation and shadows to provide visual cues about objects' depth.
Web UI Design Patterns and best-practices guide from http://www.uxpin.com -- the best online wireframing, UX & product management suite available anywhere.
This document is a submission for Assignment Two of a GUI design and programming course. It includes a table of contents and sections summarizing system requirements, describing the design evolution process including prototypes and user testing, outlining low-level design guidelines, evaluating the design using usability guidelines, and concluding remarks. Instructions are also provided for running the project files stored on an accompanying CD.
John Slatin AccessU presentation: UX-Driven & Inclusive Data Visualizations, May 18, 2017 by Michelle Michael
Contact Michelle for a transcript: https://www.linkedin.com/in/MichelleRMichael
Rethinking accessibility related best practices for CSS in the modern ageshwetank
In the age of new trends in web design and CSS technologies like Flexbox and Grids, what do we need to think about when it comes to accessibility and CSS?
Presented at a Leadership Institute webinar for the Montana Arts Council in May 2012. Primarily a talk discussing the concepts behind the WCAG 2.0 guiding principles.
Based on the December presentation for the Montana web programmers meetup, but modified for the audience.
The document summarizes different low-cost methods for conducting user research on web products with limited resources. It discusses using heatmapping and analytics tools to evaluate existing use, as well as virtual usability testing, guerrilla testing, and microfeedback forms to gather user experience feedback during the design process. Specific tools mentioned include CrazyEgg, Google Analytics, Usabilla, and building your own microfeedback forms. Examples are provided from a case study of redesigning a university library website.
Mobile Applications Development - Lecture 5
UI Design
Layout
Look & Feel
Colors
Typography
Graphics
This presentation has been developed in the context of the Mobile Applications Development course at the Computer Science Department of the University of L’Aquila (Italy).
http://www.di.univaq.it/malavolta
Android UX-UI Design for Fun and Profitpenanochizzo
Even though we are developers dealing with source code, it is good to know how to deal with UI/UX when building our user interfaces by applying tips and best practices.
So, in this session, we are gonna talk about android usability patterns, based on real cases and experiences with mobile development.
Android UX-UI Design for fun and profit | Fernando Cejas | Tuenti Smash Tech
Fernando Cejas gave a talk on user interface, user experience, and usability design for Android applications. He discussed key concepts like the difference between UI, UX, and usability. He also provided an overview of common Android design patterns for navigation, actions, and visual structure. Cejas emphasized testing designs with real users and following platform conventions to provide intuitive experiences.
Even though we are developers dealing with source code, it is good to know how to deal with UI/UX when building our user interfaces by applying tips and best practices.
So, in this session, we are gonna talk about android usability patterns, based on real cases and experiences with mobile development.
Adaptation: Why responsive design actually begins on the serveryiibu
The document discusses how responsive design begins on the server by adapting to different devices. It notes that as more devices have become capable of accessing the web, including lower-cost smartphones and basic phones, the definition of what constitutes a "smartphone" has expanded. It argues that while there is diversity in mobile devices, many lower-end devices still provide web access and basic smartphone functionality at an affordable price for many users.
The document discusses the challenges of designing products in today's environment of rapid technological disruption and change. It notes that the adoption of new technologies is happening at an unprecedented pace, and that users now expect to cocreate and modify products. This shifting landscape requires designers to create more adaptable and loosely defined products that can evolve with input from many actors in the ecosystem. Orchestrating tightly controlled experiences becomes difficult as products spread online and are influenced by diverse perspectives.
The document discusses how the context in which mobile devices are used has become increasingly complex and unpredictable. Guidelines from a few years ago around mobile design being focused on quick tasks and limited attention are no longer reliable given that mobile interactions now occur in many contexts. The rise of affordable smartphones and proliferation of connected devices means that for many people around the world, a mobile device may be their only access to the internet. This is dramatically impacting user behavior and expectations.
This document discusses the diversity of mobile devices and user experiences globally. It notes that while smartphones have gained popularity in some markets, global smartphone penetration remains only around 23% and the mobile experience varies greatly depending on location, device capabilities, and network infrastructure. This diversity is likely to continue as new platforms and low-cost devices disrupt the market.
Presented by Stephanie Rieger at Breaking Development in Dallas, April 11 2011 and Mobilism in Amsterdam, May 12, 2011.
Context is often cited as the single most important factor in design for the mobile medium. Mobile devices are of course 'mobile', but they are also small, always on, always with us, and can instantly connect us to the people we love. Mobile services must therefore be simple, social, and well-focussed--enabling us to quickly get things done on even the smallest screens.
This is all well and good, but mobile devices have changed. They may be mobile, but many have already stopped being 'phones'—nor do they resemble what we traditionally think of as computers. This presentation will explore how our use, and perception of mobile devices is changing, and how these changes may impact how we should design for them going forward.
Developing an Interface for the Future of Mass Market Software Distribution (...yiibu
The document provides 8 tips for improving the user experience of app stores. The tips are: 1) Plan for real people rather than seeing users as simple inventory; 2) Prioritize high-quality metadata provided by app developers; 3) Leverage editorial content to curate apps; 4) Help developers to increase quality of their apps; 5) Personalize recommendations using staff picks; 6) Make the store accessible across multiple devices and platforms; 7) Explore offline touchpoints for app discovery and sales; 8) Consider segmenting the store into different categories to better target users. The overall message is that app stores should treat users as complex individuals rather than just inventory or customers, and can improve by providing more personalized experiences.
Explore the rapid development journey of TryBoxLang, completed in just 48 hours. This session delves into the innovative process behind creating TryBoxLang, a platform designed to showcase the capabilities of BoxLang by Ortus Solutions. Discover the challenges, strategies, and outcomes of this accelerated development effort, highlighting how TryBoxLang provides a practical introduction to BoxLang's features and benefits.
Attendance Tracking From Paper To DigitalTask Tracker
If you are having trouble deciding which time tracker tool is best for you, try "Task Tracker" app. It has numerous features, including the ability to check daily attendance sheet, and other that make team management easier.
Ansys Mechanical enables you to solve complex structural engineering problems and make better, faster design decisions. With the finite element analysis (FEA) solvers available in the suite, you can customize and automate solutions for your structural mechanics problems and parameterize them to analyze multiple design scenarios. Ansys Mechanical is a dynamic tool that has a complete range of analysis tools.
Lots of bloggers are using Google AdSense now. It’s getting really popular. With AdSense, bloggers can make money by showing ads on their websites. Read this important article written by the experienced designers of the best website designing company in Delhi –
A Comparative Analysis of Functional and Non-Functional Testing.pdfkalichargn70th171
A robust software testing strategy encompassing functional and non-functional testing is fundamental for development teams. These twin pillars are essential for ensuring the success of your applications. But why are they so critical?
Functional testing rigorously examines the application's processes against predefined requirements, ensuring they align seamlessly. Conversely, non-functional testing evaluates performance and reliability under load, enhancing the end-user experience.
Break data silos with real-time connectivity using Confluent Cloud Connectorsconfluent
Connectors integrate Apache Kafka® with external data systems, enabling you to move away from a brittle spaghetti architecture to one that is more streamlined, secure, and future-proof. However, if your team still spends multiple dev cycles building and managing connectors using just open source Kafka Connect, it’s time to consider a faster and cost-effective alternative.
NBFC Software: Optimize Your Non-Banking Financial CompanyNBFC Softwares
NBFC Software: Optimize Your Non-Banking Financial Company
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NBFC software provides a complete solution for non-banking financial companies, streamlining banking and accounting functions to reduce operational costs. Our software is designed to meet the diverse needs of NBFCs, including investment banks, insurance companies, and hedge funds.
Key Features of NBFC Software:
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Go Paperless: Transition to a fully digital operation, eliminating offline work.
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Increased Accessibility: Cutting-edge technology increases the accessibility and usability of NBFC operations. Request a Demo Now!
Sami provided a beginner-friendly introduction to Amazon Web Services (AWS), covering essential terms, products, and services for cloud deployment. Participants explored AWS' latest Gen AI offerings, making it accessible for those starting their cloud journey or integrating AI into coding practices.
Discover the Power of ONEMONITAR: The Ultimate Mobile Spy App for Android Dev...onemonitarsoftware
Unlock the full potential of mobile monitoring with ONEMONITAR. Our advanced and discreet app offers a comprehensive suite of features, including hidden call recording, real-time GPS tracking, message monitoring, and much more.
Perfect for parents, employers, and anyone needing a reliable solution, ONEMONITAR ensures you stay informed and in control. Explore the key features of ONEMONITAR and see why it’s the trusted choice for Android device monitoring.
Share this infographic to spread the word about the ultimate mobile spy app!
React and Next.js are complementary tools in web development. React, a JavaScript library, specializes in building user interfaces with its component-based architecture and efficient state management. Next.js extends React by providing server-side rendering, routing, and other utilities, making it ideal for building SEO-friendly, high-performance web applications.
4. The scripting media query enables us to apply a style
based on the presence/absence of JavaScript.
what it does
@media (scripting)
value: none | initial-only | enabled
the user agent either
doesn’t support a
scripting language, or the
support isn’t active for
the current document
scripting is enabled
during the initial page
load, but not supported
afterwards e.g. printed
pages, proxy browsers
user agent supports
scripting of the page
and that support is
active for the current
document
5. The ability to apply new styles when scripting is enabled
feels like a stop-gap or (even worse) a false promise.
If you haven’t taken the time to build an application that
functions without JavaScript, and/or progressively layer
functionality based on feature-detection, applying a few
last minute styles using a media query won’t save you.
thoughts...
6. Besides, on modern browsers, lack of JavaScript “support”
is rarely the problem.
!
Far more common are factors such as this...
• Scripts that don’t load due to poor connectivity.
• Scripts that execute much later or slower than expected.
• Scripts that fail due to differences in support level.
thoughts...
8. The light-level media query enables us to apply
styles to suit one of three luminosity levels.
what it does
@media (light-level)
value: dim | normal | washed
used in a dim environment,
where excessive contrast and
brightness would be
distracting or uncomfortable
e.g. night time
light level is in
the ideal range
for the screen,
and doesn’t
require adjustment
exceptionally bright
environment, causing
the screen to be washed
out and difficult to read.
e.g. bright daylight
9. The specification intentionally refrains from defining
the 3 levels in terms of a measurement in lux, for
several reasons:
!
• Devices equipped with a light sensor usually adjust the
brightness of the screen automatically
!
• Different screen technologies wash out at different
ambient light levels. e.g. e-ink vs. liquid crystal
!
• Many light sensors are inaccurately calibrated.
more...
“
10. • Automatically adapting styles based on luminosity feels as
if it could often do more harm than good.
!
• Testing the impact of styles may also be difficult given the
device diversity, and the fact that each device/browser may
have different adaptation thresholds.
e.g. How quickly they adapt to changes in luminosity and what
amount of change will trigger an adaptation.
thoughts...
11. For the time being, this specification might best be reserved as a
trigger to prompt a manual change in theme or reading mode.
We notice it’s getting a bit dark in
here. Would you like to switch to
night mode?
No thanks! Yes please!
Don’t show this again.
thoughts...
13. the primary input
mechanism of the device
includes an accurate
pointing device
the primary input
mechanism of the
device DOES NOT
include a pointing
device
the primary input
mechanism of the
device includes a
pointing device of
limited accuracy
what it does
@media (pointer)
value: none | coarse | fine
touchscreen,
Nintendo Wii
controller, Kinect,
Google Glass
stylus-based
devices, mouse,
touch pad
accurately positioned cursor
accurate pointer
awkward cursor
gesture
finger
your head proxies the awkward cursor
accurately positioned cursor
TV, printer
The pointer media query is used to query the presence
and accuracy of a pointing device.
14. more...
“ unless i’ve misunderstood...it’s now the browser’s job
to understand the pointing device “opportunity
space” of each and every device on the planet...
If a device has multiple input mechanisms, the pointer media
feature must reflect the characteristics of the “primary” input
mechanism, as determined by the user agent.
15. “
which won’t change the
media feature’s value
As the UA may enable the user to zoom, OR as secondary
pointing devices may have a different accuracy…
more...
16. “As the UA may enable the user to zoom, OR as secondary
pointing devices may have a different accuracy, the user
may be able to perform accurate clicks even if the value of
this media feature is “coarse”...
more...
…and vice versa
17. Unless the API enables the UA to dynamically adapt in real-time to
detect the true primary device we really won’t know how much
accuracy the user has at any given time...
(…and dynamically adapting a UI in real time as a user switches from
mouse, to touch, and back to mouse would drive them mad regardless.)
thoughts...
18. There’s possibly already too much diversity for this
specification to be useful beyond the context of speciality apps,
or the application of non-critical tweaks to multi-context UIs.
!
e.g. ensure everything works with and without a mouse, touch screen
and keyboard, then apply non-destructive progressive enhancements as
the context becomes clearer
thoughts...
20. The hover query the user’s ability to hover over
elements on the page.
what it does
@media (pointer)
value: none | on-demand | hover
the primary pointing
system CAN’T
hover, or there is no
pointing system.
the primary pointing
system CAN hover, but it
requires a significant
action on the user’s part.
the primary pointing
system CAN easily
hover over parts of
the page
21. more...
“If a device has multiple input mechanisms, the hover media
feature must reflect the characteristics of the “primary” input
mechanism, as determined by the user agent.
!
Authors should be careful not to assume that the ':hover'
pseudo class will never match on device where 'hover:none' is
true, and should design layouts that do not depend on
hovering to be fully usable.
22. ...so once again, best not to rely on the accuracy of this
context and only apply hover-based styles as progressive
enhancements (…as we should already be doing).
thoughts...
24. The update-frequency media query is used to query the
ability of a device to modify the appearance of content
once it has been rendered.
what it does
@media (update-frequency)
value: none | slow | normal
once it has been
rendered, the
layout can no
longer be updated.
e.g. documents
printed on paper.
the layout may change
dynamically but the
output device cannot
render or display changes
quick enough for users to
perceive them as smooth
animation e.g. e-ink,
underpowered devices
layout may change
dynamically and the output
device is not unusually
constrained in speed e.g.
computer screens
25. Could be useful as a means of triggering and/or disabling
aspects of animation within a UI. Could be a bit tricky
however to determine how to progressively enhance.
!
e.g. given the state of modern devices, it seems counterintuitive
that “none” (i.e. paper!) could be the baseline… :-)
thoughts...
27. The overflow-block media query describes the
behaviour of a device when content overflows
the viewport in the block axis.
what it does
@media (overflow-block)
value: none | scroll | optional-paged |paged
no affordance for
overflow in the
block axis; any
overflowing
content is simply
not displayed e.g.
billboards
overflowing
content in the block
axis is exposed by
allowing users to
scroll to it e.g.
computer screen
overflowing content in the
block axis is exposed by
allowing users to scroll
to it but page breaks can
be manually triggered
e.g. slide-shows
content is broken up
into discrete pages;
content that
overflows one page in
the block axis is
displayed on the
following page e.g. e-
book readers, printers
the vertical axis in horizontal writing modes
28. The overflow-inline media query describes the
behaviour of a device when content overflows
the viewport in the inline axis.
what it does
@media (overflow-inline)
value: none | scroll
no affordance for overflow in
the inline axis; any overflowing
content is simply not
displayed e.g. billboards,
Google Glass
overflowing content in the
block axis is exposed by
allowing users to scroll to it
e.g. most computer screens
the horizontal axis in horizontal writing modes
29. …I don’t know about you, but this is starting to
not feel quite right.
30. Part of me wants more media queries…
though maybe not these exact ones.
31. For example: Something you can do pretty
easily on Android is modify layout based on
a user’s default language setting…
32. values-de
You do this by grouping
assets using the relevant
qualifiers.
!
At runtime, Android
detects current device
capabilities and load the
most appropriate
resources.
color
drawable
res
values
logo.png
icon.png
drawable-zh
logo.png
icon.png
only devices set to German
will use what’s in this folder
only devices set to
Chinese will use
what’s in this folder
33. This is super useful because 140 characters
can hold up to 5x the amount of content
when in Mandarin!
34. Why should Chinese users have to suffer through
a UI designed for more verbose languages such as
German or Russian?
35. Touch screen UI mode API level
notouch
stylus
trackball
finger
car
desk
television
appliance
v1
v2
v3
Layout direction Language & region MCC & MNC
ldrtl
ldltr
en
fr
en-rUS
fr-rFR
mcc310
loosely maps
to platform
version e.g.
Gingerbread,
Jelly Bean
country code
mnc004
docked
with a...
no display!!
network code
e.g. AT&T,
T-Mobile
right to
left
As a matter of fact on Android you can qualify and adapt
layout based on tons of factors…
(these are just some of the more interesting ones...)
For a full list see Providing resources
36. …and layout is just one thing
that you can adapt. You can
use these qualifier to specify
raster graphics, colour
palettes, UI labels content
and strings and collections of
numeric values…
<abcd/>
<200dp>
layouts
density-independent
values and dimensions
37. You can also combine
qualifiers to increase
context specificity.
values-en-rUS-land-hdpi
language
region
orientation
pixel density
38. …but on the other hand, I worry about stuff like this
becoming the norm.
(heir-in lies the road to madness)
layout-en-rUS-land-car-hdpi-night-qwerty-trackball-...
42. could map to “native”
versions of all of these…?
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Apple Gives Share-
holders More Input;
Will Facebook Get the
Message?
At its annual shareholders
meeting on Thursday,
Apple’s management bowed
to pressure from key inves-
tors and agreed to allow
shareholders to elect board
directors by a simple major-
ity vote.
Now any new or current
director standing for election
who fails to receive support
from a majority of share-
holders must resign his
By Tim Carmody
February 24, 2012 | 4:26 pm
At its annual shareholders meeting on Thursday,
Apple’s management bowed to pressure from key in-
vestors and agreed to allow shareholders to elect
board directors by a simple majority vote.
Now any new or current director standing for election
who fails to receive support from a majority of share-
holders must resign his his or her position. At next year
By Tim Carmody February 24, 2012 | 4:26 pm
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what if this….
(banish the hamburger icon and just trigger a native “menu” component”
43. …in many ways no different than writing one select menu,
and relying on the platform to deliver the best combination
of interface, behaviour and interaction….
desktop
Android
iOS
44. A bunch of intelligent, responsive, platform-
appropriate yet adaptable default components...
45. Which once again makes me think of some of the
lovelier bits about designing for Android…
46. Take an agreed upon construct, declare the UI,
and the device renders it in the most
appropriate way…
���in this case using XML…a component
48. RetweetReply
RT@jhagel: The Internet of the
next billion - great presentation
on the globalization of innovation
spawned by the Web http://t.co/
rNMOBxslQm
Bryan Rieger
Favourite
wearable device
vibrates to notify of
incoming message
user swipes to reveal actions, and taps to trigger them.
a watch…
49. Google Glass:
notifies user
with an
audible chime
user taps, or... performs a “head
wake” gesture
user taps... ...views card actions
user performs a voice reply
…and so on
50. I’ll be the first to admit that this implementing
this more widely could make for a VERY different
web. But then again…we now live in a very
different world.
51. …[Bob] connects his phone to the car, and can now
use the familiar car controls, steering wheel
buttons, console dials, touch screens to control it.
It looks and feels as if it's part of the car,…it also
means that he has a personalised experience, that
he can bring with him into any compatible car.
“
- Google I/O 2014 keynote yep…silos are still a big risk, but
today’s web is at risk as well
52. To a certain degree, we’re already developing
technologies that align with this thinking…
53. (…or at least have the potential to do so.)
(throw in element query style encapsulation
behaviours, and we really have something!)
54. Developing new technologies is the easy part.
Understanding which ones we truly need, and for
what is far harder, but will be even more important
going forward if we wish to build a stronger and
more future-friendly web.
55. “Everything is best for something and worst
for something else. The trick is knowing what is what,
for what, when, for whom and most importantly, why”
- Bill Buxton (in a great many contexts)
https://www.flickr.com/photos/dcoetzee/3885789043