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Resources for designing and building mobile applications and websites.

Mobile design resources are provided free by the leader in mobile user experience consulting, Little Springs Design, and by you. Join the conversation and add your own thoughts, patterns, best practices or just check our work for typos.


Designing mobile user interfaces grows ever more interesting. Device and network capabilities are improving, platforms are giving us more features to help the user, privacy and security are becoming more important, and device proliferation is both increasing and decreasing.

This wiki aims to be the authoritative resource for all things related to the art and science of mobile user interface design. While it is maintained by Little Springs Design, content comes from various sources and is shared freely (see license info at bottom of the page). Please use, reuse, and edit.

Mobile design is not monolithic. It depends on the device characteristics and platform capabilities. Thus each page in this site has header information indicating what devices, device characteristics, and patterns the page applies to.


The following topics may be helpful to get you started in mobile design.


Contents

[edit] Design Patterns

While neither standard practice nor academic research has yet formalized what a pattern is and is not, patterns have become a good method for a new user interface designer to learn good, well-practiced solutions. At a minimum, UI patterns provide a good starting point for specific parts of an application. See a thorough discussion about user interface Design Patterns.

[edit] Articles & White Papers

[edit] Design Tools

[edit] Design Recommendations

[edit] Other Resources

[edit] Mobile Design Communities

[edit] Mobile Design Conferences

[edit] Device-Specific Resources

[edit] Device Classes

While computer-targeted design can assume a 800x600 display or better and in landscape orientation, a mouse or pointing device, and a keyboard, the same can not be said for mobile devices. This section outlines classes of devices the design recommendations in this wiki represent. See Device hierarchy for an overview of the concepts. category:Device Classes

[edit] User Interface Classes

This is a hierarchical listing of UI characteristics, which deals primarily with input methods, in which are placed all the important device operating systems. category: User Interface Classes

[edit] Hardware Classes

Generally independent of the UI model above. To really understand the needs of your target device, you will need to know these features also. The Hardware Classes section is concerned with display mechanisms, and the overall layout of the mobile device. See this section if you are concerned with device resolution or determining whether it is a clamshell or slider.

[edit] Every Device Ever Made

Nothing here yet. But maybe someday we could do that. And, they will not be listed here, as the list would be insane-long. You'll have to drill into it, or search, or something.

Under Construction. Slowly.

[edit] Design for Mobile Branding and Images

You are free to use any of the graphic marks depicting Design for Mobile when making any legitimate references to the wiki, the conference series or any related venture. All use of Design for Mobile branding on items sold must contribute profits to running the wiki or conference. Contact us for more information or to clear usage.

To avoid loading every image into the wiki, there is no subsidiary page within the wiki:

If you require other images, or resolution independent imagery for other purposes, please use the contact link above.

Photos found on the D4M Flickr pool can also be put to good use, but seek permission from the photographer or at least link back to the Flickr site to assure they get appropriate credit.

The 2009 conference introduced a T-shirt to promote the event, with different branding on the front. Follow that link to purchase it, or if you want the revolutionary graphic for other purposes, contact us with details of the request.

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