mobile
multidevice
Leaping the Gap Between Devices
As devices multiply, the new opportunity is less about designing individual screens, and more about designing interactions between the devices.
iot
The Web Gets Real: Designing for the Internet of Things
Multi-screen design is a must-have as we try to cram our content into many different screens. But get ready for the next wave of design: no screen at all.
mobile
Beyond Mobile: Where No Geek Has Gone Before
Josh Clark takes you to the hazy edges of the tech universe, with techniques and examples that anticipate what comes next after mobile.
ew.com
Mobile Magic for Entertainment Weekly
Entertainment Weekly has a new responsive mobile website. Here’s a behind-the-scenes look at how we built it.
books
The Mobile Book
Smashing Magazine published The Mobile Book this week. I was honored to contribute the book’s final chapter about designing for touch.
touch
New Rule: Every Desktop Design Has To Go Finger-Friendly
New hybrid keyboard-touch laptops and tablets have changed the game. When any desktop machine could have a touch interface, we have to proceed as if they all do.
responsive
People Magazine: Time Inc.'s first responsive site
We designed the responsive mobile website for People Magazine. Here’s how we did it and why.
content strategy
Mobile Isn't the Lite Version
Jakob Nielsen’s dubious mobile website guidelines make the mistake of assuming that there’s such a thing as “this is mobile content, and this is not.”
mobile
Designing for “Context” Is Tricky Business
Designers often conflate device context with user context—or worse, with user intent. “This is mobile, so they’ll never want to do that.” ”This is mobile, so it’s aimed only at users on the go.” Friends, this is hooey.
apple
3.1 Million Pixels Are Heavy
If you want to take advantage of the new iPad’s gorgeous screen (and of course you do), every image you push down the wire is about to put on a ton of weight. That has implications in lots of places and for lots of people.
advertising
QR Codes Are Footnotes, Not Ads
Go figure, but pulling someone through a QR code means we have to give people information they actually want or need.
history
Eve's Wireless
A 1922 silent movie shows off perhaps the first mobile phone, “Eve’s Wireless,” a contraption that required a fire hydrant and an umbrella to work.
augmented reality
Augmented Unreality
Games are the best (and perhaps most commercially viable) flavor of augmented reality, painting an imaginative layer on everyday surroundings.
ios5
Newsstand Revisited
Hot on the heels of yesterday’s post about Newsstand, I had exchanges with a few folks whose work touches the publishing industry. A few themes kept coming back…
apple
Newsstand Is Promising, Yay! But Enough with Issue-Based Publishing
Newsstand is a read-all-about-it moment for publishers, as readers seem to love it so far. But we can’t let this recent success distract us from real problems with the issue-based publishing model Newsstand supports.
gestures
Icons for Teaching Touch
“Cue” is a clever set of icons for teaching touch. Designer P.J. Onori created the icons for mobile interfaces or wireframes to prompt touch interactions, and they take [a fresh point of view on the challenge]
ffly
“Don't Confuse Context with Intent”
In an interview with Webdesigner Depot, I shared some future-friendly thinking about adapting to the needs of a whole universe of connected devices.