Mobile & Tablet Articles & Videos

  • Multitasking on Mobile Devices

    Mobile-phone users have difficulty combining information from multiple apps. Support for multitasking is inherently limited by the mobile-screen size.

  • Tablet UX Research From the Pioneer Days

    The PenPoint tablet was ahead of its time and too expensive and heavy, but had gestural syntax and personal-productivity benefits that we can still learn from.

  • Nonfiction Books on Tablets: Still a Work in Progress

    Book-reading apps need to support rich hyperlinking, nonsequential navigation, and high-quality, detailed illustrations.

  • Responsive Web Design (RWD) and User Experience

    Responsive design teams create a single site to support many devices, but need to consider content, design and performance across devices to ensure usability.

  • Scaling User Interfaces: An Information-Processing Approach to Multi-Device Design

    Designing for all screen sizes must consider the human–device communication capacity, which depends on users’ memory, device portability, and screen size.

  • Mobile Navigation: Image Grids or Text Lists?

    For mobile navigation, image grids should be saved for deeper IA levels where visual differentiation between menu items is critical.

  • Responsive Design and Intranets and Importance of Content Prioritization

    Two winning intranets—triptic and Abt Associates—use responsive design, prioritize their content, and employ elegant navigation to accommodate and optimize for multiple devices.

  • Availability in the Cross-Channel User Experience

    Don’t limit common activities to a few channels. Identify and support users’ top tasks on all channels and strive to make secondary tasks available.

  • Login Walls Stop Users in Their Tracks

    Demanding that users register or log in before they can use an app or see website information has high interaction cost and defies the reciprocity principle.

  • Instructional Overlays and Coach Marks for Mobile Apps

    Instructions in mobile applications must be designed for optimal scannability, as users tend to dismiss them quickly and do not read thoroughly.

  • Usability Testing for Mobile Is Easy

    Testing phones, tablets, or other mobile devices with real users requires special consideration for recording equipment, room setup, and even the test users.

  • Maps and Location Finders on Mobile Devices

    Maps of business locations may be more visually appealing than a simple list view, but they introduce too many usability issues on mobile devices.

  • Smartwatches Are the Future—But Samsung Galaxy Gear Only Partway There

    The Samsung Galaxy Gear smartwatch poses unique problems due to the tiny touchscreen. The use of gestures and streamlining content are reasonable solutions, but need to be implemented in a more usable manner.

  • iOS 7 User-Experience Appraisal

    Flat design hides calls to action, and swiping around the edges can interfere with carousels and scrolling.

  • Mobile: Native Apps, Web Apps, and Hybrid Apps

    Native and hybrid apps are installed in an app store, whereas web apps are mobile-optimized webpages that look like an app. Both hybrid and web apps render HTML web pages, but hybrid apps use app-embedded browsers to do that.

  • Mobile Intranet Design

    Supporting field staff and mission-critical apps are core reasons to take enterprise computing mobile, but users also value access to news and internal social networks.

  • Tablet Usability

    Flat design and improperly rescaled design are the main threats to tablet usability, followed by poor gestures and workflow.

  • Kindle Fire HD: Much Better Than Original Kindle Fire

    Amazon's new Kindle Fire has much better usability than last year's model—and the 7-inch tablet beats the 9-inch version.

  • Windows 8 — Disappointing Usability for Both Novice and Power Users

    Hidden features, reduced discoverability, cognitive overhead from dual environments, and reduced power from a single-window UI and low information density. Too bad.

  • Hardware Specs vs. User Experience

    Product quality has to be judged in the context of human tasks, and reviews should emphasize real use—not raw numbers.