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Flash Design for Mobile Devices
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August De Los Reyes
Wiley, Paperback, Published February 2002, ISBN 0764536478
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The first book dedicated to the Flash design and implementation issues of next-generation wireless appliances, including PDAs, cell phones, and other small-screen devices!

Macromedia has released a Flash player for Microsoft Pocket PCs, and the coming rollout of 2.5G and 3G wireless services is certain to stimulate demand for jazzy interactive interfaces. Written by a pioneering wireless Flash designer and featuring contributions from other Flash gurus, this guide shows developers how to create compelling Flash content for the tiny screens of cell phones and PDAs, from menu and icon design to navigation systems.

 

Table of Contents

Foreword

Preface

PART I:The Mobile Mindset 1

    Chapter 1: The Language of Mobility

    Wireless versus Mobile
    Wireless
    Mobile
    Devices
    Mobile telephones
    Pagers
    Mobile radio units (PMR/PAMR)
    Vehicle tracking units (VTU/TTU)
    Portable computers
    Personal digital assistants
    Personal Intelligent Communicators
    Wireless Networks
    The first generation
    The second generation
    The second-and-a-half generation
    The third generation
    The fourth generation
    Services
    Cellular services
    Personal Communications Services
    General Packet Radio Services
    Short Message Service
    WAP
    i-Mode
    Languages
    XML
    WML
    CWML
    HDML
    J2ME
    SyncML
    XHTML
    VoiceXML
    Related Terms and Technologies
    Smart cards
    GPS
    Multimodality
    Personal Handyphone System
    Short-range wireless technologies
    Telematics
    Unified messaging
    Buzzwords
    Full user mobility
    Gen W
    M-commerce
    NIMBY
    Virtual home environment
    Summary

    Chapter 2: A Brief History of Communications Technology

    Early Communications Networks
    Runners and horses
    Homing pigeons
    Smoke and fire
    Flags and semaphores
    Heliographs
    Modern Communications
    The telegraph
    The telephone
    The radio
    The television
    The Internet
    Modern Wireless
    Early cellular systems
    Digital systems
    Summary

    Chapter 3:The New Limitations

    Limitations of Networks
    Less bandwidth
    Lower stability
    Higher latency
    Lower availability
    Limitations of Devices
    Smaller displays
    Slow processing power
    Less memory
    Power constraints
    Guidelines for the Flash Player
    No standalone player
    The HTML from the Publish command
    The FS command
    Spawning new browser instances
    Contextual menus
    Printing
    Audio
    Default quality
    Scaling
    Detection of the version and type
    Memory management
    UI functions
    Summary

PART II:The Design of Information

    Chapter 4: Experience Design and Process

    What Is Experience?
    Conscious experience
    Subconscious experience
    Deconstructing Experience
    Learning from offline experiences
    Looking at online experiences
    Interpreting wireless experience
    The Process of Experience Design
    Defining the goals
    Analyzing the experience
    Developing the experience architecture
    The basis of information architecture and interaction design
    Tutorial: Developing an Experience Architecture
    Defining the goals
    Analyzing the experience
    Summing up the experience architecture
    Summary

    Chapter 5:Information Design for Wireless Devices

    The Material of Communication
    The Role of Design
    A History of Information Design
    The Process: Crafting the Message
    The Building Blocks: Factors of Communication
    The intent: Why communicate?
    The audience: Who are they?
    The content: What assets are appropriate to conveying the intent?
    The context: When and where should the information be received?
    The medium: How should the information be delivered?
    Tutorial: Applying Information Design to a Device
    The Message: Achieving Sustainability
    Summary

    Chapter 6: Editorial Style: Writing and Editing for Wireless Devices

    The Traditional Publishing Model
    Online publishing and the traditional model
    Wireless content development
    Basic Editorial Guidelines
    Editorial tables
    Present content that the user can grasp and go
    Chunk it
    Engineers: Editorial 101
    Define the audience
    Writing for Wireless Devices
    Grammar as a living beast
    Design over function
    Call the reader to action
    The Role of the Web Editor
    The editor as a developmental editor
    The editor as a copy editor
    The editor as a project manager
    The editor as a marketer
    The editor as QA
    Content: Getting What You Want
    Online midwifery
    AvantGo
    The Future Editorial Model: Distributive Publishing
    Summary

PART III:The Design of Visual Elements

    Chapter 7: Screen Layout: The Golden Canon

    The Golden Mean
    The divided line
    The Golden Rectangle
    Fibonacci numbers
    The ubiquitous Golden Mean
    Why Book Layout?
    Screen Layout on Devices
    Deriving the primary content area
    Eye movement
    The placement of information
    Tutorial: Arranging a Contacts Directory
    Analyzing the elements
    Preparing the Flash movie
    Arranging the information
    Summary

    Chapter 8: Color and Image

    The Effects of Color
    The psychological impact
    The symbolical impact
    The cultural impact
    Color and Image Evolution for New Media
    Traditional color theory
    Color for print
    Color for the Web
    Tools for Wireless Color and Image Processing
    Vector-based programs
    Raster-based programs
    Choosing the Right Colors and Images
    Audience
    Environment
    Device
    Special factors to consider
    Importing Images into Flash
    Importing raster and vector files
    Converting raster to vector
    Optimizing Flash Images for Mobile Devices
    Vector
    Raster
    Summary

    Chapter 9: Typography for the Small Screen

    Design Considerations
    Legibility and economy
    Perception and interpretation
    Intent and the intangible
    Making a Flash Pixel Font
    Constructing characters
    Importing outlines
    Optimizing forms
    Generating fonts
    Using the Font in Flash
    Movie quality
    Using the grid
    The Info panel
    The Character panel
    The Paragraph panel
    The Text Options panel
    Movie clips
    Exporting and publishing
    Pixel fonts in motion
    Troubleshooting
    Future Thoughts
    Summary

    Chapter 10: Developing Effective Iconography Systems

    Pictographic Language
    Hieroglyphics
    Heraldry
    Flags
    The rebus
    Signs
    The Qualities of a Good Icon
    It’s easily understood
    It’s easily recognizable
    It’s easy to remember
    Creating Icons
    Determining meaning
    Choosing imagery
    Actions and objects
    Considering cultural factors
    Simplifying the icon
    Tutorial: Creating an Icon Family
    Determining meaning
    Actions and objects
    Choosing imagery
    Layout and positioning
    Considering cultural factors
    Simplifying and stylizing the icons
    Summary

PART IV:Multimedia and Other Technologies

    Chapter 11: The Practicality of Sound in Mobile Environments

    The Missing Link: Sound
    A short history of media development
    The limited space of the mobile environment
    Audio as portable information
    Extending the imaginative space
    Planning for Sound
    A quick overview of sound basics
    Setting up custom speeds in the Debug menu
    Types of sound
    Tutorial: Building Multiple Bit Rate Sound SWFs
    Creating a sound template
    Applying compression to different files
    Determining the download speed
    Loading the designated sound SWF
    Summary

    Chapter 12: Location Technology

    Applications of Location Technology
    How does location technology work?
    E911 and mobile phones
    How does GPS work?
    A brief history of GPS
    Commercial and recreational GPS
    Using GPS in Your Application
    Earth to Pocket PC: GPS and serial communication
    Different strokes for different OSes
    Common serial parameters
    If all goes well . . .
    Understanding GPS gibberish
    Selective ignorance
    Error detection
    Usability issues
    Tutorial: Integrating GPS into a Flash Application
    Defining the location-specific functionality
    Information architecture and a site map
    The system implementation
    What’s Ahead
    Summary

    Chapter 13: Multimodal Interfaces

    Introducing Mobile, Multimodal Interfaces
    Pieces of the Puzzle: Multimodal Components
    The visual modality
    The speech modality
    Multichannel applications
    Smart multichannel applications
    MultiMap: A Multimodal Example
    Tutorial: Building a Mobile, Multimodal Application
    The system architecture
    The information architecture
    Mantras of multimodal design
    Implementation
    A World of Possibilities: Examples of Multimodal Applications
    ShowMeShows: A multimodal reservations system
    More examples
    A Multimodal Future
    Tomorrow
    The day after tomorrow
    Summary

PART V:Moving Forward

    Chapter 14: Essential Wireless ActionScript

    An Overview of ActionScript
    trace
    if — else — else if
    Functions
    Clip events
    The Preloader
    What is a preloader?
    Advantages and disadvantages of preloaders
    Building a preloader
    Different types of preloaders
    Preloaders’ wireless use
    Programmatic Movement
    What is programmatic movement?
    Advantages and disadvantages of programmatic movement
    A code example of programmatic movement
    Smart Clips
    The smart clip interface
    A code example using smart clips
    Shared Libraries
    Advantages and disadvantages of shared libraries
    Using shared libraries
    A code example using a shared library
    Summary

    Chapter 15: Delivering Content

    Optimizing Your Flash Files
    Local versus live: Real-world connectivity
    CPU considerations: Think simple
    Memory and bandwidth considerations: Think small
    Flash Player constraints
    Working with Pocket Internet Explorer
    Pocket IE anatomy
    Pocket IE constraints
    Publishing Your SWF Content
    Setting up the Pocket PC HTML template in Flash
    Using the Flash Publish feature
    Transferring files to your device
    Testing Your Files
    Design and asset creation
    As you develop
    In the real world
    Distributing Your Content
    A Web delivery checklist
    Online retailers and distributors
    Final Thoughts
    Summary

    Chapter 16: The Future of Wireless Devices: The Art of More

    The Impact of Wireless Devices: What Really Changes
    The New Global User, Demanding Control
    The new “we”: Ich bin ein Berliner
    Groupware to the Nth Degree
    Telling a Great Story, in 30 Seconds
    A short format
    A nonsequential format
    The set
    Interactivity and participation
    Money still talks
    The Evolution of Shopping Design
    Shopping for perfection
    Brands reach past the middleman
    On-demand inventory
    The development implications
    Marketing: More Soap in the Opera
    Developing for location-based marketing
    Building in selectivity
    New Business Models and Mobile Design
    Designing for peer identification
    The breakdown of a broad social language
    The Developer’s Challenge
    Wireless existentialism

Index


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