Flash Design for Mobile Devices View Larger Image | August De Los Reyes Wiley, Paperback, Published February 2002, ISBN 0764536478 | List Price: $34.99 Our Price: $20.95 You Save: $14.04 (40% Off)
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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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