Chapter 10, “Mobile: It’s not just a city in Alabama anymore,” is essentially about “tiny, time-wasting overlords.” The cellphone era, the author is referring too, has practically brainwashed our world and especially generation Z and some of gen Y. At the time cell phones gave you access to the internet and the battery lasted all day. Now your battery might last a couple hours depending on how my apps you are using. For people in other countries, the cell phone bi-passed the land line and actual computer.

There is barley a difference in designing for usability in cellphones compared to desktop. But there are some specific differences like things you can and cannot do on mobile. It has to be a tinier version. The bigger the phone though, the higher resolution and it’s easier to click on links and tiny bits on the app or site. And the idea of “one-design-fits-all-screen-sizes” is a field of lost dreams. It is a lot of work to scale it up or down and keep the responsiveness and good design. Three suggestions for a good app: allow zooming, clicking on a link and it taking you to the exact thing, allowing a link to the full site.

Apps need to be learn-able and memorable. It should be straight forward and easy to navigate through. Once you learn how to use an app you will know how to use it later on. Memorability is a huge factor in whether people use it for daily use. Make it cheap too, like $0.99 or free.

“Top Ten Tips for Naming Your App”

“That first impression on someone is sometimes all you have. Does it convey how amazing your product is? Is it easy to pronounce? Is it even accurate to what your app does? All those questions, and many more, are considered in those split-second moments when someone’s browsing the App Store or some other marketplace.” Some good tips are: don’t duplicate, be original, be clear, one or two-part name, pronounce-ability, 11 characters or less, name generators, and do your homework.

“99% Invisible podcast episode – Title TK”

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