When Designing for Moblin, Think Like a Mobile User (Moblin Zone)
[Posted November 23, 2009 by jake]
Moblin Zone has a two-part series on
user interface design for Moblin (part 1) and
(part 2). The article looks at user attention span, limited screen real estate, limited input methods, and so on, that characterize a mobile device, with specific advice on how applications should work based on those constraints. "
Consider the warning that you might create if your live application loses its network application. Dont say 'Cable [Unplugged],' and then 'Lost IP Address,' and then 'Lost Connection to the Internet' and then 'Connection Recovered' and then 'IP Address Acquired'... you get the idea. Tell the user only what he/she truly needs to know. Don't forget that the user might not be looking at the screen at any particular moment."
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