New answers tagged mobile-web
This answer assumes that the interaction you're after is browsing, and not searching, as other answers have alluded to. There is already a pattern for such a browsing experience, used in the iPhone contacts lists, and utilized in this answer to a similar question about long lists. I've taken the concept and added the idea that when you jump to a letter, ...
Depending on the type of user the solution would vary: User searching for a song of his choice : In this scenario, what DripDrop (below) mentioned about just in time lookup would be a right choice. User is exploring the songs and is not looking for something particular : In this case you can add another level of pagination e.g if I am in [b] then [<< ...
Try making something similar to Windows explorer's search, where you start typing the song name, and it completes the list based on the closest matches. Some optional ideas is to make the system update less times if the system is slower (low ram, less than 4 cores, etc.), or to make an algorithm to pick songs to update the songs according to the recently ...
So here is what we designed simply suggest there is something more by adding partially visible trash bin. want to see more? Well, move the row. it will reveal the trash, and maybe some slighty visible text (e.g. "slide to remove") once you went all the way to the left, it will show on undo button/link for a few seconds Pros It has a simple regression ...
Show a one-time tutorial that explains such features, and provide an option to have it re-displayed if the user wishes. You may want to make it interactive, e.g. have this for one of its screens: download bmml source – Wireframes created with Balsamiq Mockups After swiping away, the tutorial ends (or goes to another screen, if you have more ...
I'm not sure that "sliding" give a good user experience. This "system" exist on my Galaxy S3 (for a contact, sliding left for a message, sliding right for a call) and if a hint wasn't displayed on my first usage, i never guess this feature! IMHO, you should prefer a light grey cross (or garbage, or whatever you want) on the right of the rows. If you still ...
Material Design concept can probably help you. Its principle of layout by priority action which principal behavior is to have shadow between layout to show user what is over what help to differentiate object and add affordance http://www.google.com/design/spec/material-design/introduction.html So add little shadow at your button make is interactive by ...
You still could use something like a tapbar on mobile (see twitter.com for example) or build a navigation-bar which also includes some navigation elements (pinterest). Personally I think that for now the hamburger button isn't the worst option (facebook still has it on it's webapp version) and we shouln't kill it just yet. Yes there are drawbacks, but pretty ...
I think there are three big rules that must be taken in to account when identifying the best view/edit paradigm: I want the information to be easy to read (Summary/Print view without edit clutter) I want to prevent unwanted mistakes on important data I want to quickly and easily edit the information The UX solution for View/Edit may be different ...
One option I have seen used (depending on these icons size) is a small picture of a mouse (basically a vertically extended oval with a division on the top for the two buttons) within each image icon.
A few suggestions: 1. Make the Label Visually Part of the Button Labels are usually part of a button 2. Add a Light Border (optional) Highlights without necessarily adding depth 3. Group the Buttons Together Comfortably Make it feel like a group of buttons, each of equal importance 4. Use a Bolder Font Weight The icons are quite chunky, and ...
The problem is it's not flat enough Are they icons or buttons? This is a common problem with flat design (see other answers) but one possible solution I haven't seen here yet is to remove information until the only viable option is to click. Think tiles. ...And at this point it should also become obvious that </> never was a suitable icon.
You could also give a textual clue You could change "more information" to something more specific
material design is good but they're not flat perfectly. I recommend you this, my ideal flat button p/s : if you want people consider something is a button, you need provide them "label" and "icon".With these two elements, most of users will know "ah, there's a button, let's click"
How about using a visual cue that users are most likely used to: an underline? Below is an example with solid underline and a dashed one.
The problem with your buttons is that they are not raised above the background, so they don't seem clickable. I highly recommend the Material Design for details on how to choose between flat buttons and raised buttons, with exhaustive do's and don'ts. http://www.google.com/design/spec/components/buttons.html#buttons-flat-raised-buttons
On a mobile device, the current design trend uses this. Users have become familiar with the touch method to drill down for further information without having to be explicitly told to do so. Also, a "pointer" on a mobile device is redundant since there is never any other input device other than your fingers. Keep the simplicity and elegance of your ...
i thought of something like showing the first skill and let the user figure it out himself, that the others are clickable / tapable aswell (sorry I din't have much time on my hands to do this, but it may help) download bmml source – Wireframes created with Balsamiq Mockups
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