Posts Tagged: graphicdesign


24
Jan 08

Fonts for mobile prototyping

“I’ve seen many prototypes of mobile UIs that can’t be built and if they could, would not be legible on a small LCD screen. So I thought I’d provide some pointers that might help those of you that is starting out. Often, people starting out prototyping mobile phone UIs get the size of the display right but the size of the font wrong. They try to stuff way too much in there, and they use a font size and font family that is not available in the phone.”

Link: Fonts for prototyping mobile UIs (sender11.typepad.com)


19
Jan 07

Designing games graphics for small screens

“The judo rule: Turn your weaknesses into your strengths. If you cannot escape the limitations of the small screen, use them to your advantage! Think of ways to turn the screen size into an integral part of gameplay — part of the game’s challenge that the player must learn to overcome. Make the small screen a cognitive challenge, not just a visual limitation.”

Link: Mobile Game Graphics – Overcoming the Small Screen Challenge (nokia.com)


18
Oct 06

Visualization and graphic design for mobile

An introductory paper from Nokia about the basic principles of visualization and graphic design principles for mobile devices.

“Most of the new rules relate to the mobile device capabilities and to the context of use. Mobile devices are small and they can be used virtually everywhere: The users can be sitting comfortably on the train or they can be walking on the streets while using the device. Users usually operate the device with one hand and their attention may be distracted at times. These issues pose new requirements in terms of limited display real estate and increased need for clarity and usability to meet the various different use contexts. These issues are discussed in detail in the following sections.

Link: Visualization and Graphic Design Guideline (nokia.com)