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UX Design for Mobile

You're reading from   UX Design for Mobile Design apps that deliver impressive mobile experiences

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Product type Paperback
Published in Jul 2017
Publisher Packt
ISBN-13 9781787283428
Length 354 pages
Edition 1st Edition
Concepts
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Authors (2):
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Pau Giner Pau Giner
Author Profile Icon Pau Giner
Pau Giner
Pablo Perea Pablo Perea
Author Profile Icon Pablo Perea
Pablo Perea
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Toc

Table of Contents (11) Chapters Close

Preface 1. Design Principles and General Design Planning 2. Research - Learning from Your Users FREE CHAPTER 3. Exploring Ideas - Sketching 4. Mobile Patterns - Web App, Android, and iOS Best Practices 5. Detail Your Solution - Wireframes and Mockups 6. Prototyping - Bringing Your Ideas to Life 7. Prototyping with Motion - Using Tumult Hype 8. Prototyping with Code - Using Framer Studio 9. User Testing 10. Bibliography and References

Prototyping - Bringing Your Ideas to Life

"I don't explain, I don't tell, I show."
- Leo Tolstoy

Anticipating the success of a product is not an easy task. Human history is full of both successful and unsuccessful products. Although simple toys like the hula-hoop were a tremendous success, the swing-wing--a toy based on similar concepts--was not successful at all.

The Swing Wing was a toy designed to capitalize on the fun of moving your neck back and forth repeatedly. It was a big failure in terms of adoption, despite its similarities to the extremely successful, waist-moving hula-hoop (the preceding image was found from https://en.wikipedia.org/wiki/Swing_Wing_(toy), https://archive.org/details/swing_wing).

Every app starts from an idea, and you never know for sure if that idea will work in practice. Waiting until your product gets built in order to validate...

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