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This category features articles on best and emerging practices for responsive website design, Web apps and native apps. While the mobile Web is still in it’s infancy, we can learn from the experiences of professionals who are working on mobile every day. Curated by Derek Allard. Subscribe to the RSS-Feed.
Have you ever wondered what it takes to create a SpriteKit game? Does collision detection seem like a daunting task? Do you want to know how to properly handle sound effects and background music? Game-making has never been easier on iOS since the introduction of SpriteKit. In part two of this three-part series, we will explore the basics of SpriteKit.
If you missed out on the previous lesson, you can catch up by getting the code on GitHub. Remember that this tutorial requires Xcode 8 and Swift 3.
Have you ever wondered what it takes to create a SpriteKit game from beginning to beta? Does developing a physics-based game seem daunting? Game-making has never been easier on iOS since the introduction of SpriteKit.
In this three-part series, we will explore the basics of SpriteKit. We will touch on SKPhysics, collisions, texture management, interactions, sound effects, music, buttons and SKScenes. What might seem difficult is actually pretty easy to grasp. Stick with us while we make RainCat.
I realized something the other day: I've been designing apps for nine years now! So much has changed since the early days and, it feels like developers and designers have been through a rollercoaster of evolutions and trends.
However, while the actual look and functionality of our apps have changed, along with the tools we use to make them, there are some things that have very much stayed the same, such as the process of designing an app and how we go through the many phases that constitute the creation of an app.
According to browser statistics, Chrome for Android is currently the largest mobile browser, or is about to become so. Still, too few web developers realize that these Chrome for Android numbers in fact contain several browsers, not just Google Chrome. After discussing the general state of affairs in this article, we’ll focus on the Chromium-based Samsung browser specifically.
In the past few years, just about all Android device vendors have upgraded their default browsers to Chromium… but not to Google Chrome. Instead, they took an older Chromium version of their choice, modified it somewhat, and added it to their devices as "Internet" or "Browser."
Remember the days when hovering and clicking using the mouse were the most used trigger for interaction with site or app? Those days are gone. When Apple introduced the iPhone, multi-touch technology became mainstream and users learned that they could not only point and tap on the interface, but also pinch, spread, and swipe. Gestures are the new clicks.
The rise of touch and gesture-driven devices has dramatically changed the way we think about interaction. Gestures are more than merely entertaining, they are very useful and feel familiar. Today, the success of a mobile app significantly depends on how well gestures are implemented into the user experience. Even Adobe introduced a new design and wireframing app called Experience Design CC (Adobe XD) that lets you prototype on everything from simple wireframes to multi-screen experiences.
With the React Native Universal Windows platform extension, you can now make your React Native applications run on the Universal Windows families of devices, including desktop, mobile, and Xbox, as well as Windows IoT, Surface Hub, and HoloLens.
When creating a mobile application, a developer imagines a model and the way users will use the application. One problem that developers face is that users do not always use an app the way it was envisaged by the developer.
How do users interact with the app? What do they do in the app? Do they do what the developer wants them to do? Mobile analytics help to answer these questions. Analytics allow the developer to understand what happens with the app in real life and provide an opportunity to adjust and improve the app after seeing how users actually use it. To put it simply, analytics is the study of user behavior.
Four years ago, Jason Grigsby asked a surprisingly difficult question: How do you pick responsive image breakpoints? A year later, he had an answer: Ideally, we’d set responsive image performance budgets to achieve "sensible jumps in file size."
Cloudinary built a tool that implements this idea, and the response from the community was universal: "Great! Now, what else can it do?" Today, we have an answer: art direction!
With the tools getting more user-friendly and affordable, virtual reality (VR) development is easier to get involved in than ever before. Our team at Clearbridge Mobile recently jumped on the opportunity to develop immersive VR content for the Samsung Gear VR, using Samsung’s 360 camera.
The result is ClearVR, a mobile application demo that enables users to explore the features, pricing, interiors and exteriors of listed vehicles. Developing this demo project gave us a better understanding of VR development for our future projects, including scaling, stereoscopic display and motion-tracking practices. This article is an introductory guide to developing for VR, with the lessons we learned along the way.
To err is human. Errors occur when people engage with user interfaces. Sometimes, they happen because users make mistakes. Sometimes, they happen because an app fails. Whatever the cause, these errors and how they are handled, have a huge impact on the user experience. Bad error handling paired with useless error messages can fill users with frustration, and can lead to users abandoning your app.
In this article, we’ll examine how the design of apps can be optimized to prevent user errors and how to create effective error messages in cases when errors occur independently of user input. We’ll also see how well-crafted error handling can turn a moment of failure into a moment of delight.