WEBVTT

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So what have we learned in this video
series about designing a website when it

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comes to the mobile user? The first
thing, and I keep repeating this point,

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is that we absolutely must consider
designing for the mobile user.

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For the simple reason that there are
more people visiting websites from mobile

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devices than any other kind.

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And it's not just people choosing to do
less and less of their browsing from a

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desktop or laptop. In markets
like Africa, South America,

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and much of Asia, the smartphone is
many users' only access to the internet.

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There is no desktop computer
waiting for them at home. Two.

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When building a mobile-responsive
website, design for mobile first,

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then for larger screens.

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Adding elements to a core design is just
less painful than whittling away at a

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more elaborate one.

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If your software allows you to design
for multiple screens side by side,

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even better. Three. When
designing for users on the go,

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keep the number of steps between
them and their goals to a minimum.

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A good rule of thumb is,
the smaller the screen,

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the fewer the taps you
want users to have to make.

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While this applies to all
user experience design,

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it is even more critical
for small screens. Four.

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Although you can never
really ignore mobile users,

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there are times when you don't
want to design primarily for them.

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For example,

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when a strong visual or emotional
impression comes first or the desired

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conversion is a high-involvement
purchase. Five. Sure,

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it's important to think of screen size.

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But better to begin by asking how
urgent is your visitor's need?

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Then ask yourself what kind of
device they're most likely using.

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Proceed from there. Finally,

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I'll leave you with one more way
to put mobile users into context:

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The mobile visitor is generally interested
in shorter interactions--finding an

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address, dipping into Twitter or Facebook,

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checking to see if that email arrived.
For the desktop/laptop visitor,

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the quality of their web
experience is more important.

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They expect something richer and
probably more prolonged. And the tablet?

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While used in several enterprise contexts,

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it is still primarily used for leisure.

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Good luck with your project and if
you're struggling a bit with this one,

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keep in mind that old saying:

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"You can please some of the people
some of the time." In other words,

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design always involves some compromise.
Deciding when to make those compromises?

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That's the real art of
designing for mobile.
