The W3C group, the main international standards organization for the world wide web, has a document on best practices for web content. The goal of the said document is improve user experience of the web when being accessed through mobile devices. If you are interested in designing web sites that creates excellent user experience for mobile web browsers, I highly suggest that you take a loot at the document.
Aside from the Openwave Phone Simulator another good mobile design tool to use is Nokia’s Mobile Internet Toolkit. When using the toolkit from Nokia note that you need to download the whole kit, which is comprised of three components namely the Nokia Mobile Browser Simulator 4.0, Nokia WAP Gateway Simulator 4.0, and the latest version of the toolkit- Nokia Mobile Internet Toolkit 4.1. All of these can be downloaded directly from Nokia’s Forum at this link. Those who need to use the toolkit with JRE 1.5 should also download the patch that’s also available at the same page. Like Openwave, Nokia’s toolkit is free and only requires registration for you to be able to download everything.
I have been discussing mobile web development for the last several posts. We’ve discussed the nature of mobile web design and its limitations, mobile web protocols, and markup languages. What first-time mobile web developers will find out though is that testing can be quite a pain when designing a mobile website. Just a little problem with your code will apparently yield no results. You need your code to be perfectly right (no missing closing tags or you’re in trouble) just so the results will be displayed. To make life a whole lot easier for you make sure you have a WAP simulator which you can use to test your code without having to load your webpage into a mobile phone.
Having already known the technical standards that guide mobile web designers, it’s important to focus on the two mentioned markup languages: WML and XHTML MP.
Allow me to pause my on-going blog series on mobile web design and focus for the mean time on one mobile product news: Opera Mini 4.0 beta is out.
The mobile web has had a rough and slow start. But now, thanks to faster data networks and the proliferation of devices that has improved web browsing support, mobile browsing is finally catching up.
In the previous post i discussed the importance of the social or community aspect in a website . Today I will give a few examples of how to incorporate the social aspect into your web design.
The web has evolved from the old static pages to one that is rich and dynamic and one that involves a lot of social aspect. The last part, social aspect, has been what’s fueling the phenomenon of what is popularly called the web 2.0. Now, successful website ventures goes beyond the traditional pure content style to a one that involves more interaction with its readers/community. To some extent, this also changes the game of web design.
This post is an adaptation of a section from Wikipedia. I thought that it’s important to know the no-no’s of web design so that you can avoid it early on. After all, we only have a few shots in making the “first impression" so it’s important that we execute our work almost flawlessly. I will discuss the first three.
Designing for the web is hard because the layout is not fixed as it is in the print media. The dilemma is emphasized when deciding your font sizing. Although using fixed pixel sizes (e.g 12px) will give the designer a pretty good control on how the design looks, this will create a problem with the accessibility of the site because the most users won’t be able to resize your text if they need it to read your content. For accessibility reasons, it is therefore advisable to use percentage units for your font sizes.