Chapter 1

Introduction

Abstract

This chapter introduces the ideas that drive the rest of the book. We argue for new approaches, using the relative lifelessness of current app designs to demonstrate how mobiles could be so much better. We outline the Problem and Opportunity chapters that we use to explore mobile interactions, and challenge you to begin right now with new thinking.

Keywords

mobile; user experience; design; apps; Narcissus

Ecstasy

Once upon a time, building a compelling, usable, useful mobile service was hard. Very hard.
The devices had small, fiddly keyboards, seemingly designed by evolved svelte beings, not the fat-thumbed, clumsy typical users. Displays were black and white, pixelated, and very small, with the classic “snake” line game ...

Get There's Not an App for That now with the O’Reilly learning platform.

O’Reilly members experience books, live events, courses curated by job role, and more from O’Reilly and nearly 200 top publishers.