Context.
What's the difference between designing for mobile versus designing for the web?
Someone asked me this recently, and it left me pondering for quite a bit. Screen size? I guess that's an obvious point. Designs have already changed as monitor and laptop screens have grown, but this doesn't necessarily translate to a well designed mobile experience.
What else varies? The type of interaction, for one. Swiping and tapping have replaced the mouse clicks of old, requiring a deeper level of detail and texture to provide the kind of intuitive interactions a mobile app really benefits from.
The fundamental difference I find myself thinking of most, though, is context. This matters especially while designing the screens for SuperBeta:
What's the most important thing to display while you're out on the trail looking for a rock, and what's the easiest way to access it?
Which pieces of information help you make a quick choice on deciding what to climb next, when you're at the crag and ready to go?
And alternately, what in-depth content is both useful and engaging, for when you're at home planning a weekend trip?
I think the route screen alone has gone through at least five revisions thus far. Maybe I'm just being a perfectionist, but I can't wait to get this right.
@halonasays climbing the Ape Overhang at Indian Rock.







