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Designing for Interrupted Use Print

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Mobile attention.

WHAT MOBILE USE LOOKS LIKE

Short sessions, frequently interrupted, often while doing something else.

WHAT THAT MEANS

Any task may be abandoned partway and resumed later, or never.

WHAT TO DESIGN FOR

Resumption, at any point.

WHAT THAT REQUIRES

Saving progress continuously Restoring the user's position Never losing entered data

WHAT TO AVOID

Tasks that must be completed in one session Timers that expire while the user is elsewhere Sessions that end silently, discarding work

WHAT TO DO ABOUT LONG TASKS

Break them into steps that can be left and returned to.

WHAT TO CONSIDER ABOUT ATTENTION

The user may be walking, in poor light, or with one hand occupied.

WHAT THAT ARGUES FOR

Large targets High contrast Few decisions per screen Forgiving interactions, with undo

WHAT TO PROVIDE

Undo, rather than confirmation, where possible.

WHY

Confirmations are dismissed reflexively; undo actually protects.

WHAT TO TEST

Leaving the application mid-task and returning after a long period.


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