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.