Posts Tagged ‘computer’

Web 2.0 definition

in Web Design Basic |

What is Web 2.0 ? It is something of a keyword among those who enjoy newer things. I will attempt to distill it into some bite-size chunks of information for you. Hopefully when you are through it will be clear that the answer to the question is simple !

The topic of Web 2.0 is literally churning on the web. What will the future hold
for Web 2.0 as a whole ? Read on as I predict the future of the premier
change in the way computing is done soon, and continuing into the next
few years.

Twitter.com. A relative newcomer to the Web 2.0 foray is starting something
of a “cell-phone-myspace” type of service. You and your friends can be joined
through the use of text messages, using Twitter.com. Twitter is using the Web
2.0 model in a very unique way, and one I like in particular because it is
using mobile technology.

Web 2.0 will be fueled by mobile technology. If you have ever heard of “the mobile
web”, then you no doubt have also heard of mobile browsers, smart handheld
computers, and the like. As these devices become commonplace, other devices
will also be joined to the web using the Web 2.0 model. What type ? Well,
microwaves, refrigerators, fax machines and so forth. Web 2.0 will more
than likely be called something different by the time all electronic
items become connected to the ever growing World Wide Web.

One of the most promising developments of the Web 2.0 change will be the
way people work. The change will be subtle at first, and then more robust
soon afterward. One example that people have already been using has
not been classified under the Web 2.0 model but is nevertheless included ;
internet based email. Yahoo! says theirs is best. MSN started with hotmail.
Google joined in with their G-mail. This is just the tip of the iceberg.

Soon, when a person wants to open up something similar to a Word or Excel document, they
will not open up a program on their computer. As Web 2.0 unfolds, a person will
open up a website, and start their work there, and save it. It will be opened,
worked, and saved 100 % online. It becomes immediately available to all
on the “network”. The “network” will of course be the world wide web.

Security issues will arise with the advent of the Web 2.0 model. Having
all work done online instead of inside a traditional setting will mean more
jobs for internet security managers. A “local intranet” will not be nearly
as “local” as it is today. As negative as it may sound, the Web 2.0 security
issues will probably be addressed by governments, as the WWW becomes
a “governed” institution.

Web 2.0 will more than likely be led by an international group, instead of
just having Western influences. Currently those on the technological edge
of all technology are in Europe and Asia. I see this trend continuing.

Build Mobile Web

in Web Design for mobile |

Choose a Great Domain Name

As you build the mobile version of your site, you’ll need to decide upon the domain by which users will access it, and work out how to advertise the fact that it exists. There are several options for choosing a mobile domain. Let’s explore each of them.

1. Use a separate domain altogether (e.g. www.example-mobile.com).

Creating a separate domain has never been necessary for any of the sites I’ve worked on. A separate domain name can hurt your site’s overall branding and can confuse users — how many people will actually remember both the URL for your traditional web site and your mobile version? And which site should you promote in your advertising? Such an approach can end up being a hassle, and is therefore not recommended.

Use a subdomain (e.g. m.example.com).

Creating a subdomain is probably the most popular option. Using a subdomain (such as mobile, or just m to keep it short) keeps your mobile site part of your brand without creating confusion. Obviously, if it suits your customers, you might want to localize the term ‘mobile’. And if adding ‘m’ to the start of your domain name spells something horrible, you might consider placing the mobile element at the end of your URL (e.g.http://example.com/mobile/).

Either way, you should assume that people will get the address of your mobile site wrong. Anticipate this eventuality by setting up several different common subdomains — m, mobile and others — and redirecting them all to a single mobile site, just as you should redirect typos like ww and wwww for your traditional web site to www.

Use a .mobi top level domain (e.g. example.mobi).

The question of registering a .mobi TLD has been the cause of heated debate among web developers ever since the availability of .mobi domains was announced. Personally, I’ve never used a .mobi domain for any of the projects I’ve worked on, but this decision may come down to a personal preference. If you have a few hours to kill, a quick search will provide you with plenty of information about the pros and cons of using a .mobi domain.

Do nothing, and let the server send the best page based on the user agent.

Performing user agent detection is perhaps the most interesting option from a developer’s point of view. It’s also the most elegant from a user’s point of view, but unfortunately it’s the approach that’s most prone to issues.

Here’s how it works: when a user visits the site example.com, the server looks at the visitor’s user agent and tries to detect if the visitor’s using a mobile device or a desktop browser. Given that information, the server will send the most appropriate page for that user agent. The beauty of this approach is that it allows you to use a single URL, which anyone can use with any device. Whether they’re on computers or mobile devices, all users will magically view the version of the site that is best optimized for them. When it’s done well, this can be great solution. But when it’s done poorly, it can be a disaster.

The second option that we discussed (using a subdomain) has one other advantage: a user browsing with a high-end device might first visit the mobile site, then realize that this site doesn’t contain the information he or she wants. The user then has the option of navigating the traditional web site to locate the information. The user experience might not be optimized, but the user should still be able to find the desired information.

With user agent detection, however, there’s only one URL, and therefore only one version of the site that can be returned to that device. The customer can’t choose the version to view — even if he or she is capable of viewing the site. If you plan on performing user agent detection, you’ll need to allow for exceptions so that devices can override the detection process in order to view a specific version of the site. As you can see, if you head down this road, things can get very messy, very quickly.

When you’re deciding on a domain name for a mobile site, the colleagues and companies I’ve worked with have always chosen option #2. Creating a subdomain is the easiest of the options to set up (you already own the domain), it’s the cheapest option (there’s no need to register the .mobi), and it means that you avoid having to spend hours tweaking the server (and potentially messing up normal traffic). The end result is a sandboxed subdomain built specifically for mobile devices. And if traffic numbers are not what you expect (for better or worse), a subdomain gives you the flexibility to grow or scale back the mobile site without impacting on the traditional web site

Validate Your Markup

Desktop browsers can be quite forgiving. A few misplaced HTML tags here and there will, more often than not, be fixed on the fly so that your page is rendered correctly. However, the “smarts” built into desktop browsers in order to perform this error handling equate to more code, which means a bigger install and more processing power.

Mobile browsers, on the other hand, are much less forgiving. A browser running on a mobile device generally won’t have the luxury of a 2 GHz processor and 100MB of disk space. Therefore, you must check, validate, and recheck your markup, time and time again.

Much of the checking and validation of a mobile web site can be done through a normal desktop browser. If you’re developing in XHTML, for example, you can reuse all of the same tools that you use to validate traditional sites:

  • The W3C validator can be used to find simple markup errors — there’s even a mobile-specific version.
  • The Ready.mobi site lists a few additional mobile specific checks.

You’ll notice at this point that we haven’t yet discussed checking to see if the mobile site works correctly on a mobile device. Once you’ve received the green light from several validators, you’ll need to get a few different types of phones to perform some actual tests.

Test, Test, TEST!

Testing your site with a web browser on a desktop computer can only get you so far in terms of simulating the mobile experience. There are many elements of mobile device usage that can’t be replicated accurately in this way. For example, a mobile operator might restrict packet sizes to something smaller than you expected, and therefore won’t even send your web page or its images! Additionally, content mime types could be an issue between browsers — are you serving the pages with the correct text/html or application/xml+xhtml? What kind of image formats can the phone display?

Due to the small footprint in memory and on disk, mobile browsers are not as robust as desktop browsers, so the best advice is test, test, test! Granted, not everyone can afford to test on every phone that’s available on the market, but there are alternatives:

1. Emulators

There are plenty of online emulators and offline emulators that allow you to quickly see images in context and the general layout, but they’re not real devices, and therefore they have their own quirks and differences. These tools can act as a good first pass to find common issues. Also, they’re free to use, so there’s no reason to not have a peek in an emulator, but you can’t call a site viewed on an emulator “tested”.

2. Rent Time

Renting time is another option. There are services that allow you to upload or view the content one multiple phones in real time. You control the different phone’s features remotely. This service does cost money, but it’s still cheaper than purchasing lots of different phones. For a basic mobile web site, this service probably isn’t needed.

3. Buy a Handful of Phones

Buying a small subset or representative phones is a possibility. If you’re planning on doing more mobile development, spending a little money up front can really help. You probably need to purchase 5 or 6 phones representing the major brands and types.

You’ll need some sort of Windows smart phone — we test on an HTC Mogul PPS-6800 using Internet Explorer on Windows CE, which gives a representative coverage for all Windows Mobile devices. You’ll also need a Nokia model phone. We test on a Nokia 6600 running Symbian Series 6 OS and the built-in Services and optional Opera browsers. You’ll need a Sony Ericsson phone. The model we use is a T630, which covers Sony’s Internet Services. Lastly, you should test in whatever model is most popular in your audience. You do not need these exact phones, but these types of devices will allow you to quickly see the minor differences in the phone browsers and cover the majority of potential customers.

4. Ask Your Friends

Finally, you can simply ask your friends. We all know at east 5 or 6 co-workers or colleagues who would happily lend us their phone for a couple of minutes. Once you’ve tested your web site with the online emulators and validators, test it on the borrowed mobile phones. The pre-tests should have fixed all but the issues that are specific to each phone. Take notes, make corrections, and test again, and again — and again! — until you’re satisfied.

Depending on your budget, one of those options will suit you. Spending just a little time and money really can go a long way — especially if this is your first mobile web site. Getting your test suite right will allow you to find common issues, while helping you to build a library of working HTML, CSS, and JavaScript code that’s known to be tested and can be reused in future projects.

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Expandable Website Design

in Web Design Tips |

Tutorial on Designing for 800 x 600, 1024 x 768, 1280 x 1024 and higher

Designing web sites to fit all resolutions is a very important web design principle. Try out the Entheos site in all resolutions higher than 800 x 600 and you will find that it is designed to fit the page exactly. Therefore, visitors who have higher resolution can see more content in one page which reduces scrolling. Most web sites are designed for only one resolution. They may look perfect in a 800 x 600 resolution but if viewed in a 1024 x 768 resolution look a little empty. You’ll find a lot of wasted space around it making the web site look quite small.

From our research we have found that majority of our viewers are on the 1024×768 resolutions and higher. As time goes by more and more people are going to switch to higher resolutions as seen by our site statistics. It is therefore very important to design web sites for all resolutions. That is one of the principles we follow while designing web sites for our clients. With that bit of background information, lets get started on how to design a web site for all screen resolutions.

Step 1: Decide on the lowest Screen Resolution

Before you start you need to decide on your lowest screen resolution. Your web site will have to be designed keeping the lowest resolution in mind. Through our research we have found that less than 0.5% are on the 640 x 480 resolution So we ignore that completely. The next important resolution is the 800 x 600 resolution. Some of our visitors are on this resolution so we use this as our lowest screen resolution. This means that our web site has to fit all resolutions equal to or higher than 800 x 600.

Step 2: Design Your Web Site On This Resolution

Once you decide on your lowest screen resolution you need to design your web site for that resolution This means that all your graphics will be designed for this resolution. Design your web site and export the images as you would normally do.

Step 3: While converting your design to HTML make sure all your tables are measured in terms of percentages

Important: This is the trick to developing web sites for all resolutions. You need to work in terms of percentages and not pixels. If you work in pixels you are giving an absolute measurement to a table, whereas working in percentages gives a relative measurement. The table will be a given percentage of the screen resolution.

I hope you have understood this clearly. I’d like to explain this with an example. If you were to design a site for a 800 x 600 resolution, you would probably make a table with width 800 px and height 600 px. Now if you were to design a web site for all resolutions you need to make a table with width and height 100%, so that whatever the screen resolution may be the web page will scale to fit the page. It will be 100% of the screen resolution or whatever percentage you choose to give it.

The first step is to make a table with 100% height and 100% width. You could make it 95% if you want some white space around it.

Step 4: Insert images and content

Once you have designed your tables in terms of percentages you need to insert your images and content. The usual layouts will probably have a logo which can come on the top left corner and your navigation buttons in the top right or left navigation bar.

For more complex layouts you will need to use background fills to design your web sites. Remember since you are designing web sites to fit all resolutions you need to position your images accordingly (for your header). The easiest principle I follow (if possible) is to use the top left and right corners for fixed images and let the middle tile according to the size of the page.

Step 5: Test your site in all the resolutions

The last step is to test your site in all the resolutions that are available on your computer. To do this you need to:

  1. Right click on your Desktop and click on Properties
  2. Click on the tab Settings
  3. Under Desktop area click shift the scale to 800 x 600, 1024×768 or higher if possible
  4. Once you have chosen the resolution you want to check the site in, click on the Test button
  5. If you can see the bitmap clearly you can click on Apply

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