Book
  • Introduction
  • Welcome !!
  • Chapter 1: The mobile ecosystem
    • Fragmentation is the devil
    • There is more than one type of mobile app
    • ... more than one type of app
    • ... one type of app
    • Under pressure (ee da de da de) !!
    • Further reading!!
  • Chapter 2: Let's start with design thinking
    • A taste of design thinking
    • The five steps
    • Design for everybody
    • Accessibility in mobile apps
  • Chapter 3: Give me a context and I will give you an app
    • Users
    • Personas? Users ? What is the difference?
    • Please, help me to model the context
    • The context canvas
  • Chapter 4: Powerful models
    • Data architecture is the foundation of analytics
    • From data to information and knowledge
    • Information/Knowledge in our mobile ecosystem
    • Questions to ask yourselves when building and classifying questions
    • The visualization-data map
    • On the scene: describing how personas interact with your app
  • Chapter 5: A GUI is better than two thousand words
    • 'Good to Go:' Let's explore the Design Systems
    • Designing GUI Mocks
    • No prototype... no deal
  • Chapter 6: About mobile operating systems ... and other deamons
    • The Android OS ... son of LINUX
    • iOS son of Darwin? or is it iOS son of UNIX?
    • Kernels
  • Chapter 7: Yes, software architecture matters !!
    • Self-test time
    • About design and design constraints
    • Architects' mojo: styles and patterns
    • What you need is a tactic !!
    • Self-test time 2 (for real)
    • Further reading
  • Chapter 8: Finally... coding
    • MVC, MVVM, MV*, MV...What?
    • Programming models: the Android side
    • Hello Jetpack, my new friend... An Android Jetpack Introduction
    • Programming models: the iOS side
    • Controllers and more controllers
    • Flutter son of... simplicity
    • Programming models: Flutter?
    • Flutter: State matters... Let´s start simple
    • Flutter: State matters... Complex stuff ahead
    • Micro-optimizations
  • Chapter 9: Data pipeline
    • Generalities data pipelines
    • Data storage types
    • Types of data pipelines
  • Chapter 10: Error Retrieving Chapter 10
    • Eventual Connectivity on Mobile Apps
    • How to handle it on Android
  • Chapter 11: The jewel in the crown: Performance
    • As fast as a nail
    • Memory bloats
    • Energy leaks
    • Final thoughts
  • Chapter 12. Become a performance bugs exterminator
    • Weak or strong?
    • Micro-optimizations
    • The single thread game !!
    • Using multi-threading like a boss !!
    • Caching
    • Avoiding memory bloats
    • Further readings
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  1. Chapter 2: Let's start with design thinking

Design for everybody

PreviousThe five stepsNextAccessibility in mobile apps

Last updated 1 year ago


_(Free photo by Toa Heftiba on [Unsplash](https://unsplash.com/photos/aht9I6SOu2A))_

Watch the Apple video available . No worries, it is short (1:42 mins)

What do you think about the video? Isn't it a powerful one? YES, it gives people a different perspective of what means to design apps that allow people with disabilities to produce awesome videos like the one you just watched. And yes, the lady in the video was the producer.

According to the "World Report on Disability" (2011) of the World Health Organization (WHO), "[a]bout 15% of the world's population lives with some form of disability [...]". The disability statistics portal maintained by Cornell University reports that "12.9 percent of females of all ages and 12.7 percent of males of all ages in the US reported a disability". The Colombian case is not far from the US numbers. The Discapacidad Colombia reports that, in 2015, around 3 million of Colombians had a disability.

¿Should we design apps for everybody? As designers, we should be inclusive; we should stay human and design apps for everybody. This means that we should care about accessibility, usability, and user experience. Mobile apps should be universally designed.

"Universal Design is the design and composition of an environment so that it can be accessed, understood and used to the greatest extent possible by all people regardless of their age, size, ability or disability. An environment (or any building, product, or service in that environment) should be designed to meet the needs of all people who wish to use it. This is not a special requirement, for the benefit of only a minority of the population. It is a fundamental condition of good design. If an environment is accessible, usable, convenient and a pleasure to use, everyone benefits. By considering the diverse needs and abilities of all throughout the design process, universal design creates products, services and environments that meet peoples' needs. Simply put, universal design is good design."

  1. http://www.disabilitystatistics.org/

  2. http://universaldesign.ie/What-is-Universal-Design/

¿Would you like to watch another inspiring story before going to the next section? Watch Patrick Lafayette´s story . More accessibility stories by Apple are available at .

HERE
https://www.apple.com/lae/accessibility/stories/
HERE