Users normally use their mobile to read, search, download and communicate at odd times. There are things need to be taken into consideration in the early stage of design.

In what state do users operate (understand the core needs and use pattern of users)

How to display message in a way that easily attracts users’ interest (screening suitable layout for mobile display)?

Why do users choose mobile to browser websites (analyze differences between web application and client application positioning)?

Mobile terminal user intended usage, operation behavior and potential difficulties are far more complicated than client side sitting next to a desk.  Quoting a graphical report released by Harris on study of mobile usage pattern, we can know more interesting mobile internet user behavior.

iPhone applications have three classifications: Efficient type application, utility type application and immersion type application (for detail, see iPhone HIG). Different product positioning will produce different design strategy, which may affect user interactivity.

Less is more design principle

Mobile application should follow less is more design principle, easy to interact, clear reminder or feedback, less demand but precise action.

Clearly define Application Definition Statement for mobile usage scenario, help user concentrate in obtaining information and finish current task.

For page design, you can try to summarize the core functions using simple sentences. If you find it hard to summarize in a simple and precise way, that may increase user understanding cost and memory burden.

Touchable interface requirement should consider links and widget size. Take iPhone 3GS as an example, a suitable size for finger is 44x44pix; according to variation of gesture weight, iPhone widget responding area should be between 22x22pix to 55x55pix.