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Mobile GUI Design - Web Designer Magazine Article
1. MOBILE DESIGN
MOBILE DESIGN
iPhone ap
desig
p designer Jen Gordon desc
ning for the smaller screen in
ribes the creative process be
this specialist visual mastercl
ass
hind
seems like a no-brainer. Wh
ether applied to designing
O
years, the web design s,
VER THE LAST few mobile operating system
e become sites, GUIs, apps, or indeed s on screen size
s hav and demand
and mobile design world there are new constraints
than ever before. embraced.
more closely entwined and interfacing that must be for mobile
have been trate the creative workflow
The cumbersom e and clunky days of WAP In order to illus
tha t device technology has don of iPhone app agency
consigned to history now design we’ve asked Jen Gor some
ine experiences on the example-packed look at
begun to offer genuine onl ly Clever Twist to give us an bile
App le’s iPhone has probab way we’ll look at why mo
move. Love it or loathe it, ent around a of the key facets. Along the s associated
and excitem ht the nuance
done most to spark interest design matters and highlig
rnet service and certainly h producing native and web
-based mobile
ma ss consumer mobile inte captured wit
defined the ma rket for mobile apps. It has applications – from concept to design.
our
mode of interaction with There’s also time to get a
word with market
our imagination for a new of smartphones successful
handsets, and spawned a new ‘4G’ series experts and des igners to get their take on
e to push boundaries. a brief look at the areas so
or superphones that con
tinu mobile projects and even such
’s latest BlackBerry and the dern mobile experience,
Throw the Palm Pre, RIM have synonymous with the mo
On e into the mix and you
brand new Google Nexus te the as icon design.
bile phones set to domina ter time to make the leap
a formidable army of mo There’s never been a bet ta
it guarantees your conten
scene for years to come. igners? Why into mobile design and if ’t afford to ignore
So what does this mean for
web des definitely can
and brighter future then you
audiences are widening
sho uld we care? Well, if web n it it any longer!
a new area of demand the
we can apply our skills to
th ow ur/c or
Aboutdon,e anethreative director Nexus One iPhone
ry
n Gor
Je
shop Clever Twist,
of mobile design girls lyrics to
r Black Ber
enjoys teaching he d blogging
s, an
Dolly Parton song at www.
about mobile design
mobilelove.org.
Palm Pre
34 | Web Designer
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2. In years past, design for mobile has not been a hot topic in the design commu
only a few years old, the DOS screen aesthetic abounds. However, since the nity. In smartphones
MOBILE DESIGN
smartphones, interest in the mobile GUI (graphical user interface) has madelaunch of touch-screen
Designers are looking for ways to break into this exciting new field of designa radical turnaround.
article is to define why design for mobile matters, and highlight the nuance . The purpose of this
and web-based mobile applications. s of designing native
Designing for Web vs. Mobile
Unless you’ve been living under a rock, you’ve probably heard
• Direct manipulation of content. On touch-screen
devices, users have the ability to manipulate objects in a
much more tangible manner than on a desktop application.
that designing for mobile is different than designing websites There is no intermediate device like a mouse, only direct
or desktop applications. And the differences are multiplying touch with the fingers that allows users to interact.
rapidly as more devices with additional functionality hit the • Feedback based on time and location
market. So why does design for mobile matter? Let’s take a
look at the differences between web vs. mobile to get a better
understanding of how users interact with each platform. Design Considerations
There are many unique design considerations when designing
The US A Toda
example of a hy
y app is a gr eat
brid app
for mobile, and those considerations start with knowing the
Desktop hardware and operating system you’re working with. You don’t
Web vs. Native Apps
For the purposes of this article ‘desktop’ refers to laptop/ have to purchase lots of mobile devices, instead visit the app
desktop-based websites, web apps and applications. We don’t store for the respective operating system (eg iTunes App Store,
think of this hardware as interactive in the same way as mobile. Android Market found on Android handsets). From there take a What’s the difference between web-based,
We’re not going to pick up and tilt our monitors. In fact the tactile look at apps that have a solid design aesthetic. If a developer has hybrid and native apps, and why does it
interactions are typically limited to: spent time on the GUI, it’s likely they also spent time on usability matter to designers? First let’s address the
“what”. Web-based mobile applications are
and flow. The idea in mobile is not to convert but to create. Take
built using your standard HTML, CSS, and
• Mouse clicks lessons from mobile apps that have done an elegant job of
JavaScript while native apps use the software
• Keyboard porting their desktop web presence to mobile. development kit and native programming
• External tablet and pen language for that operating system. Hybrid apps
• Microphone input are a mixture of the two, for example an iPhone
• Speaker audio output Design for the Mobile Context app such as USA Today pulls in dynamic web
The dictionary defines context as “the parts of a discourse that content while utilising C+ to code the shell that
surround a word or passage and can throw light on its meaning”. pulls in that data.
Mobile In more practical terms, context enhances our experience or Who cares, you might ask. Why does it
matter? Like it or not, developing for mobile
Mobile is a completely different animal. It’s people-centric. After understanding of people, places, things and situations. Providing
requires some technical knowledge of the
all, think of what we call it – a handset. It fits in our hand, our context takes apps from good to great. platform you’re developing for in order to create
pocket, next to our wallet. It’s a phone, it’s social, it’s personal. It For example, two of the most unique features of mobile the graphics to the proper spec. Additionally it
has a ton of interaction points: devices is the ability to detect time and location. Planning for helps to know the capabilities of web vs. native
ways to take advantage of this data is essential. Let’s say you to understand what functionality you can design
• On-screen touch keypad want to build a coffee finder app that lists all coffee shops for and which you cannot. When considering
• Gestures within a ten mile radius of your location. Sounds like a useful hybrid apps know you can combine the
• Mic input that can result in an immediate action application, but how can you make it better? The device already functionality of both.
• Sound feedback upon interaction Web-based apps allow usage of most
knows the exact time when the user is searching, why not
functions that would typically work in desktop
display only the coffee shops that are open?
browsers. However, they are not able to
respond to hardware inputs the same way a
native app can. For example, they do not allow
Create an Elegant Solution on usage of the accelerometer (which detects
a Small Screen shaking and positioning of the phone), audio
input via mic, robust audio feedback options,
Mobile device screens are smaller than desktop camera/video integration, or the native
monitors, but what does that really mean? Size animation capabilities.
things down? Squeeze them in? The temptation Native apps allow all of the above items but
may be to make things simply ‘fit’ into a smaller cannot connect to web-based content. The app
screen, when just the opposite is true. is static until it’s updated and re-submitted to
Even when you’re trying to communicate the App Store. Many apps are going the hybrid
route to allow dynamic content to flow into a
many things to the user, less is more. Your
native shell.
primary goal from a design standpoint is to
create a simple, elegant solution that’s easy
“ Like it or not,
to use.
Localisation
Mobile apps are unique with regard to developing for
mobile requires
worldwide proliferation. Many app developers
are targeting global markets for their apps and
some technical
guess what? This impacts design. For example,
your app includes in-app purchasing for
global app stores. Your checkout button looks great
Above : An extreme example of
an app that HAD to simplif y
when you mock up “Buy now” in English, but how
big does that button need to be when the phrase is knowledge of the
platform you’re
translated to “покупка теперь” ?
Right : The New York Times
iPhone app with simplif ied format
Designing for Mobile Interaction
Unlike design for desktop websites and/or developing for”
applications, the variety of ways you can interact
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3. MOBILE DESIGN
device
with and get feedback from a mobile
terpart.
radically differs from its desktop coun
Mobile apps aren’t just pretty pictures, you’re
ning for mobile is a
developing a piece of software. Desig
combination of interactio n, product/industrial and graphic
ile touch-screen device
design. Think about all the things a mob
can react to: touch, shak ing, tilting, vibrating, audio input and
With these elements,
feedback, location and time tracking.
design takes on an entir ely new dimension. It’s your job as a
concepting how an
designer to consider these features when
app will work.
you speak. Tons of fun…
ity
Designing for Scalabilhave a user base are destined to
Mouth Off moves illustrated mouth s to the words products, apps that
Like most
time. Feature requests are
change in some way or another over
made, bugs reported and content needs to be added, among
plans for the app and
other things. Thinking about long-term
anticipating features that will be requested down the road can
app later. This applies to
save you a lot of time re-designing the
Mobile technology both utilities and games. A good example is the casual game
Mouth Off. When the app initially launc
hed, they only had one
set of mouths to choose from, the Signature Mouths. As the
tor
We speak to Andy Betts, edi accommodate for those
, app added more mouths, they had to
of Smartphone Essentials
additions in the layout.
for his view on how the new
generation of devices is
impacting on the way we
view
Designing to Help Users HelpisThemselvan es
mobile interaction ide
application design, the goal to prov
In mobile
predicts the next step and
The advent of the iPhone
turned application that thinks for the user. It
to get there. Providing a
conventional wisdom abou
t mobile provides simple and implicit controls
devices on its head. Before
2007 each ‘help’ screen or ‘how to use this app’ screen should set off an
tecture, flow and control
generation of mobiles simp
ly had to be alarm in your brain that the app archi
smaller yet more powerful
than the last, Postage makes it easy to send labelling needs rework. To illustrate the idea of being implicit
s you what to do
but Apple’s approach brou
ght the user
cute picture cards to friends Subtle in-line call-out tell and intuitive let’s take a look at the Posta
ge app. It is a prime
lot
experience to the fore, and
put the screen
example of an app that could be easily bogged down with a
focal point of the hardware
.
but instead has a fluid,
as the
menus of controls, text and navigation blunders,
It was revolutionary. Endless
replaced organised, intuitive flow.
and nested submenus were
built around
by a more human interface
entirely
a series of gestures that were
pinching:
intuitive. Touching, swiping,
ld use when
the same gestures you wou
ucts sat on
working with physical prod
ely
your desk, and producing an entir
the software
holistic experience where
in unison.
and hardware were working
e works in a
Every function on the phon
a part of the OS,
uniform way, whether it be
interacting with the web or using one of
the apps for the platform.
era
The change ushered in a new
of smar tphones, where devices like
rphone’ the
Google’s self-styled ‘supe
spired Palm
Nexus One, the iPhone-in
e replaced
Pre and RIM’s BlackBerry rang
leaders in
tradi tional names like Nokia as
mobile inno vation. And then it fad es out You go into many levels of functionality
s likely to
Google’s Android OS look
marketplace
dominate the smartphone
presents some
in the years to come, but it
rs,
not-insignfica nt challenges to develope
s One is
however. Although the Nexu
smartphone
Google’s vision of what a
Motorola,
shou ld be, other big names like
Sony Ericsson and Samsung also have
folio,
Android devices in their port
platform is
and fragmentation of the
can currently
becoming a concern. You
running five
buy Android smartphones
with at least
different versions of the OS
four different screen reso
lutions, meaning The controls transition nicely and the GUI is rich!
design and
that compatibility in both
d cannot
functionality across the boar
way from the
be guaranteed. It’s a long
uniformity of the iPhone.
The custom tab bar along the bottom provides
image manipulation
36 | Web Designer The nav bar clearly implies what’s next
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4. Types of Apps MOBILE DESIGN
There are many categories of apps in the App Store, which can be broken down
types of apps. Know where your app falls, and it’ll help you establish proper into four main
design boundaries.
Ratio calculates your
ingredient ratios for you
Serious tools
• Keep it clean
• Establish a clear grid for alignment and layout
• Avoid redundant controls
• Get things out of the way of productivity
• Use ‘implied’ graphics
• Visually prioritise info using typography and colour
Southwest Airline s uses icons, colour and a
clear layout to help its customers take care
of busine ss
Colour, implied graphic s
help visualise the numbers quickly
Serious Entertainment
Have the same characteristics of Fun Games, but with added
depth in virtual realities and role-playing.
• Graphically rich, commonly have storylines to follow Fun Tools
• Single screen, maybe one level deep at most
• Efficiency focused, large buttons, legible from 5ft away • Moderately graphically rich
• Show path to productivity and flatten the hierarchy
• No more than two-to-three levels deep
Outside is a
Skies Of Glory recreates the
graphically
experience of being a WWII pilot
rich app with a
practical function.
Forecasting the
weather!
Kroll is a
storyline-based,
multiplay er game
Charadium is an interac tive,
Fun Games multiplayer game of mobile Convertbot makes
conversions fun
charad es
• Intensely graphical
• Fall outside of the standard operating system user
interface
• Move away from a hierarchical navigation
• Get into playing game immediately
• Multi-touch gestures
• LOUD visual feedback
• “Success” pop up or audio feedback “Yaay!”
• Tell users when they do something right or wrong
Soft Freak Fiesta includ es uber-rich
graphic s and global multiplayer gaming
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5. MOBILE DESIGN
e cases this can make
this you need to leave strong static imagery. In som
for mobile devices, fingers/thumbs. To add to that require
I absolutely adore designing ce for long er downloads, but on sites
ample room betw een buttons to allow the devi wait. If a
as it’s one of the few oppo
rtunities that you get visual punch, I believe it to be worth the
to pick up the user’s choi ce accurately and make lly
lution and don’t have site is trying to sell som ething that relies on visua
to work within a fixed reso to be easily pressed. This
rent resolutions. the buttons large enough e or movie, then the site
to worr y about the issues of diffe annoying hurdle, rich media, like a videogam
g could initially be interpreted as an the best of its ability.
This essentially allows you to create somethin it allows needs to showcase that to
but I personal ly see it as fun challenge, and design is
truly unique and bespoke
to the targeted device, , The future of mobile interface and web
you to create some reall y sexy, made-to-measure d
ing short of a dream pretty exciting, as ever since the iPhone introduce
and for a designer, this is noth
interfaces and designs. leading to an ever
come true. sing, it’s rare that multi-touch technology, it’s
of iPhone games, Regarding mobile web brow rience, and this is only
I’ve worked on a number dedicated evolving interactive expe
companies are willing to devote funds to with
creating the core interface
and HUD elements, r going to grow as time goes on. Couple this
mobile sites (other than large companies with large
s you have to take into technology, allowing
and there are so many thing case that I use some basic the ever increasing leaps in
a fat finger budgets), so it’s often the e processor-intensive
account. Navigating an interface with ing to keep mobile us to experience faster, mor
have rules in my design when need some mobile
is worlds apar t from a delicate mouse. You nce on heavy expe riences; we truly are in for
lly Illustrated
browsing in mind. I try to minimise relia
user’s hands are going s! I for one cannot wait!
to think about where the interactive treat
l Heald,teFu.com
JavaScript and Flash and aim to make impact with
button is to their key
Michaellyillustra d
to sit and how close each
www.fu
le and usable controls.
content provides a way to design simp
The Design Process
If you are a designer, the good
Market Research
Depending on the type of app you’re
a good idea to
working on, it’s always
do some market research around the
type of
Mobile app site maps differ from webs
apps should not prese
ite site maps as mobile
nt the user with multiple ways to get
one place. One door to one room, that’s
to
it. Mobile users don’t
a lot from those who have
news about mobile apps is app to be designed. You can learn
competition is doing and have time to make a wrong move then
go ‘back’ and try to find
design is everything. Whether gone before you. Find out what your the proper path.
think about how you can not only make it better, but deliver a
you’re building a utility or a antly surprised!
surprising twist. Users love to be pleas
game, appearance has a great
impact on usability. Cluttered or Paper Pro will ping
Wireframing and case scenariostotydefine the content
disorganised apps are difficult Target Audienceaudience is very important in defining a cted from the
Data colle
on the screens defined in
and controls that need to be present
to understand, and hard to use. your target
Knowing . From there you have to design a prelim
inary layout
the site map
This isn’t to say that a ‘serious design style, typography and layout.
Does your app appeal to design elements. Define a grid,
that accounts for each of these
tool’ should be embellished with accountants or 18-25-year -old gamers? Having this information and design from the top
onas’ is essential to establish importance of information
an overdone GUI. A great app and diving even deeper to develop ‘pers down. Ergonomically speaking, users hold touch-screen mobile
design balances appearance understanding what the demographic wants to see, and the thumb position is typically
devices in a way that the fingertip and
with function. context in which they’ll use the app. pointed towards the top of the screen. This brings their eye
d college student in
In term s of function there are For example, Mike Todd is an 18-year-ol towards the top and tells you as a desig
ner “hey, put the most
about Mike. He is in college,
areas of app development that New York City. This tells us a lot more important and general categ ories of info towards the top!”
around other students his age, most with similar schedules. can move on and off
are not the ‘designer’s job’ per r interaction. Would we Consider the variety of ways content
Mike may want a game with two-playe screen. For example, mobile sheets are a great way to hide
se, but have a great impact on have thought of two- player interaction if we only knew Mike
’s
y to use them.
actionable controls until the user is read
the design conceptually and in age? Depending on the app, maybe or
maybe not. Regardless, wants to be bogged down with
Minimise user input. Who
the development of a creative drawing out personas brings richness
to your brainstorming with a Picker Table so
entering a bunch of text? Provide users
direction. If you are working on and helps draw out functionality that’s impo
rtant to your target
they can select a choice from a menu instead.
an app, and these jobs are not audience, and important to the design.
In mobile design, paper prototyping
will save you lots of time.
being filled, find someone who Much like any design or illust ration process, having iterations
has these skills or give it a try of your design allows you to explore
a wider variety of design
yourself. Skipping these steps can Use Case nas areariosed, the characters need to be placed
Scen options to a deeper degree. And with paper prototyping there’s
lead you down a costly path of Once perso defin
. Where are the users that
in relevant, true-to-life circumstances
revisions when it’s found the app by car
use the app? Are they on foot,
is missing functionality or has a
poor flow. or travelling by train?
43-year-old Bill is driving to a
meeting in London and wants to
stop for a cup of coffee. Should the
app require that Bill tap the screen
several times before finding his
coffee shop? Thinking through
the variety of circumstances users
find themselves in, and dialling
in on scenarios where certain
functionality repeats, is the key
to defining what screens you will
be designing.
Site mapfor mobile are critical
Site maps
to design. To design a flow that’s
intuitive, understanding the
relationship of content to other
lace Your
The pap er prot otype for Rep
Face cat egory scr een
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6. less ‘risk’, less attachment to a scrap of paper than a Photoshop
file. For example, working on Post-it notes is useful in being able
to re-order, add or delete screens until the flow is right.
MOBILE DESIGN
Focus on the App’s Primary Task
The most enjoyable apps establish and maintain focus on one
primary task. To do this you must determine what that primary
task is by creating a product definition statement, a concise
explanation of your app’s main purpose and its intended
audience. Pick the few features most frequently used by the
majority of your users, most appropriate for the mobile context.
A quick way to do this is to fill in these blanks for the application
you’re working on:
(Your differentiator) (your solution) for (your audience)
Here’s an example for iPhone’s ‘Photos’ app: Easy-to-use digital
photo sharing for casual iPhone users.
The primary focus of Sound Hound is to find song lyrics. The
first screen you see minimises user input by requiring only one
tap for a song to be identified. The action is fast and the result is
immediate. From there the user has the option of drilling down life easy
into more detailed information about the song. Thanks Sound Hound for mak ing
What’s the number one thing you want to do when you open
a recipe app? Epicurious clearly understood its target audience
and the primary task it wanted to complete.
All I want is to find a recipe and Epicurious gets that
Design Tools & Image Specs
“The most enjoyable
Designers who are new to mobile often ask “How are apps
created? What kind of software tools are necessary?” You’ll be
happy with the answer. Tools of the trade for mobile designers
are the same as your typical web/web application design tools
(Photoshop, Illustrator). The general rule is to export all graphics apps establish and
maintain focus on
for native applications in web-optimised transparent PNG-24
format. If you’re creating graphics for a web-based application,
you can export web-optimised .gif or .jpg or PNG-24 images.
For free downloadable templates visit: http://templates.
mobilelove.org. one primary task ”
Similar to web design, the software program of choice is
Photoshop, as you can easily slice out graphics and get pixel-
precise and still manipulate images as vector graphics with
iPhone specs
shape layers.
And the final design
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7. MOBILE DESIGN
DESIGN Plan for backgroundn in Flash design, the need for planning Typographygraphy in mobile’srecently is the conversatmoot
Animatio is To say that typo yesteryear has been a
ion
Unless your point is an understatement. Only
n is not omnipresent. With
When designing for mobile the for animation in traditional web desig even possible, with more phones allow
ing wider varieties of
not mimicking the fluid touch cations.
small screen should not be mobile apps, however, if you’re
taking advantage of the typefaces throu gh the native OS and web-based appli
interface with animations you’re not hy for mobile apps:
a barrier to creativity or letting to the interface. Below are best practices in typograp
graphy on the web,
design aesthetic animations bring Choose your serifs wisely. Similar to typo
your imagination run wild. No s of copy is recommended
matter what the subject of using sans-serif fonts for large block
for readability purposes.
the app, your goal should be
to deliver a high-fidelity user
Design around Device res. Totperform actions on a
Inpu The Guardian is an example of how serife
d fonts are necessary
adequate
touch-screen gestu
Design for to maintain bran d identity. This app is proof that with
interface. Even applications that touch-screen device, users use their finge
rs to swipe, drag,
leading, proper kerning and font size,
serifed fonts can be an
fall into a ‘utility’ category can pinch, tap and flick on-screen elements. elegant solution.
have fresh, tactile design. res into your design background colour it
Planning for and integrating these gestu Contrast of the text in relation to the
advantage of the ssary to ensure both visibility and read
ability.
provide a rich user experience that takes layers over is nece
es. Keep in mind that
unique attributes of touch-screen devic
with the device so
users are using gestures a lot in apps that ship n.
be sure to use them appr opriately so they don’t defy conventio
user to pinch/zoom to scroll
For example, you wouldn’t require a
a list view.
Core techniques
Contrast ring colour palettes, consider the variety of lighting
When explo
used. Under bright
conditions where mobile devices are
fluorescent lighting or on a sunn y day, lack of contrast in text
to discern. Even under
or graphical elements may be difficult
normal lighting conditions, prop er contrast is helpful for those
from lighting and screen
who may have vision problems. Aside
considerations, using contrast in your layout serves to draw the
St rongly
ack.
contra sting colours user’s eye, and encourage action or feedb
make it easy to The Guardian’s serifed fonts are
tell the time
Layout ts are a common tool used in print, web and mobile an important part of its brand…
Grid layou
rtant to establish a
design. For utilities in particular it’s impo
clean grid layout durin g your prototyping phase to establish
room between click-
proper hierarchy, balance and breathing
Clear and concise able elements.
layout make s
life easier for
everyone Sound graphical in nature,
Sounds tell a story. Although sound isn’t
overall
it does interact with graphics and add depth to the
experience. Using sound as a design element can reduce visual
example using the ‘whoosh’
noise by taking the place of text. For
noise when an email is sent, rather than having a text alert. Keep
of an application, it must
in mind for sound to increase the value
be relevant, balanced and pleas ing, not an annoyance. the
… and they surviv ed
trans ition to mobile
USABILITYnication
Commu
AVOIDING OOPSIES
Give the user
A way to undo/redo.
plenty of time to cancel
an operation
let them know. “Hey buddy this is going
minute.” Simple as that and they’ll love
to take a
you for it.
Effective h visual cues in the deskt
op world that before it begins, and make sure you alert the user
ly destructive action!
GRPHICS Showing an animated graphic
Many of us are familiar wit
to indicate things like download status
before they take a potential
going on. With
, progress
effectively exactly what’s gn easy and elegant way
s for users to stop bars and wait times are examples of
communicate quickly and
Desi appropriate
nities arise to keep use rs informed and operations that are under way. feedback animations.
mobile the same opportu cOS is an irritating
ppy! For example, the spinning pinwheel in Ma n within SOUND
ha didn’t see that FEEDBACK When users take an actio When designing audible feedback
ion was hung up and you to see immediate visual
sign, but what if an applicat le that frustration level and you have
keep it only to necessary elements and
an app, their expectation is make sure the
then
your design. First visual,
doub sounds do not conflict with existing
spinning pinwheel? Now
change. Plan for these in
even a sounds in the
lete the app before taking
back may
le audio or animated feed mobile operating system. For examp
d mobile users that will de
consider how subt le, you wouldn’t
fast-pace r to give users:
m. Key things to remembe
want to use the ‘incoming mail’ sound
be appropriate. for the taps in
minute to report the proble your app or users will think they’re gettin
g an email
REQUEST PROCESSING
If a user taps and every time they tap!
e to load what they want,
you know it will take a whil
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