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The Teaser design pattern effectively facilitates discovery through its use of partially exposed screen elements—in the example, faceted search results filters. This pattern also enables people to make rapid transitions from looking at search results to narrowing down the search results, so it is highly suitable for applications in which it is advantageous for people to discover a set of filters quickly and use them often. It is essential to understand the personalization model for a tablet to design an optimal ecommerce application for that device. For an ecommerce payment gateway for school application on a mobile phone, you can usually assume nearly total personalization because only one person typically uses the device.
Thus, it makes a lot of sense to save a user's settings, browsing history, and the like—especially for a mobile context of use, in which users frequently get interrupted by incoming phone calls, or lose their connections, and often engage in multitasking. The context of use for a tablet is different. Several factors in combination create less-than-ideal conditions for personalization: a lack of mobility; scarcity because, typically, there is only a single tablet device in a household; and the predominant use of the tablet as an entertainment device. The closest model you can follow for context of use is that of a family TV set in the early 1950s or a family computer in the early 1990s. Just as the entire family—sometimes including the neighbors' kids—gathered in front of the TV set to watch everyone's favorite shows, so is shared use of a tablet common.
At the very least, it's likely that more than one person would use a tablet during the course of a day. Just as in the early 1990s, a single computer supported all members of a family in their different tasks, so does a typical tablet support the needs of a variety of family members, who take turns using it to play a game, read a newspaper, shop, or browse the Web. Unlike a personal computer that enables the creation of several different user profiles, most tablets, including the Apple iPad, are not designed with multiple users in mind. What does this mean for designers and product developers? Because the iPad does not support multiple user profiles the way computers do, designers must design ecommerce applications to support the creation of a separate profile for each of a device's users.
Unlike a Web browser that saves the last user's account information, or a personal computer, which loads an entirely different computing environment for each user, the most appropriate multi-user model for tablet apps may be that of the Nintendo Wii. The Wii does not require a system-wide login like a personal computer. Instead, individual games on the Wii support user profiles, called Miis, displaying all of them in an open list on each game's welcome page. One possible feature ecommerce applications on a tablet could support, would be the ability to quickly switch between several predefined profiles—or at least, the ability to sign out and then easily sign in again. After all, the last thing you'd want is for your significant other to discover what gift you've just purchased for him or her on Amazon.com, thereby ruining the surprise.
Although tablets come in a variety of sizes, studying the most popular tablet device on the market, the Apple iPad, will give you some general clues about payment gateway for college the ergonomics of this new device class. It is especially enlightening to compare the iPad with the iPhone, its mobile phone counterpart. A common mistake is assuming people hold and tap their iPad in the same way they do their iPhone or iPod Touch. But this is where some of the biggest differences between these devices come into play. The iPhone is a small, lightweight device that people like to hold in one hand, while with their other hand, they may be holding onto an overhead bar on a subway or doing some other type of multitasking. For this reason, many developers optimize their iPhone apps expecting users to hold the device with their right hand and operate controls with their right thumb. According to Josh Clark's Design4Mobile 2010 presentation, iPad Design Headaches, when holding an iPhone in this way,