Let It Ride Strategy Guide
The mobile-first approach is exactly as it sounds: designing for the smallest screen and working your way up. It is one of the best strategies to create either a responsive or adaptive design.
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- Pay Attention To Ride Length. WDWInfo has a great list of the ride times at Walt Disney World (though it doesn't include pre-shows and prep time). At rope drop, you'll want to avoid (as much as you reasonably can) the rides with long ride times. Long ride times give the other lines time to grow, which defeats the point of getting there early.
- For example, when I mentioned “The Skyscraper Technique” in this guide, I embedded a video to explain how the strategy worked: This INSTANTLY got my video a few hundred high-quality views. Playlists are one of the BEST ways to get more views on your videos.
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- The mobile-first approach is a tenet of progressive enhancement. It is the ideology that mobile design, as the hardest, should be done first. Once the mobile design questions are answered, designing for other devices will be easier. What it boils down to is that, the smallest of the designs will have only the essential features, so right away you have designed the heart of your UX.
- The opposite approach is graceful degradation. This incorporates all of the complexities right from the start, then strips them away later for smaller devices. The problem with graceful degradation is that when you build the all-inclusive design right from the start, the core and supplementary elements merge and become harder to distinguish and separate. The entire philosophy runs the risk of treating mobile design as more of an afterthought since you’re “cutting down” the experience.
We, along with others, strongly recommend progressive enhancement with a mobile-first approach. In this post, we’ll explain tips & techniques, then finish off with a hands-on lesson in which we build a hypothetical website with the mobile-first workflow.
Mobile-First = Content-First
If your site is good on a mobile device, it translates better to all devices. More important, though, is that the mobile-first approach is also a content-first approach. Mobile has the most limitations, screen size and bandwidth to name a few, and so designing within these parameters force you to prioritize content ruthlessly.
The mobile-first approach organically leads to a design that’s more content-focused, and therefore user-focused. The heart of the site is content — that’s what the users are there for.
One caveat, though, is that mobile users sometimes require different content than desktop users. Device-specific content can be gauged by considering context — what, in a given situation and a given environment, will your user appreciate more. The best way to plan ahead for these is creating user scenarios.
Source:UXPin
Another advantage to mobile-first approach is that the small-screen breakpoints can better fit around the content. Again, the alternative is worse: having to squeeze an already plump design into a tiny framework. But with the mobile-first approach, the breakpoints develop naturally around content, so you don’t need any awkward edits.
The Mobile-First Design Process
We’ll describe a process that helps our designers at UXPin.
Let It Ride Strategy Guide Wow Classic
As usual, wireframing is a recommended early step to most efficiently structure your layout. When wireframing or prototyping, we use the responsive breakpoint menu streamlines the process of moving to different screen sizes, starting with the smallest.
These presets layout the proper screen size for you, so you can wireframe keeping only the content in mind.
Our procedure follows these steps:
1. Content Inventory — This is a spreadsheet or equivalent document containing all the elements you want to include.
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2. Visual Hierarchy — Prioritize the elements in the content inventory and determine how to display the most important elements prominently.
3. Design with the smallest breakpoints and then scale up — Build the mobile wireframe first, then use that as the model for larger breakpoints. Expand the screen until there’s too much white space
4. Enlarge touch targets — Fingers are much wider than pixel-precise mouse cursors, and so need larger elements on which to tap. At the time of this writing, Apple recommends 44 pixels square for touch targets. Give hyperlinks plenty of space, and slightly enlarge buttons, and make sure that there’s enough space around all the interactive elements.”
5. Don’t count on hovers — It almost goes without saying, but designers often rely on hover and mouseover effects in their interactive work. If you’re thinking mobile-friendly, don’t. There is no hover control for fingertips yet.
6. Think “app” — Mobile users are accustomed to motion and a modicum of control in their experience. Think about off-canvas navigation, expandible widgets, AJAX calls, or other elements on the screen with which users can interact without refreshing the page.
7. Avoid large graphics — Landscape photos and complex graphics don’t display well when your screen is only a few inches across. Cater to mobile users with images that are readable on handheld screens.
8. Test it in a real device — Nothing beats discovering for yourself how usable a website is (or isn’t). Step away from your desktop/laptop computer and load up your product on a real phone or tablet. Tap through pages. Is the site easy to navigate? Does it load in a timely fashion? Are the text and graphics easy to read?
This is just a basic outline. For the complete guide to our process, download the free Content Wireframing for Responsive Design.
A Mobile-First Design Tutorial
Given that different devices need different layouts based on their screen size and orientation, it makes sense to design multiple arrangements for your users. Luckily you can make your own responsive or adaptive variations right in UXPin.
We’ll create an example and describe how to scale up content from a smartphone to the tablet and desktop views. Go ahead and create a free trial and follow along below.
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Sign up for a free trial.Try it for free!Set your content priorities
A “mobile-first approach” differs from “desktop-first” in that we add information to each progressively-larger layout rather than cut away as we design smaller. Thinking mobile doesn’t mean eliminating information. It means sorting information into primary, secondary and tertiary content.
In this example, we know that the home page should have certain elements, like the company’s name and links to products. A blog post wouldn’t hurt either. But like we said, not everything will fit into a smartphone view, so we set priorities based on what will achieve the site’s goal: selling bikes:
1. The newest model bike
2. The best-selling bike
3. “Find your perfect ride” CTA
4. Company name and hero image
5. Navigation
6. Search
7. The second-best-selling bike
8. Gift certificates
9. A testimonial
10. The latest blog post
Based on that ordered list, we can create with the confidence that our work will solve a design problem of getting sales.
Smartphone View
How much do users need?
Thinking mobile-first forces us to think about what’s really important. In this smartphone view, the top-selling bike and newest model will lead directly to sales, so can we leave other items — such as gift certificates, a less-popular model, the latest news — for inside pages. The final call to action is especially prominent and easy to hit with a single tap of the finger.
Tablet View
As we design for a tablet-sized view, we’re better able to add secondary information like additional products (e.g. “The Capacitor”). We can also expand the navigation at the top of the page and add content that encourages sales without actually leading to them — namely, the testimonial.
Because more options are available, this can be surprisingly more difficult than deciding what to include in a smartphone UI. The difference between secondary and tertiary elements is a blurry line, and temptation is strong to include everything.
Resist the urge. Use the ordered content list. Like smartphones, space is still limited.
Desktop View
Finally, the desktop view can support as much information as you decide is important. This is where the home page can accommodate all of the information you see fit, whether or not it fits. Notice some of the additional content we’ve included:
- Gift certificates
- Customer testimonials
- Blog post exploring the newest Lightning Bolt bike
Design device-appropriate layouts yourself
If you’re using UXPin, it’s fairly easy to create different layouts for these views.
- Open a UXPin prototype.
- Tap “add new adaptive version” at the bottom right of the UXPin editor
- Choose a preset size or enter your own dimensions.
- You don’t have to recreate everything from scratch. Choose a size from which to copy your design’s elements.
And that’s it. Switch between breakpoints by tapping the different sizes above your canvas, and adjust each to suit your needs. If you’d like to try prototyping mobile-first yourself, go ahead and start a free trial in UXPin.
Join the world's best designers who use UXPin.
Sign up for a free trial.Try it for free!Catching wild Pokémon has never been more fun than it is in Pokémon: Let's Go, Pikachu!and Pokémon: Let's Go, Eevee!, and with theright strategy, catching Pokémon can be more productive than ever, too. Whenyou catch Pokémon of the same species consecutively, you'll start to build a CatchCombo. Your Catch Combo will continue to grow as you catch more and more of thesame Pokémon, increasing the odds that rare Pokémon will appear and that thePokémon you're catching will have high stats. You might even find a ShinyPokémon!
Building a Catch Combo is the best way to catch fantasticPokémon, and the best way to earn lots of Candy and Exp. Points, too. Read onfor some tips to get the most out of building Catch Combos in Pokémon: Let's Go, Pikachu! and Pokémon: Let's Go, Eevee!
The key to achieving the best bonuses from Catch Combos iscontinuing to catch the same species of Pokémon over and over. The higher yourcurrent Catch Combo, the better your odds of netting fantastic Pokémon. You'llalso be more likely to continue encountering the same Pokémon the higher yourCatch Combo grows, making it easier to keep building your streak.
You'll receive lots of Berries, Candies, and Exp. Points asyou catch more Pokémon. As your Catch Combo grows, you'll also be much more likely to encounterPokémon with high individualstrengths and be more likely to encounter Shiny Pokémon, too. You'll need aCatch Combo of more than 30 to maximize your potential bonuses, so fill yourteam with Pokémon you want to level up and get ready to hunker down.
Your combo will end if you catch a different species ofPokémon, or if any wild Pokémon runs away from you. Your streak will not end ifyou flee the encounter instead, soyou should bail if you accidentally bump into the wrong Pokémon. Be warned thatcatching a Pokémon's Evolution willbreak the Catch Combo—so catching a Pidgeotto would break your chain of Pidgey,and vice versa. Your Catch Combo will also end if you turn off your game, butputting your Nintendo Switch into sleep mode is fine. Your Catch Combo will not be broken when you move to a newarea, so you can always leave to buy more Poké Balls or even continue your CatchCombo on another route where your target Pokémon appears.
Your current Catch Combo will be displayed in the upper-leftcorner of the screen when you're engaged with a wild Pokémon and on the screenafter you've made a catch. The bonuses you'll enjoy are directly related to thesize of your Catch Combo, so it's important to be aware of your current streak.
It's much easier to build a long Catch Combo on Pokémon thatare simpler to catch, so you may want to start out with lower level Pokémon orwith Pokémon that are more docile. Don't forget you can use Berries like a RazzBerry or a Golden Razz Berry to make it easier to catch wild Pokémon and keepyour combo growing. We also suggest stocking up on Ultra Balls—you don't wantto have a long chain broken by a Pokémon escaping, or worse yet, have a ShinyPokémon slip through your fingers!
You'll likely notice your Catch Combos are coaxing rarePokémon into appearing before you observe any of the other bonuses. Almostevery area has a Pokémon that will ordinarily be very rare, but will becomemore common as your Catch Combo grows. Many of these Pokémon were onlyavailable once in the original PokémonYellow: Special Pikachu Edition, but with a little work you can get as manyas you want in Pokémon: Let's Go,Pikachu! and Pokémon: Let's Go,Eevee!
Pokémon | Location |
Bulbasaur | ViridianForest |
Charmander | Route3, Route 4, Rock Tunnel |
Porygon | Route7 |
Lapras | Route20 |
Squirtle | Route24, Route 25, Seafoam Islands |
Hitmonlee | VictoryRoad (2F) |
Hitmonchan | VictoryRoad (3F) |
Snorlax | CeruleanCave |
Chansey | Most otherlocations |
Catching any of these Pokémon will still break your CatchCombo if you were building it up on a different species, but they're well worthit!
Once you gain the ability to ride Pokémon in the sky, you'llalso start to find some rare Pokémon soaring above the Kanto region. You'll frequentlyfind Charizard and Dragonite when your Catch Combo is large, but rumor has ityou might also encounter some Legendary Pokémon you've already caught once youbecome the Champion and if you're very, very lucky...
Catch Combos are also the key to finding Pokémon with high individualstrengths, the innate capability each Pokémon has for each of their stats. Normally,it's completely random what individual strengths a wild Pokémon will have, but CatchCombos can put the odds in your favor. You can see an estimation of yourPokémon's individual strengths by using the Judge function on your Pokémon'ssummary screen. You'll get the Judge function from one of Professor Oak'sassistants in the gate on Route 11 once you've caught at least 30 differentspecies of Pokémon.
Let It Ride Strategy Guided
Pokémon with higher individual strengths will have higherstats as a result, so catching Pokémon with impressive individual strengths isa great shortcut toward tackling tough challenges like defeating MasterTrainers. You'll need a Catch Combo of more than 10 before the Pokémon youcatch will have the maximum potential for some individual strengths. Once yourCatch Combo is more than 30, each Pokémon you catch will have the maximumindividual strength in at least four stats. Note that only members of thespecies of Pokémon you're chaining will have increased individual strengths—youcan't “cash in” a chain on a different Pokémon.
If you're searching for a Pokémon to use in battle—perhaps againsta Master Trainer—don't forget that you can also guarantee its Natureby paying a fee to the fortune teller in the Celadon City Pokémon Center.
Let It Ride Strategy Guide Pdf
If it's the rarest Pokémon you seek, nothing can match thedistinctly colored ShinyPokémon. While these Pokémon won't performany differently in battle than their more commonly hued counterparts, they'remore fun than ever to show off now that you can let them out of their PokéBalls to explore Kanto alongside you.
Just like with a Pokémon's individual strengths, you'll needa large Catch Combo to maximize your odds of encountering Shiny Pokémon. Try toget a Catch Combo of more than 30, when the Pokémon's individual strengths stopimproving. But you shouldn't expect to find a Shiny Pokémon quickly even with alarge Catch Combo! These Pokémon are extremely rare even in the best of times,so it's a serious accomplishment when you do find one.
There are number of other things you can do to furtherincrease your odds of finding Shiny Pokémon before you head out on the search.You can use any of the Lure items to further increase your odds of encounteringShiny Pokémon. It's also worth completing your Pokédex before tracking downShiny Pokémon. After you do, you can visit the GAME FREAK Development Office inthe Celadon Condominiums to receive the Shiny Charm, an item that increasesyour odds of encountering Shiny Pokémon even more.
Let It Ride Strategy Guidelines
Have fun reaping the rewards of Catch Combos! Keep an eye onPokemon.com/Strategy for more Pokémon: Let's Go, Pikachu! and Pokémon, Let's Go, Eevee! strategyarticles, as well as more Pokémon TCG and video game articles and tournamentcoverage.