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OK, so the title doesn't really make sense, but my sense of wordplay took over.
My institution isn't big enough, and doesn't have the mobile-focused programs to need, to support serious mobile course development. Like other posters here, as someone working in instructional design/academic technology, I'll often make faculty aware of the mobile apps (especially the SpeedGrader app), but not primarily for the sake of mobile. Rather, my thinking goes something like this:
The same considerations and habits that make for good mobile design tend to make for good course design generally.
- Being mindful of embedded media and how they present on student devices;
- Giving useful navigation guidance in prompts/instructions;
- 'Chunking' content into manageable parts, rather than a long-scrolling mass of text;
- Using native HTML tags for accessibility, rather than using visual styling or aligning;
- Building course progression with Modules (you'd be surprised how frequently I see initial course designs on the "click-around-until-you-find-it" plan...).
Most, if not all, of the above are addressed in much more useful detail in @rseilham 's - and elsewhere throughout CMUG. But I think that making the connection between mobile design practice and general design practice is an important piece of the broader conversation.
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