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Mobile UX Design
 

Mobile UX Design

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Juan Sanchez's presentation on mobile UX Design, held May 27, 2010, at Boulder Digital Works

Juan Sanchez's presentation on mobile UX Design, held May 27, 2010, at Boulder Digital Works

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    Mobile UX Design Mobile UX Design Presentation Transcript

    • Mobile UX Design Boulder Digital Works May 27, 2010
    • Hello. Juan Sanchez UX Architect at EffectiveUI @juansanchez juanchez.com
    • Gartner reported that the global mobile phone sales last year reached around 1.21 billion units.
    • Vendors shipped a total of 54.7 million units in the first quarter of 2010 (1Q10), up 56.7% from the same quarter a year ago. via International Data Corporation
    • What is mobile?
    • Ah, technology
    • These are...
    • And these...
    • Are these?
    • More on the way Left to right: Windows Phone 7, Kin, Nokia Morph Concept
    • What does it take to create a great mobile experience?
    • Know the hardware
    • Form Factor Best Buy makes a great device lab.
    • Screen Size Images via gamesradar.com
    • Screen Resolution 1024 x 768 at 132 ppi 480 x 320 at 163 ppi 800 x 480 480 x 320
    • Orientation
    • Input Methods Keyboard, wheels, touch, multi-touch, earbuds...
    • Other capabilities GPS, accelerometer, microphone, light, camera... Applications from left to right: iHandy Level, Stickybits, Square
    • Human Factor Left vs. right handed, proximity of reach, fatigue...
    • Connected?
    • Define the app
    • Not a scaled down website ≠ Option + “=” on a Mac will give you a ≠
    • Web app vs. native Left to right: Twitter Mobile Web and Tweetie iPhone App
    • What’s the soul of the application?
    • Primary touchpoint? Mobile is the main source of traffic. Applications from left to right: Ramp Champ, Convertbot
    • Companion Mobile app augments other experiences. Applications from left to right: Starbucks, iHome
    • Optimized UI Same functionality but in an optimized way. Applications from left to right: Evernote, Gowalla
    • What’s the use case? How, where, when is an app going to be used? Who is using the app? Image via mindingthegaps.com
    • Be clear on the use From icon to user interface AOL Radio
    • Mobile informs Mobile apps can be a test bed for new features in other experiences. Design mobile first.
    • Where are people coming from? What’s their technology ecology? iPhone? Android? Mac OS? Windows? Laptop?
    • Think about design
    • Consider brand Chipotle
    • Consider the whole experience There’s more than the UI. There’s the icon, startup screen, app store screens, etc.
    • Native UI vs. Custom UI Left to right: Wordpress, Epicurious
    • Understand the different platforms Android, iPhone, Web OS, etc. all have different UIs
    • Review the HIG and other design guides
    • Make it touchable Areas of interaction need to be big enough to easily interact with.
    • Orientation Design for the best experience in different orientations.
    • Promote the primary Eliminate extra noise by subduing secondary actions.
    • Resolution is higher Image via informationarchitects.jp
    • Rethink the metaphor ★ Metaphors can create a shallow learning curve, but aren’t always appropriate ★ Use metaphors that make sense ★ People are coming from the web if not from another device
    • Think affordance How do people know to interact with things?
    • Use default gestures ★ People enter with different gesture vocabularies. ★ If you’re not sure, go default. ★ You may be competing with other apps. Image via Touch Gesture Reference Guide on lukew.com
    • iPhone vs. iPad
    • On-the-go vs. on the couch. Iamge on left via iLounge.com
    • View from all sides Unlike a laptop, an iPad has no flip up screen to block interaction with others. Scrabble image via engadget.com
    • Wide open spaces Things can get lost on larger screens. More space means more chances to get lost.
    • Focussed views Each screen has its own purpose. Apps from left to right: NewsRack, Dictionary.com, Nike + iPod
    • Single Views Split views, limited views, etc. on the iPad
    • In-context Popovers Presents information that would normally be in a whole other view on a phone.
    • Modal Cards Another way to surface information without “leaving” the current view.
    • Beyond design
    • Review designs ★ Create an HTML website with hotspots and share the URL for review ★ Email images to be reviewed on a device
    • Get as close as you can to the real thing ★ Get set up with the dev environment ★ Test and run on the simulators ★ Even better, load on to a device ★ Even add assets and commit
    • Test interactions ★ Gestures and inputs ★ UI overload/fatigue ★ Scrolling and selecting ★ Navigation flow Image via scopeblog.stanford.edu
    • Physical prototypes ★ Don’t have the physical device? Fake it. ★ Made a wooden iPad to test before device was available Image via Jonathan Branam
    • Get user feedback ★ Form a user testing plan ★ Try to get “true” users ★ Conduct your own “guerilla” user testing
    • Thanks! Questions? effectiveui.com @juansanchez juanchez.com