Mobile User Experience


Published on

  • Be the first to comment

  • Be the first to like this

No Downloads
Total views
On SlideShare
From Embeds
Number of Embeds
Embeds 0
No embeds

No notes for slide
  • Don’t need to convince you that mobile is huge.Just in case there’s any doubts, I’m going to run through a few interesting states
  • Mac has been apple’s single largest source of revenue in nearly every yr.TheiPad just barely outsold the Mac four years ago and the iPhone’s sales outpaced Mac for the first time last year by ALOT
  • How long did it take to reach 1 million subscribers???AOL (if you still remember that brand) - 9 yrsFB – 9 monthsDrawSomething – 9 days
  • We hear a lot of success stories about mobile start-ups being acquired all the time
  • Consumer: Thought process behind creating/design mobile application?Potential Creator: Things to consider beyond the “look” of a mobile application when designing for a mobile applicationCreator: Good reminder of mistakes to avoid
  • Myths
  • Mobile is not about making things smallerSimpler interfaces are betterSimpler != dumb -> remember to focus on the core function
  • Smaller screen and processing power. The more features you try to put into an application, the more logic or code the device has to execute -> runs super slow.Limited Real Estate -> try to fit too much into a screen, it cludders the content making it difficult to use.
  • Ask yourself, what is the purpose of your application? What is the main use case for this application?Where would they use it? And what will they use it for?Pick one and do it EXTREMELY WELL
  • Two basic screens : article list and article content screen.
  • Don’t try to crowd everything in a single screen
  • Keep your interface simple and make it easier to navigate or use.
  • Mobile application users do not spend a lot of time on an application during each session. Make it simple and easy to complete a transaction
  • To accomplish a task or a transaction, it should only take a few clicks and no more. Instagram – why do people use it over the main fb app? The interface is straightforward, it’s only a few clicks.
  • Standalone app where you can shoot, filter, and share single or sets of photos
  • Looking good on paper does not mean it feels good on an appBeautiful does not always mean usable
  • A lot of designers tend to begin prototyping with pen and paper – this is a two-way process. They spend WAY too much time on static medium. Static medium means the design thinking is limited right out of the gate.There is a wide range of methods and techniques to interact with the application on your mobile device.
  • There’s always a fat finger problem. The touch targets for all the buttons in your mobile applications must be a certain size. You won’t realize this with just paper design.
  • Our thumbspan is limited – especially ppl with small hands like mine.Pink – illustrate the comfort zone for the thumb to fall on your screen.Frequently used buttons and navigation tabs are on the bottom eft -> easy to access.Actions that make changes to data such as Edit, delete, Buy are generally placed at top right. Easy to view but relatively difficult to tap making accidental changes less likely.
  • They use what they build……When a a company uses the products that it makes.Use it everyday and feel the product. If something does not feel right, pivot and adjust. If you expect customers to buy/use your products, you should also be willing to use them.Agile development process helps encourage this as well. At XtremeLabs, send weekly functional builds for to client. Every week, we use the app and verify the features that was developed during the week. This forces, encourage the creator to use it and truly feel whether the product makes sense.Demonstrate confidence in your own products
  • Ecosystem players are battling across 4 screens – More and more people interact in an “ecosystem of screens”Smartphones, tablets and connected tvs. They all have a slightly different experience because they are used at different times, under different situations.
  • It’s not enough to design digital products and services …. We also have to think about their connections. Instead of designing solo experience, we need to design systems.People are shifting from device to device and expect products and services to move with them.They expect the most appropriate support and a delightful experience – whatever they do.
  • For example….Devices are always in sync.If you start reading an ebook on your smartphone, your tablet will know your reading position. Your bookmarks and notes are always up to date on every device
  • Users actively shift content from one device to anotherWith Apple’s airplay technology, a video can be shifted from an iPhone or iPad to a large TV screen
  • Devices are complementing each otherIpad serves as scrabble board . Tiles are arranged on iphones so other players can’t see them
  • Mobile User Experience

    1. 1. Mobile User Experience@kitty_shum
    2. 2. Mobile Market Boom
    3. 3. Revenue: iPhone > Mac
    4. 4. Rate of AdoptionHow long did it them to reach 1 million subscribers?9 Years 9 Months 9 Days!!!
    5. 5. Mobile Success Stories
    6. 6. Draw Something10+ million active users/day, $200 million
    7. 7. Instagram40 million user, $1Billion
    8. 8. Do-It-Yourself
    9. 9. Mobile User Experience
    10. 10. Target AudienceMobile App Users Potential Mobile App Mobile App Creators Developers
    11. 11. 4 Misconceptions
    12. 12. Mobile = make everything smallerMisconception #1
    13. 13. Limited Real Estate & Power
    14. 14. What is your purpose?
    15. 15. Globe and Mail News“Best News Reading Experience”
    16. 16. Groupon“Purchase, manage, redeem Groupons on-the-go”
    17. 17. Don’t Crowd me!
    18. 18. Less is More!
    19. 19. Less content/screen = more screens Misconception #2
    20. 20. Mobile Session Length
    21. 21. Just a few clicks and NO MORE#1 -> #2 -> #3
    22. 22. Stand-alone apps
    23. 23. Beautiful = UsableMisconception # 3
    24. 24. Static mock-up is not enough!
    25. 25. Touch Gestures
    26. 26. Fat finger problem!
    27. 27. Bad Touch Targets
    28. 28. Touch Targets
    29. 29. Ergonomics Matters!
    30. 30. Rule of Thumb
    31. 31. Eat your own dog food
    32. 32. Mobile is all about smartphonesMisconception #4
    33. 33. 4 screen ecosystem
    34. 34. Interchangeable
    35. 35. Synchronization
    36. 36. Device shifting
    37. 37. Complementary
    38. 38. More Screens in the Future
    39. 39. Take-away What is your purpose? A few clicks and no more! Static Mock-ups is not enough! Think beyond Smartphones
    40. 40. Want to know more?Twitter: @kitty_shumEmail: