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Designing Great Mobile Apps
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Designing Great Mobile Apps


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This is my presentation that I gave at 360Flex Denver. …

This is my presentation that I gave at 360Flex Denver.

So you want to build a mobile app? Unfortunately so does everyone else. But don't worry, this session will explore how you can set your application apart from the competition. We will explore a variety of topics including: visual design, common mobile UI patterns, challenges of mobile and touch interfaces, and how prototyping can give you an edge.

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  • UI prototyper 15 yrsMgr SDFUGACPFC Community Manager
  • Who has built apps for iOS? Android? Playbook? Other? None?
  • Building mobile apps are hard
  • Mobile devices are not the same as a desktopAbout the same CPU power as a desktop computer of 7 years ago and about 1/3 of the screenComputerBig ScreenPower SupplyConsistent NetworkKeyboardMouseChairDeskMobileSmall ScreenBatteryInconsistent NetworkFingersSensors
  • Context
  • IF you don’t get it right in your first outing, most will NOT be back
  • Careless !=Dumd
  • People want simplicity and ease
  • Play
  • Learn
  • Communicate
  • 4,000 patents on file for mousetraps
  • Your goal is find the missing mousetrap OR find a way to build a new and better mousetrap
  • Need to make the most of the user’s time and attention.
  • What’s around me? What can I do, Where can I go?
  • Quick learning curveCan be be used in short burstsKey component to many successful mobile apps.
  • Focused on the micro task of logging your run and routes.
  • An effortless experience requires streamlined choices of features-limited attention-limited time-limited pixels-limited processing power-limited connectivity
  • In Badge BookletsWhat’s My Schedule?Surprises!This session is not right for me, what can I go see?
  • Browser chromeSellingCan’t access all of the deviceBut can have a wider reach
  • iPhone – 15/16th of inch
  • Don’t crowd me inGive your UI some room to breatheYour UI needs to viewable from a distance
  • This pattern breaks you app into focused sub-tasksEarly Android UI patterns had the tab bar at the top of the screen, but can anyone tell me the issue with that location?
  • Paper Prototype
  • UI template files available for both iOS and AndroidBuild only want you need
  • Your App icon is your welcome mat.Design your icons for all the devices supported size: 29px, 36px, 48px, 57px, 72px, 512px
  • Focus on start up time.iOS does a great job of hiding this with their start screensBut this is not the time to recreate a Skip Intro UXOnce they are there, welcome them, show them around
  • Remember: users want quick easy access to your app, not to play an icon guessing game
  • Hidden elements
  • Hidden elements
  • Hidden elements
  • Transcript

    • 1. Designing Great Mobile Apps
      Chris Griffith
    • 2. Disclaimer
      These opinions and thoughts are my own, and may or may not reflect the opinions of the company that I work for.
    • 3.
    • 4.
    • 5. My Mobile App Portfolio
    • 6.
    • 7.
    • 8. We need a mobile APP!NOW!
    • 9. Building Mobile Apps is hard work.
    • 10.
    • 11.
    • 12. Bored Users
    • 13. Fickle Users
    • 14.
    • 15. It begins with a simple touch…
    • 16. Gestures can be a mystery
    • 17. Designing for Dummies
    • 18.
    • 19.
    • 20.
    • 21.
    • 22.
    • 23. There’s Not an App for that!
    • 24. But is it mobile?
    • 25. Mobile Mindsets…
      I’m here!
      I’m bored!
      I’m working!
    • 26. I’m working
    • 27.
    • 28. I’m Here
    • 29.
    • 30. I’m bored
    • 31.
    • 32.
    • 33. What Makes Your App Special?
    • 34. Building the User Experience
    • 35. An effortless experience requires
      streamlined choices of features
      limited attention
      limited time
      limited pixels
      limited processing power
      limited connectivity
    • 36. What is your app’s quest?
    • 37. Focal Task/Key Problem
    • 38. What wrong a web app/site?
    • 39. Designing for the tiny
    • 40. Rule of Thumbs
      The average fingertip is 3x larger than the hand cursor
      Make your buttons 3x larger
      Then make them even larger
    • 41. With fingers, come hands…
    • 42.
    • 43.
    • 44. Pixels Per Inch (PPI)
      Data based on respective products published technical specifications
    • 45.
    • 46.
    • 47.
    • 48.
    • 49. Flat Card Pattern
      Quick Focused Content
      Varied Content Layout
      Low Chrome
      Traversing from start to end of the stack
      Issues of scaling the number of cards
      Tiny page dots
    • 50.
    • 51.
    • 52. Tab/Nav Bar Pattern
      Easy access to main sections
      Easy overview of the features and the context
      Navigation marker
      Limited number of tabs
      Tab always on screen
    • 53.
    • 54.
    • 55. List/Tree Pattern
      Scales past 5 items
      Direct interaction
      Limited UI chrome
      User must remember their navigation path
      Must travel to top node to access another branch
      Scroll risk
    • 56.
    • 57.
    • 58. Dashboard Pattern
      Reveals capabilities
      Offers shortcuts to key sections
      Can be colorful and engaging
      Falling out of favor
      Return Navigation mystery
      Hub-Spoke navigation
    • 59. Combination Patterns
    • 60.
    • 61. Be careful of your navigation path
    • 62.
    • 63.
    • 64. Put something on device
    • 65.
    • 66. Stand Out from the Crowd
    • 67. What’s your style
      Sleek and cool
      Fun and playful
    • 68.
    • 69. People judge an app by it’s cover
      App Icon
      Start Screen
      Overall Look
    • 70. Your App Icon == Your Brand
    • 71.
    • 72.
    • 73. It’s not a guessing game…
    • 74. Give Feedback
      Did I touch it?
      Is it working?
      Is there a signal?
    • 75. Design Tips
      for the Developer
    • 76. Provide surprises
    • 77.
    • 78.
    • 79.
    • 80. Mobile is Everywhere
    • 81. Now go build something!
    • 82. Thanks!