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Visual design
- a key part of mobile apps

Henrik Hedegaard
Information Architect
@henrikhedegaard
Designit in numbers

20 250 25
YEARS

TOP BRAINS

NATIONS
Designit in numbers

+3 10
09
OFFICES

NEW

DENMARK

GERMANY SPAIN

NORWAY SWEDEN
UNITED KINGDOM CHINA

COUNTRIES
Our Collective Brain
Identify user needs

Strategic-creative &
user driven approach
User value creates
business value

Ret...
Service Delivery

User studies & ethnography

Brand and communication

Digital design

Digital & product experiences

Prod...
Some of the clients
Your choice…
Prolong the past
Or make changes?
http://www.realmacsoftware.com/clear/
http://www.realmacsoftware.com/clear/
What is a good design?
What is a good design?
“FILL IT UP”

This is actually a squirt gun
...for kids!!!
Press FIRE!!
“SHOOOT”
There is no SINGLE solution
only pointers
Considerations
Responsibility
Business
Must be based on a
viable business model

Feasibility
Must be realistic from a
tech...
Process stakeholders

Develop
Function

Design
Form

Business
$$$$$
We work for the end-user!
Potential for success when...
- it solves my problem
- it address my context
- it has a great look & feel
- it is easy to ...
POINTERS IN MOBILE DESIGN
Who what where when and why
The fat-finger problem
The fat-finger problem
Enrich standard navigation
Huffington Post
Web-relation and totally ugly

New York Times

Bad positioning
Supplemented with...
Don’t Gesturize the App
Consider Multi-User
Consider Multi-User
Custom pop-overs & modals
Custom pop-overs & modals
Engaging splash screens
Engaging splash screens
Engaging splash screens
What’s touchable??
Provide a “home” screen
NASA App
- One big mess
- No overview
But only if you
have the right
level of complexity
Provide a “home” screen
Provide a “home” screen
Guide you user
Guide you user
Simplify complexity
- Goal: engaging self service apps
- Goal: reduce service calls
- Minimal amount of buttons
- Quick mo...
The Extra 10%
The Extra 10%
10 Success Factors in IxD
SATISFACTION
LEARNABILITY
EFFICIENCY

MEMORABILITY
CONSISTENCY

MAPPING

VISIBILITY

SIMPLICITY
...
FORM & FUNCTION
WHEN IS OK, OK?
When to accept a functionality

Develop

Design

Business

✔

✔

✔
A DIGITAL ECO-SYSTEM
Print, as we knew it, is dead...
A digital eco-system
Service integration

- Same UI universe
- Same visual style
- Same metaphores
- Different interactions
- Different context...
An inclusive strategy
Services with purpose
Regular websites
Responsive webdesign
Web-apps
Hybrid apps
Native apps
Jyske Bank
SmartPhone, Tablet, Responsive webdesign
Jyske Bank - Digital Strategy
2008 - New website
2010 - Mobile Currency calculator (iPhone)
2010 - Mobile Banking (iPhone ...
Submitted to App Store
http://smallsurfaces.com/
http://www.simplecue.com/
http://powazek.com/posts/2583
Visual Design and Mobile Apps
Visual Design and Mobile Apps
Visual Design and Mobile Apps
Visual Design and Mobile Apps
Visual Design and Mobile Apps
Visual Design and Mobile Apps
Visual Design and Mobile Apps
Visual Design and Mobile Apps
Visual Design and Mobile Apps
Visual Design and Mobile Apps
Visual Design and Mobile Apps
Visual Design and Mobile Apps
Visual Design and Mobile Apps
Visual Design and Mobile Apps
Visual Design and Mobile Apps
Visual Design and Mobile Apps
Visual Design and Mobile Apps
Visual Design and Mobile Apps
Visual Design and Mobile Apps
Visual Design and Mobile Apps
Visual Design and Mobile Apps
Visual Design and Mobile Apps
Visual Design and Mobile Apps
Visual Design and Mobile Apps
Visual Design and Mobile Apps
Visual Design and Mobile Apps
Visual Design and Mobile Apps
Visual Design and Mobile Apps
Visual Design and Mobile Apps
Visual Design and Mobile Apps
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Visual Design and Mobile Apps

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Visual Design and Mobile Apps

Published in: Design, Business, Technology

Transcript of "Visual Design and Mobile Apps"

  1. 1. Visual design - a key part of mobile apps Henrik Hedegaard Information Architect @henrikhedegaard
  2. 2. Designit in numbers 20 250 25 YEARS TOP BRAINS NATIONS
  3. 3. Designit in numbers +3 10 09 OFFICES NEW DENMARK GERMANY SPAIN NORWAY SWEDEN UNITED KINGDOM CHINA COUNTRIES
  4. 4. Our Collective Brain Identify user needs Strategic-creative & user driven approach User value creates business value Rethink & discover opportunities Translate into new services
  5. 5. Service Delivery User studies & ethnography Brand and communication Digital design Digital & product experiences Product design & ergonomy Service innovation
  6. 6. Some of the clients
  7. 7. Your choice… Prolong the past Or make changes?
  8. 8. http://www.realmacsoftware.com/clear/
  9. 9. http://www.realmacsoftware.com/clear/
  10. 10. What is a good design?
  11. 11. What is a good design? “FILL IT UP” This is actually a squirt gun ...for kids!!! Press FIRE!! “SHOOOT”
  12. 12. There is no SINGLE solution only pointers
  13. 13. Considerations Responsibility Business Must be based on a viable business model Feasibility Must be realistic from a technical perspective Must be a win-win and develop sustainable end-user relations Desirability App must deliver real user value
  14. 14. Process stakeholders Develop Function Design Form Business $$$$$
  15. 15. We work for the end-user!
  16. 16. Potential for success when... - it solves my problem - it address my context - it has a great look & feel - it is easy to use - it has the right functionality - it performs great - it inspires me in my task ...and it make me WANT to use it again Business, Branding & Marketing
  17. 17. POINTERS IN MOBILE DESIGN Who what where when and why
  18. 18. The fat-finger problem
  19. 19. The fat-finger problem
  20. 20. Enrich standard navigation Huffington Post Web-relation and totally ugly New York Times Bad positioning Supplemented with pinch-gesture Zite Very usable, but ugly Supplemented with tap-gesture
  21. 21. Don’t Gesturize the App
  22. 22. Consider Multi-User
  23. 23. Consider Multi-User
  24. 24. Custom pop-overs & modals
  25. 25. Custom pop-overs & modals
  26. 26. Engaging splash screens
  27. 27. Engaging splash screens
  28. 28. Engaging splash screens
  29. 29. What’s touchable??
  30. 30. Provide a “home” screen NASA App - One big mess - No overview But only if you have the right level of complexity
  31. 31. Provide a “home” screen
  32. 32. Provide a “home” screen
  33. 33. Guide you user
  34. 34. Guide you user
  35. 35. Simplify complexity - Goal: engaging self service apps - Goal: reduce service calls - Minimal amount of buttons - Quick monitoring of usage - Quick history functionality - Quick statistical coloration - Simple mobile code / login - Well-know interface standard
  36. 36. The Extra 10%
  37. 37. The Extra 10%
  38. 38. 10 Success Factors in IxD SATISFACTION LEARNABILITY EFFICIENCY MEMORABILITY CONSISTENCY MAPPING VISIBILITY SIMPLICITY FEEDBACK ERROR RECOVERY
  39. 39. FORM & FUNCTION WHEN IS OK, OK?
  40. 40. When to accept a functionality Develop Design Business ✔ ✔ ✔
  41. 41. A DIGITAL ECO-SYSTEM Print, as we knew it, is dead...
  42. 42. A digital eco-system
  43. 43. Service integration - Same UI universe - Same visual style - Same metaphores - Different interactions - Different context - Diffrent technology
  44. 44. An inclusive strategy
  45. 45. Services with purpose Regular websites Responsive webdesign Web-apps Hybrid apps Native apps
  46. 46. Jyske Bank SmartPhone, Tablet, Responsive webdesign
  47. 47. Jyske Bank - Digital Strategy 2008 - New website 2010 - Mobile Currency calculator (iPhone) 2010 - Mobile Banking (iPhone + Android) 2011 - Responsive webdesign 2011 - Mobile Banking (iPad)
  48. 48. Submitted to App Store
  49. 49. http://smallsurfaces.com/ http://www.simplecue.com/ http://powazek.com/posts/2583
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