UX for a Mobile Age Audience


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  • UX for a Mobile Age Audience

    1. 1. Pure Digital Since 1983 UX for a Mobile-Age Audience Krysta Stone @krystastone Marti Gukeisen @UXmarti
    2. 2. Intro | We Have Entered the “Mobile Age”• Over 95% of the US population owns a mobile phone• Nearly 25% of the US population currently owns a smartphone. – It’s projected that by 2014, over 40% of all mobile phones will be smartphones• Nearly 10% of the US population currently owns a tablet – The number of tablet users is projected to more than double in 2011, and then double again in 2012 2
    3. 3. Outline• Intro• Influence of iPad in UX• The Mobile vs. Desktop War is Over• Omniscient Innovation• It Shouldn’t Feel Like Homework• What Does it All Mean? 3
    4. 4. Pure Digital Since 1983 Influence of iPad in UX
    5. 5. Influence of iPad in UX | What are they?• Ease of Use• Metaphor• Discoverability• Entertainment• Touch Screen 5
    6. 6. Ease of Use | What is it?Apple emphasizes a simple, clean interface 6
    7. 7. Ease of Use | In comparisonPC emphasizes multitasking & feature explosion. this slide 7
    8. 8. Ease of Use | Influence• More focused on one task at a time• Reduce feature assault• Reduce competition for attention on the screen 8
    9. 9. Metaphor | What is it?Using something to represent something it is not. what it is what it means on a screen 9
    10. 10. Metaphor | Astronomical Example• Music player that uses images & concepts from astronomy to visualize music collections. Sun = Artist Planet = Album Moon = Song 10
    11. 11. Metaphor | Old lessons for new design This is too far Party like it’s… 11
    12. 12. Metaphor | This spectrum is a metaphor Given the context of a project, what is appropriate? Goal Completion Efficiency Less Time & Effort to InterpretLiteral AbstractedUsed More Metaphor Used Less More Time & Effort to Interpret Entertainment Play 12
    13. 13. Metaphor | So why was this okay?• iPad sets ‘playful’ as an expectation• Object is entertainment, not goal completion• Basics are still presented in a conventional way 13
    14. 14. Discoverability | It’s evolving“Discoverability: the ability for a user of a design to locate something that they need, in order to complete a certain task.”• Discoverability is shifting – it’s becoming part of the entertainment of the experience and that’s ok!• Conventions and standards for iPad don’t exist yet, but they’re emerging• Is it (finally) time to let go of the ‘traditional’ web nav design? (so 1996!)Don’t forget:• Users still need to be able to accomplish tasks• Leverage mental models!• Make functions discoverable by users “justin time.” 14
    15. 15. Entertainment | But what does it DO?• Purpose and functionality aren’t always the primary objective• Explore the capabilities of the medium to create a delightful experience• Right place at the right time: Don’t abandon your common sense.• What is the core purpose of the experience? Is there a way to make it more entertaining? 15
    16. 16. Touchscreen | Tips• Be ready for multiple orientations• Be ready to start…and to stop• Keep the focus on the primary task• Use simplified hierarchies• Think gestures, not clicks• Make targets at least 44x44 points• Move beyond the linear• Create opportunities to collaborate 16
    17. 17. Example | Designing for Touchscreens The Fantastic Flying Books of Mr. Morris Lessmore 17
    18. 18. Example | Designing for Touchscreens The Fantastic Flying Books of Mr. Morris Lessmore 18
    19. 19. Pure Digital Since 1983The Mobile vs. Desktop War is Over
    20. 20. It was a tie | Cross-platform is IN• It’s time to catch up to mobile user expectations.• Stop thinking about a separate sites for “fixed Internet” (i.e. desktop), mobile and tablet experiences (unless there’s a specific need).• Think about how a single user experience design can meet the needs of many devices.• Consumers want consistent, or even better, contextually relevant experiences.• “Make it work on my device, make it cool & delightful and give me what I want, when I need it.” 20
    21. 21. Responsive Design | What is it?• One way to keep up with all of the devices/resolutions on the market• Applies an architectural philosophy to digital design, that structures should respond to the environment and people in them• Designs should respond to a user’s behavior and environment based on screen size (resolution), platform and orientation• Fluid grids, flexible images and media queries• Eliminates the need for a different design and development phase for each new gadget on the market 21
    22. 22. Responsive Design | ExamplesSweet Hat Club http://sweethatclub.org/ 22
    23. 23. Responsive Design | ExamplesFood Sense http://foodsense.is/Many more examples at http://mediaqueri.es/ 23
    24. 24. Pure Digital Since 1983 Omniscient Innovation
    25. 25. Contextual Awareness | what is it?Contextual awareness is theidea that things thatare “aware” of the contextaround them and behavedifferently if their environmentchanges. 25
    26. 26. Contextual Awareness | Using these…• GPS • Twitter, et al• Accelerometer • Facebook, Google+ et al• Camera • Foursquare, et al• Bluetooth• RFID• Infrared• API’s• Google maps• Google Street view 26
    27. 27. Contextual Awareness | we might know…• Location • What places are nearby• Time of Day • What devices are nearby• Temperature • What objects are nearby • What can be seen nearby• Device Orientation• Device Movement• Device Acceleration• Device Speed 27
    28. 28. Contextual Awareness | we might know…• Who is using the device • User data• User Mega Meta • Aggregate data – gender, status, likes, • Data over time / trending employer, birthday, etc. • Everything about everyone• Searches• Tweets• Friends• Financial information 28
    29. 29. Contextual Awareness | Location + Orientation 29
    30. 30. Contextual Awareness | Street View + Location + Camera 30
    31. 31. Contextual Awareness | why this matters• New opportunities to leverage creatively• Bring mobile-magic ideas to your clients• Consider influence of mobile-mania on the immobile web experience and expectations 31
    32. 32. Pure Digital Since 1983It Shouldn’t Feel Like Homework
    33. 33. Gamification | What is it?You can apply the basic elements that make games fun andengaging to things that typically arent considered a game. -Gamification.org 33
    34. 34. Gamification | Game Mechanics• The processes by which games work• Gamification applies game mechanics to situations other than games• Game mechanics used well can help encourage engagement, active learning, and loyalty• Gamification and mobile work well together 34
    35. 35. Gamification | Checking In Gowalla scvngr Foursquare We & Co 35
    36. 36. Gamification | Fitbit 36
    37. 37. Gamification | Bartle’s Personality TypesRichard Bartle’s gamer personality types are a way of thinking about howdifferent people approach games. They can be helpful to think about whendeveloping other user experiences as well. Achievers – collect markers of accomplishment, such as points Explorers – enjoy the world of the game more than game objectives Socializers – prefer to play with others—games are about the social experience Killers – focus on competition 37
    38. 38. Gamification | Applying to UXHow do gamification and gaming personality types influence the UX process?• Consider how gamification might apply to your context – Can you make your application more game-like? – Consider how to make tasks appeal to the various gaming personalities• Incorporate personality types into personas 38
    39. 39. Pure Digital Since 1983 What Does It All Mean?
    40. 40. Considerations | For your mind to munch on• Moderation in all things – Find the right balance given the context [ play / metaphor / discovery / gamification / simplicity / efficiency / familiarity / ease of use ]• Conventions don’t really exist yet for mobile/touch• This stuff SCREAMS interdisciplinary 40
    41. 41. Remember | How people really use technology 41
    42. 42. DISCUSSKrysta Stone Marti Gukeisen Enlighten.com/blog@krystastone @Uxmarti @EnlightenAgencykstone@enlighten.com mgukeisen@enlighten.com info@enlighten.com 42