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6 Rules for Building Amazing Apps for Mobile & Tablet Devices

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I start this talk by exploring how humans gathered and shared knowledge in ancient times only for it to be lost during the dark ages. Not unlike the information overload of today, making knowledge a ...

I start this talk by exploring how humans gathered and shared knowledge in ancient times only for it to be lost during the dark ages. Not unlike the information overload of today, making knowledge a commodity for the first time in human history.

I follow these concepts with the closely interconnected "6 Rules for Building Amazing Apps for Mobile & Tablet Devices" including how to look at your data, how context influences the users interactions, how to influence users behavior and how to use design to create touchable, almost real life product experiences. Concluded with resetting peoples expectations of how to build mobile apps, making sure they account for a lot more time than other projects.

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    6 Rules for Building Amazing Apps for Mobile & Tablet Devices 6 Rules for Building Amazing Apps for Mobile & Tablet Devices Presentation Transcript

    • 6 Rules for Building Amazing Apps for Mobile & Tablet with Brian Fling 1. 4. 2. 5. 3. 6.
    • The Puget Sound Region
    • “They have the best co ee, computers and smack” —Robyn Hitchcock Viva Sea-Tac The Puget Sound Region
    • Ancient Greek Technology STREETS CARTOGRAPHY CALIPER CRANE ESCAPEMENT TUMBLER_LOCK GEARS PLUMBING SPIRAL_STAIRCASE URBAN_PLANNING CROSSBOW WINCH WHEELBARROW SHOWERS CENTRAL_HEATING LIGHTHOUSE ALARM_CLOCK CHAIN_DRIVE CANNON LEVERS WATER_MILL GIMBAL DRY_DOCK ANALOG_COMPUTERS FIRE_HOSE VENDING_MACHINE WIND_VANE CLOCK_TOWER AUTOMATIC_DOORS
    • POLITICAL_PHILOSOPHY ETHICS METAPHYSICS ONTOLOGY LOGIC BIOLOGY RHETORIC & AESTHETICS
    • “Greek philosophy has shaped the entire Western thought since its inception.”
    • Some Innovations from the Roman Empire ABACUS AMPHITHEATER AQUEDUCT ARCH BOOK BRASS BRIDGE CAMEOS CAST_IRON CEMENT CRANE DAM DOME LOOM FLAMETHROWER GLASS BLOWING HAND_SOAP HYDRAULICS HYDROMETER KNIFE LIGHTHOUSES LEATHER MILLS STEAM_ENGINE NEWSPAPER ODOMETER PADDLE_WHEEL PEWTER POTTERY REAPER SAILS RUDDER SAUSAGE SEWERS SPIRAL_STAIRCASE STENOGRAPHY STREET_MAPS SURGICAL_INSTRUMENTS
    • “In an economy where the only certainty is uncertainty, the one source of lasting competitive advantage is knowledge. When markets shift, technologies proliferate, and products become obsolete almost overnight, successful companies are those that consistently create new knowledge, disseminate it widely throughout the organization and quickly embody it in new technologies and products”
    • 6 Rules for Building Amazing Apps for Mobile & Tablet with Brian Fling #1 1. UNDERSTAND THE MEDIUM 4. DESIGN FOR INTERACTION Get to know what your tablet means to Chances are you’ve never done anything your users and how they will use them. like it before. 2. GET YOUR DATA DIALED 5. FOCUS ON THE DETAILS Data is the new content, and it comes from A gift for pixel perfection and psych degree everywhere. can come in handy. 3. BE A MASTER OF CONTEXT 6. ALLOW AMPLE TIME Dive into context, it is the easiest way to It takes a lot longer than you might think. level up to awesomeness.
    • Phones are about making the most of the moment, simple tasks, & context.
    • Tablets are about focus, consumption, simple tasks & portability.
    • ...or just think of your app as a great book.
    • 6 Rules for Building Amazing Apps for Mobile & Tablet with Brian Fling 1. UNDERSTAND THE MEDIUM 4. DESIGN FOR INTERACTION Get to know what your tablet means to Chances are you’ve never done anything your users and how they will use them. like it before. 2 #2. GET YOUR DATA DIALED 5. FOCUS ON THE DETAILS Data is the new content, and it comes from A gift for pixel perfection and psych degree everywhere. can come in handy. 3. BE A MASTER OF CONTEXT 6. ALLOW AMPLE TIME Dive into context, it is the easiest way to It takes a lot longer than you might think. level up to awesomeness.
    • 1 out of 3 projects go sideways because of BAD DATA
    • Content is Data
    • there is no Design without Data
    • 1 out of 3 projects go sideways because of BAD DATA
    • “A new form of Web content that is meaningful to computers will unleash a revolution of new possibilities.”
    • Push or Pull?
    • Figure out how your app will Push & Pull data before you begin.
    • 6 Rules for Building Amazing Apps for Mobile & Tablet with Brian Fling 1. UNDERSTAND THE MEDIUM 4. DESIGN FOR INTERACTION Get to know what your tablet means to Chances are you’ve never done anything your users and how they will use them. like it before. 2. GET YOUR DATA DIALED 5. FOCUS ON THE DETAILS Data is the new content, and it comes from A gift for pixel perfection and psych degree everywhere. can come in handy. 3 #3. BE A MASTER OF CONTEXT 6. ALLOW AMPLE TIME Dive into context, it is the easiest way to It takes a lot longer than you might think. level up to awesomeness.
    • JARGON ALERT Context The circumstances that form the setting for an event, statement, or idea, and in terms of which it can be fully understood and assessed.
    • Radio TV Live Billboard ry Vi to su di al Au Word of Print Ad Mouth Kinesthetic Mobile Events Device QR
    • WAP Bluetooth Radio TV SMS SMS Live Billboard WAP ry Vi to MMS su di al Au QR Cod Word of Print Ad Mouth SMS Kinesthetic SMS WAP Mobile Events Device QR Code Website MMS
    • WAP Discuss IVR SMS Buy SMS IVR Notify Send to Friend WAP Bluetooth Radio TV Send to Friend Notify SMS SMS Live Billboard d to B nd WAP ry Vi to MMS su di a Au l W QR Code Word of Print Ad Mouth SMS ify Kinesthetic No SMS WAP Mobile Events Buy Device Send to Friend QR Code Website MMS Join Notify SMS SMS Email WAP Site MMS WAP Site
    • Join Down Notify load Vote Vote Down load Notify WAP Discuss IVR SMS Buy SMS IVR Notify Send to Friend WAP Bluetooth Radio TV Send to Friend Notify SMS SMS Live Billboard Send to Buy Friend WAP ry Vi to MMS su di al Au Join WAP Site QR Code Word of Print Ad Mouth SMS Notify Kinesthetic Notify SMS WAP Mobile Events Buy Device Send to Friend QR Code Website MMS Join Notify SMS SMS Email WAP Site MMS WAP Site SMS Send to Friend Send to Friend Notify Notify Post WAP Site Send to Friend
    • Always add value to the users context*
    • Always add value to the users context* *Doing so requires a little Psych 101
    • 6 Rules for Building Amazing Apps for Mobile & Tablet with Brian Fling 1. UNDERSTAND THE MEDIUM 4 #4. DESIGN FOR INTERACTION Get to know what your tablet means to Chances are you’ve never done anything your users and how they will use them. like it before. 2. GET YOUR DATA DIALED 5. FOCUS ON THE DETAILS Data is the new content, and it comes from A gift for pixel perfection and psych degree everywhere. can come in handy. 3. BE A MASTER OF CONTEXT 6. ALLOW AMPLE TIME Dive into context, it is the easiest way to It takes a lot longer than you might think. level up to awesomeness.
    • ? CONTEXT MEDIUM (Mobile) INTERACTION
    • JARGON ALERT Needs The circumstances in which something is necessary, or that require some course of action.
    • Abraham Harold Maslow (April 1, 1908 – June 8, 1970) was an American psychologist. He is noted for his concept- ualization of a "hierarchy of human needs", and is considered the founder of humanistic psychology.
    • “Unlike personality, attitudes are expected to change as a function of experience.”
    • Affect.
    • JARGON ALERT Affective Response The emotional response that expresses an individual's degree of preference for an entity.
    • Affect. Behavior.
    • JARGON ALERT Behavioral Intention The verbal indication or typical behavioral tendency of an individual.
    • Affect. Behavior. Cognition.
    • JARGON ALERT Cognitive Response The evaluation of the entity that constitutes an individual's beliefs about the object.
    • The “deck” is still very much alive and doing incredibly well.
    • 6 Rules for Building Amazing Apps for Mobile & Tablet with Brian Fling 1. UNDERSTAND THE MEDIUM 4. DESIGN FOR INTERACTION Get to know what your tablet means to Chances are you’ve never done anything your users and how they will use them. like it before. 2. GET YOUR DATA DIALED 5 #5. FOCUS ON THE DETAILS Data is the new content, and it comes from A gift for pixel perfection and psych degree everywhere. can come in handy. 3. BE A MASTER OF CONTEXT 6. ALLOW AMPLE TIME Dive into context, it is the easiest way to It takes a lot longer than you might think. level up to awesomeness.
    • 6 Rules for Building Amazing Apps for Mobile & Tablet with Brian Fling 1. UNDERSTAND THE MEDIUM 4. DESIGN FOR INTERACTION Get to know what your tablet means to Chances are you’ve never done anything your users and how they will use them. like it before. 2. GET YOUR DATA DIALED 5. FOCUS ON THE DETAILS Data is the new content, and it comes from A gift for pixel perfection and psych degree everywhere. can come in handy. 3. BE A MASTER OF CONTEXT 6 #6. ALLOW AMPLE TIME Dive into context, it is the easiest way to It takes a lot longer than you might think. level up to awesomeness.
    • Mobile Design = Web Design
    • Mobile Design = Web Design
    • The Elements of User Experience Jesse James Garrett jjg@jjg.net A basic duality: The Web was originally conceived as a hypertextual information space; 30 March 2000 but the development of increasingly sophisticated front- and back-end technologies has fostered its use as a remote software interface. This dual nature has led to much confusion, as user experience practitioners have attempted to adapt their terminology to cases beyond the scope of its original application. The goal of this document is to define some of these terms within their appropriate contexts, and to clarify the underlying relationships among these various elements. Web as software interface Concrete Completion Web as hypertext system Visual Design: visual treatment of text, Visual Design: graphic treatment of interface elements (the "look" in "look-and-feel") Visual Design graphic page elements and navigational components Interface Design: as in traditional HCI: Navigation Design: design of interface design of interface elements to facilitate elements to facilitate the user's movement user interaction with functionality Interface Design Navigation Design through the information architecture Information Design: in the Tuftean sense: designing the presentation of information Information Design Information Design: in the Tuftean sense: designing the presentation of information to facilitate understanding to facilitate understanding Interaction Design: development of Interaction Information Information Architecture: structural design time application flows to facilitate user tasks, defining how the user interacts with Design Architecture of the information space to facilitate intuitive access to content site functionality Functional Specifications: "feature set": detailed descriptions of functionality the site Functional Content Content Requirements: definition of content elements required in the site must include in order to meet user needs Specifications Requirements in order to meet user needs User Needs: externally derived goals User Needs: externally derived goals for the site; identified through user research, ethno/techno/psychographics, etc. User Needs for the site; identified through user research, ethno/techno/psychographics, etc. Site Objectives: business, creative, or other internally derived goals for the site Site Objectives Site Objectives: business, creative, or other internally derived goals for the site task-oriented Abstract Conception information-oriented This picture is incomplete: The model outlined here does not account for secondary considerations (such as those arising during technical or content development) that may influence decisions during user experience development. Also, this model does not describe a development process, nor does it define roles within a user experience development team. Rather, it seeks to define the key considerations that go into the development of user experience on the Web today. © 2000 Jesse James Garrett http://www.jjg.net/ia/
    • Mobile Design is Software Design
    • Mobile Design is Software Design
    • Mobile Design is an entirely new breed of design. Of which the rules and best practices are still being defined.
    • Over 10 years in mobile & I still feel like it’s the first day in school
    • Planning Interactions Design Integration Development Testing Fixes Deployment DESIGNERS DEVELOPERS
    • Case Studies
    • Get in Touch THANK YOU Find Out How We Can Help You. My name is Brian Fling and Brian Fling Charlie Barr Founder & President Client Director Iʼm a Mobile Designer brian@pinchzoom.com charlie@pinchzoom.com +1 206 351-6060 +1 206 395-5085 twitter.com/fling book mobiledesign.org company pinchzoom.com blog flingmedia.com