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• Design lead and Sr UI/UX
  Architect, Professional
  Services, Appcelerator
• Digital Media Instructor, Rhode
  Island School of Design, CE
• Office hours
• Filters
• Pattern-Hungry
• Rooted in Extremes
• The in-action refinement and
  optimization of hindsight
• We know what we need today
  to help us understand what we
  will need tomorrow
• We live in a time where it is
  extremely convenient to collect
  and connect data
• Apps, like any product, are
  experience packages
• We must consider end-to-end
• From chemistry, to
  ingredients, to recipe, to cake
  (is not a lie), to delivery, to
  nomnomnom
• Necessary convergence in
  technology, where convenience
  meets resources, but we aren’t
  yet resource limitless
• Personal user comfort and
  usability testing
• Understanding the problems of
  others helps us gain insight in
  to the human condition
• The more we do this, the better
  we are at spotting patterns;
  learning what people
  fundamentally want and need
• Ask questions
• In user-centric design, you
  must consider the user, each
  step of the way
• Enrich with value
• Keep it authentic and honest
• User value
  (needs), profiles, and stories
  help us to define the
  overall, core experience
• Mobility has made technology
 very personal
• Driven by convenience and
 truly unique experiences
• Users are now more aware
 than ever before
• Asymmetrical balance between
  familiarity and innovation
• Skeuomorphism and real
  life, material metaphors
• Compliment with concierge-like
  services and mechanisms
• An awesome experience does
 not equate to success
• Investing in awesome
 experience is always a positive
 for the user
• Average-to-poor user
 experience will continue to
 have an ever-
 increasing, negative impact on
 business success
• Design for mobility, first
• Consider product target
  platforms
• Asymmetrical balance of
  mainstays and new stuff
• Preventing design compromise
  should be a super high priority
• Avoid data and context
  overload
• Make content meaningful and
  accessible to what the user is
  currently doing and what they
  currently need
• Navigation and interaction will
  be largely dictated and
  influenced by core experience
• We should always strive for fun
  and memorable experiences
• Constantly reinforce the
  pleasure that is derived from
  inputs and outputs
• Increased flexibility
• Platform-specific
• Improved differentiation
• Interaction commitment
• CLEARLY identify primary
  contexts, secondary
  contexts, and detail contexts
• Avoid primary/secondary and
  detail cross-context
• The path should be simple to
  traverse in either direction
• Visualize information
  architecture and design into a
  format that a user can
  understand
• How can we allow for the
  interesting display of and
  interaction with data?
• These are the more obvious
  opportunities
• …not equal
• …limited
• …diverse, offering
  opportunities to learn
• Make platform the star
• The platform is your go-to-guy
  out in the field
• Empower the platform to
  successfully deliver
  consistently awesome
  experiences to your customers
• Experience equality is providing
  the best experience
  possible, given the constraints
  of the environment
• Everyone is accountable for
  platform experience
• Closely study platform user
  interface guidelines
• Not every documented
  convention is best for every
  experience; known or unknown
• Break some rules
Platform-First UX Design for Consistent Mobile Experiences
Platform-First UX Design for Consistent Mobile Experiences

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Platform-First UX Design for Consistent Mobile Experiences

  • 1.
  • 2. • Design lead and Sr UI/UX Architect, Professional Services, Appcelerator • Digital Media Instructor, Rhode Island School of Design, CE • Office hours
  • 3.
  • 4.
  • 6. • The in-action refinement and optimization of hindsight • We know what we need today to help us understand what we will need tomorrow • We live in a time where it is extremely convenient to collect and connect data
  • 7.
  • 8. • Apps, like any product, are experience packages • We must consider end-to-end • From chemistry, to ingredients, to recipe, to cake (is not a lie), to delivery, to nomnomnom
  • 9. • Necessary convergence in technology, where convenience meets resources, but we aren’t yet resource limitless • Personal user comfort and usability testing
  • 10.
  • 11.
  • 12. • Understanding the problems of others helps us gain insight in to the human condition • The more we do this, the better we are at spotting patterns; learning what people fundamentally want and need • Ask questions
  • 13. • In user-centric design, you must consider the user, each step of the way • Enrich with value • Keep it authentic and honest • User value (needs), profiles, and stories help us to define the overall, core experience
  • 14. • Mobility has made technology very personal • Driven by convenience and truly unique experiences • Users are now more aware than ever before
  • 15. • Asymmetrical balance between familiarity and innovation • Skeuomorphism and real life, material metaphors • Compliment with concierge-like services and mechanisms
  • 16. • An awesome experience does not equate to success • Investing in awesome experience is always a positive for the user • Average-to-poor user experience will continue to have an ever- increasing, negative impact on business success
  • 17.
  • 18.
  • 19. • Design for mobility, first • Consider product target platforms • Asymmetrical balance of mainstays and new stuff • Preventing design compromise should be a super high priority
  • 20. • Avoid data and context overload • Make content meaningful and accessible to what the user is currently doing and what they currently need • Navigation and interaction will be largely dictated and influenced by core experience
  • 21. • We should always strive for fun and memorable experiences • Constantly reinforce the pleasure that is derived from inputs and outputs
  • 22.
  • 23. • Increased flexibility • Platform-specific • Improved differentiation
  • 24. • Interaction commitment • CLEARLY identify primary contexts, secondary contexts, and detail contexts • Avoid primary/secondary and detail cross-context • The path should be simple to traverse in either direction
  • 25. • Visualize information architecture and design into a format that a user can understand • How can we allow for the interesting display of and interaction with data? • These are the more obvious opportunities
  • 26.
  • 27.
  • 28.
  • 29. • …not equal • …limited • …diverse, offering opportunities to learn
  • 30. • Make platform the star • The platform is your go-to-guy out in the field • Empower the platform to successfully deliver consistently awesome experiences to your customers
  • 31. • Experience equality is providing the best experience possible, given the constraints of the environment • Everyone is accountable for platform experience
  • 32. • Closely study platform user interface guidelines • Not every documented convention is best for every experience; known or unknown • Break some rules