Introduction to Mobile User Experience Design

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Introduction to Mobile User Experience Design - Presentation Transcript

  1. Introduction to Mobile User Experience Design Anthony Hand, M.S.I. Sr. Mobile User Experience Designer, iSkoot anthony.hand@gmail.com Sponsored by
  2. About Anthony Hand  M.S.I. in Human-Computer Interaction, University of Michigan, 1999  (e) anthony.hand@gmail.com  iSkoot Sr. Mobile User Experience Designer  VOIP/IM software for mobile phones  www.iSkoot.com   Formerly at: Nokia Enterprise Solutions  SavaJe Technologies (mobile OS platform)   Solo project: FloSpace www.FloSpace.com  First product: FloPrompter   An innovative & affordable teleprompter for your PC October 17, 2007 Introduction to Mobile User Experience Design 2
  3. Let’s Get Acquainted  Workshop’s Target Audience  Who are we? What brings us here today…?  Roles include documentation &/or  design? October 17, 2007 Introduction to Mobile User Experience Design 3
  4. Agenda 1. Mobile Industry Overview • The Mobile Value Chain • Introducing “Smartphones” and “Feature Phones” 2. Design Philosophy • High level design mantras • What is the mobile experience? 3. Mobile OSes Compared • Concepts and examples • Design tools October 17, 2007 Introduction to Mobile User Experience Design 4
  5. Agenda: What Else…? Additional interest areas beyond the agenda? October 17, 2007 Introduction to Mobile User Experience Design 5
  6. Apologies Apologies in advance for all of the jargon… And try not to memorize everything… October 17, 2007 Introduction to Mobile User Experience Design 6
  7. Special Thanks  DocTrain East For sponsoring today’s workshop   iSkoot For lending phones  October 17, 2007 Introduction to Mobile User Experience Design 7
  8. Introduction to Mobile User Experience Design: Mobile Industry Overview Anthony Hand, M.S.I. Sr. Mobile User Experience Designer, iSkoot anthony.hand@gmail.com Sponsored by
  9. Who are mobile users? Common images of mobile users… October 17, 2007 Introduction to Mobile User Experience Design 9
  10. Who are mobile users? Increasingly important in developing world October 17, 2007 Introduction to Mobile User Experience Design 10
  11. The Telecomms Industry  Extremely competitive, dynamic chain: Regulators, operators, manufacturers, ODMs, OS  vendors, developers, content providers, users  Extreme regional variation 2/2.5G, 3G, 4G  Service availability  Usage: SMS example   GSM vs. CDMA GSM countries: day vs. night/weekend phone   Developing world leapfrogged to mobile  More cameraphones sold than standalone digital cameras  These dynamics can impact your design & documentation… October 17, 2007 Introduction to Mobile User Experience Design 11
  12. The Operators  1000 wireless network operators worldwide They’re not “carriers”   Highly Competitive Driven by ARPU & Brand  Example: Phone and content portfolios   Control Freaks Fear becoming “dumb pipes”   “Walled Gardens” Design requirements   Example: Verizon VOIP   Distribution Phones (US, Japan)  Software: “On Deck”   Conservative Tier 2 or 3 carriers more adventurous  October 17, 2007 Introduction to Mobile User Experience Design 12
  13. The Regions W. APAC Japan Americas EEMEA Europe • • 47M in 2006 • 282M in 2006 • 175M in 2006 • 185M in 2006 301M in 2006 • • Mature • US: driven by • Up 7% YOY • Up 21% YOY “Wild West” • • Replacements • Tighter TV: S. Korea market: replacements • • 16% growth in Ultra low cost 10.9% for features, competition in unit growth: growth, Latin America fashion ultra low cost • Cost sensitive: • Moto Pink India, China, 4Q06 over market Philippines 4Q05 subsidies RAZR: 2005 • China: Pen • iMode • Operators Xmas Must • Operators  • No subsidies input control phone devices distribution Gartner, “Market Share: Mobile Devices, 4Q06 and 2006” October 17, 2007 Introduction to Mobile User Experience Design 13
  14. The Manufacturers 2006 Wordwide Mobile Device Sales by Manufacturer 2.4 6.3 7.4 16.2 Nokia 11.8 Motorola Samsung Sony-Ericsson LG BenQ 21.1 Others 34.8 990 million phones shipped in 2006 Over 1 billion expected for 2007 Gartner, “Market Share: Mobile Devices, 4Q06 and 2006” October 17, 2007 Introduction to Mobile User Experience Design 14
  15. The Users  Audience brainstorm! “Where does the revenue come from?” October 17, 2007 Introduction to Mobile User Experience Design 15
  16. The Users Where does the revenue come from?  Handset sales  Accessories  Ringtones: $600M US UK: Crazy Frog outsold Coldplay 4:1  Ringbacks  SMS: >1 trillion messages  Games  Music  Data  TV: E.g., VCast  VOIP: Threat?  October 17, 2007 Introduction to Mobile User Experience Design 16
  17. What are non- smartphones? Mass market mobile phones Called “Feature  Phones” as a category Less processing power  Less memory  Smaller screens  Usually support Java  third party apps Less capable PIM  More affordable  October 17, 2007 Introduction to Mobile User Experience Design 17
  18. What’s a “smartphone”? “A full-featured mobile phone with personal computer-like functionality.” (Wikipedia) “Open OS”   “Native” installable applications PIM  Email  Browser (xHTML)  Expensive  October 17, 2007 Introduction to Mobile User Experience Design 18
  19. The Smartphone OS Market 2006 total: 80 million Source: Sony-Ericsson, Canalys October 17, 2007 Introduction to Mobile User Experience Design 19
  20. The Killer App What’s the killer app for mobile phones? Voice! Nothing should compromise that. October 17, 2007 Introduction to Mobile User Experience Design 20
  21. Introduction to Mobile User Experience Design: Design Philosophy Anthony Hand, M.S.I. Sr. Mobile User Experience Designer, iSkoot anthony.hand@gmail.com Sponsored by
  22. Making a Call Small group brainstorm: You are a mobile phone designer on a new device. Your user: “I want to call someone.” How are you going to help your user make that call successfully? (Yes, that’s wiiiiiide open…) October 17, 2007 Introduction to Mobile User Experience Design 22
  23. Making a Call 1. Call Logs: Allow you call a recent number, a missed number. 2. Voice Command: Car or handsfree 3. Long press: Speed dials 4. Shortcuts: On screen or special keys 5. Integration with other apps: Call from a received SMS; call a number in a web page. 6. Time of Day: always call spouse after work 7. Visibility: Need a bright screen to see in daylight It’s all about CONTEXT… October 17, 2007 Introduction to Mobile User Experience Design 23
  24. 1. Context is King social task temporal environmental physical October 17, 2007 Introduction to Mobile User Experience Design 24
  25. 2. My Mobile  Devices are personal  Enable customization Work with phone themes   Use built-in security  Be relevant Setting a Phone Lock (BlackBerry) Celltop Gadget Client (Brew) Phone themes (S60) October 17, 2007 Introduction to Mobile User Experience Design 25
  26. 3. Unleash the UI  Mobile devices have limited UI capabilities. Poor stock UI components compared to desktop  No pointer (for most)  Lists rule   But there’s plenty of room for innovation! ZenZui: Zooming UI, gadgets EQO (IM product, Java) iPhone touch gestures, “bare essentials” UI October 17, 2007 Introduction to Mobile User Experience Design 26
  27. 4. Degrade Gracefully  Optimize the UI for more capable devices  Be prepared to adapt the UI for less capable devices Calendar on Nokia 9300 (S80 platform) Motorola RAZR V3m Calendar Calendar on Nokia E61 (S60 platform) October 17, 2007 Introduction to Mobile User Experience Design 27
  28. 5. Dive into Data Data connections are reliable  More people are signing up for data plans  Work offline (if possible)  Be sensitive to data costs  Plan for unexpected data connection loss  The corporate directory :: Nokia Business Center on Nokia 9300 Google Maps (Java) October 17, 2007 Introduction to Mobile User Experience Design 28
  29. 6. Mobile Mashups  Unlike a PC, core apps were made for mashups Telephony, Contacts, Calendar, SMS, Camera   With data connection, innovative services  Bluetooth to other devices, services Traffic Came Viewer (FlashLite) NextCode Yahoo! Go on iPhone (Camera, Client, & Web Services) (Web + Telephony) October 17, 2007 Introduction to Mobile User Experience Design 29
  30. 7. Head Where Puck is Going  Know what today’s devices are capable of…  But start thinking about tomorrow’s devices GPS, WiFi, LBS, Bluetooth, Gadgets, Flash, Haptics  Google Maps :: Internet radio :: 3D Tilt-a-World:: GPS + Data WiFi connection, Flash UI Camera angle as input October 17, 2007 Introduction to Mobile User Experience Design 30
  31. 8. Remember the Classics  Keep in mind the core design principles For example, Jakob Nielsen’s Ten Usability  Heuristics http://www.useit.com/papers/heuristic/heuristic_list.html Also: Edward Tufte, Alan Cooper…  October 17, 2007 Introduction to Mobile User Experience Design 31
  32. 9. Engage!  Remember that mobile applications must be engaging (like all successful apps!)  User-Centered Design process is essential!  My favorites… Breakdown Game Mobile.News.com Music & video (Java) (Web) to go! October 17, 2007 Introduction to Mobile User Experience Design 32
  33. The Mobile Experience End users see this: October 17, 2007 Introduction to Mobile User Experience Design 33
  34. The Mobile Experience But the reality is much more complicated… Hardware Operating Operator Client Network System Customizations Software • Memory • Stock UI Controls • Features • Availa- • Device & App bility Customization • Screen • Design & Nomen. • Brand & Business Conventions Requirements • Access • Service • Qwerty vs. not Integration • Security • Distribution • Battery & Signal • Themes • Installation • Ergonomics • Upgrade •Key size • Administration •Reach & layout •Feel in hand •Speakers Where does one layer end and the other begin? October 17, 2007 Introduction to Mobile User Experience Design 34
  35. The Mobile Experience  “It’s not a PC!”  Designers and companies want to offer as PC-like an experience as possible So many limitations…   Advanced users are also expecting more & more robustness But it’s still a phone above all else   Where to draw the line?  10. Focus! October 17, 2007 Introduction to Mobile User Experience Design 35

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