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Mobile App Design @ ITU 2012
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Mobile App Design @ ITU 2012

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ITU - Mobile App Design …

ITU - Mobile App Design

Presented at Designit, March 2012

In relation to a guest lecture at the IT University in Copenhagen

Published in: Design
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Transcript

  • 1. Mobile User Experience- reshaping our human agencyHenrik HedegaardInformation Architect, Designit@henrikhedegaard Twitter
  • 2. Responsive designA way to make your website look and work perfectly across all the new devices out there without creating and maintaining parallel mobile websites.
  • 3. “One can also hopethat future ringswill be designed byjewelry designersand look less nerdy.”– Jakob Nielsen
  • 4. “The word design is everythingand nothing. The design andthe product itself areinseparable.”– Jonathan Ive
  • 5. Designit in ballpark figures20 240 25YEARS TOP BRAINS NATIONS
  • 6. Designit in ballpark figures 11 +3 10 OFFICES NEW COUNTRIESDENMARKGERMANY SPAINNORWAY SWEDENUNITED KINGDOM CHINABRAZIL
  • 7. Our Collective Brain Identify user needs Rethink & discover opportunities Strategic-creative &user driven approach Translate into new services User value creates business value
  • 8. Service DeliveryUser studies & ethnography Brand and communication Digital designDigital & product experiences Product design & ergonomy Service innovation
  • 9. Some of the clients
  • 10. Client’s choice…Prolong the pastOr make changes?
  • 11. Opportunity Solution
  • 12. Rethink approach!Opportunity Solution
  • 13. User es Expe centri c ser vic r ie nUser ce! Rethink approach!Opportunity Solution
  • 14. “There’s an app for that” The market for crap-apps is totally over-saturated
  • 15. http://www.realmacsoftware.com/clear/
  • 16. http://www.realmacsoftware.com/clear/
  • 17. http://www.realmacsoftware.com/clear/
  • 18. Unique UsageSimplicity Above All
  • 19. Worth Considering
  • 20. Worth Considering Business Must be based on a viable business model
  • 21. Worth Considering Business Must be based on a viable business model Feasibility Must be realistic from a technical perspective
  • 22. Worth Considering Business Must be based on a viable business model Desirability Feasibility App must deliver Must be realistic from a real user value technical perspective
  • 23. Worth Considering Responsibility Must be a win-win and Business develop sustainable Must be based on a end-user relations viable business model Desirability Feasibility App must deliver Must be realistic from a real user value technical perspective
  • 24. Process stakeholders Develop Design Business
  • 25. Process stakeholders Develop Design Business Function Form $$$$$
  • 26. We All Work For End-Users
  • 27. We All Work For End-Users
  • 28. “ Perfection is achieved, not when there is nothing more to add, but when there is nothing left to take away.
  • 29. Interaction DesignNatural User Interfaces through touch
  • 30. Direct ManipulationWe still love you, but...
  • 31. Multi touch is the new sheriff in town
  • 32. Touch is designing for humans It supports our perception of objects
  • 33. Layered contentStep-wise touch interaction
  • 34. Touch GestureReference GuideLuke Wroblewskiwww.lukew.com/ff/entry.asp?1071
  • 35. Uzu - kinetic multitouch particle visualizer
  • 36. Designing with Metaphors Visually & Interactions
  • 37. The best user interface is when we don’t perceive the interface
  • 38. The best user interface is with no perception if an interface
  • 39. Page “flip” - WTF!?The best user interface is with no perception if an interface
  • 40. Perception is more than visual We hold, see, hear, feel
  • 41. Metaphors bind it all together
  • 42. When the UI really works,we tend to forget it’s an interface
  • 43. Jyske BankSmartPhone, Tablet, Responsive webdesign
  • 44. Thanks
  • 45. Links & References Designing for iPad: Reality Check Information Architects iPad vs. iPhone: A User Experience Study UX Magazine iPad User Experience Guidelines UX Magazine App Store Review Guidelines Apple Small Sufaces Mobility Blog Thoughts on Designing for iPad Derek Powazek Touch Gesture Reference Guide and more Luke Wroblewski Blog
  • 46. POINTERS IN MOBILE DESIGN Who, what, where, when and why
  • 47. 10 Success Factors in IxD SATISFACTION LEARNABILITY MEMORABILITY EFFICIENCY CONSISTENCY MAPPING VISIBILITY SIMPLICITY FEEDBACK ERROR RECOVERY
  • 48. The fat-finger problem
  • 49. The fat-finger problem
  • 50. 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
  • 51. Don’t Gesturize the App
  • 52. Don’t Gesturize the App
  • 53. Don’t Gesturize the App
  • 54. Consider Multi-User
  • 55. Consider Multi-User
  • 56. Custom pop-overs & modals
  • 57. Custom pop-overs & modals
  • 58. Engaging splash screens
  • 59. Engaging splash screens
  • 60. Engaging splash screens
  • 61. What’s touchable??
  • 62. What’s touchable??
  • 63. What’s touchable??
  • 64. Provide a “home” screen
  • 65. Guide you user
  • 66. Guide you user
  • 67. 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
  • 68. The Extra 10%
  • 69. The Extra 10%

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