Visual design - a key part of mobile apps

360 views

Published on

Visual design - a key part of mobile apps

Presented at Designit, feb. 2012

In relation to GOTO Meet-up with Trifork

Published in: Design
0 Comments
0 Likes
Statistics
Notes
  • Be the first to comment

  • Be the first to like this

No Downloads
Views
Total views
360
On SlideShare
0
From Embeds
0
Number of Embeds
3
Actions
Shares
0
Downloads
16
Comments
0
Likes
0
Embeds 0
No embeds

No notes for slide

Visual design - a key part of mobile apps

  1. 1. Visual design- a key part of mobile appsHenrik HedegaardInformation Architect@henrikhedegaard Twitter
  2. 2. Designit in numbers20 250 25YEARS TOP BRAINS NATIONS
  3. 3. Designit in numbers 09 +3 10 OFFICES NEW COUNTRIESDENMARKGERMANY SPAINNORWAY SWEDENUNITED KINGDOM CHINA
  4. 4. Our Collective Brain Identify user needs Rethink & discover opportunities Strategic-creative &user driven approach Translate into new services User value creates business value
  5. 5. Service DeliveryUser studies & ethnography Brand and communication Digital designDigital & product experiences Product design & ergonomy Service innovation
  6. 6. Some of the clients
  7. 7. Your choice…Prolong the pastOr make changes?
  8. 8. http://www.realmacsoftware.com/clear/
  9. 9. http://www.realmacsoftware.com/clear/
  10. 10. http://www.realmacsoftware.com/clear/
  11. 11. What is a good design?
  12. 12. What is a good design?
  13. 13. What is a good design? This is actually a squirt gun ...for kids!!!
  14. 14. What is a good design? “FILL IT UP” This is actually a squirt gun ...for kids!!! Press FIRE!!“SHOOOT”
  15. 15. There is no SINGLE solution only pointers
  16. 16. Considerations
  17. 17. Considerations Business Must be based on a viable business model
  18. 18. Considerations Business Must be based on a viable business model Feasibility Must be realistic from a technical perspective
  19. 19. Considerations Business Must be based on a viable business model Desirability Feasibility App must deliver Must be realistic from a real user value technical perspective
  20. 20. Considerations 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
  21. 21. Process stakeholders Develop Design Business
  22. 22. Process stakeholders Develop Design Business Function Form $$$$$
  23. 23. We work for the end-user!
  24. 24. We work for the end-user!
  25. 25. Potential for success when...- it solves my problem- it address my context- it has a great look & feel- it is easy to use- it has the right functionality- it performs great- it inspires me in my task...and it make me WANT to use it again
  26. 26. Potential for success when...- it solves my problem- it address my context- it has a great look & feel- it is easy to use- it has the right functionality- it performs great- it inspires me in my task...and it make me WANT to use it again Business, Branding & Marketing
  27. 27. POINTERS IN MOBILE DESIGN Who what where when and why
  28. 28. The fat-finger problem
  29. 29. The fat-finger problem
  30. 30. The fat-finger problem
  31. 31. The fat-finger problem
  32. 32. 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
  33. 33. Don’t Gesturize the App
  34. 34. Don’t Gesturize the App
  35. 35. Don’t Gesturize the App
  36. 36. Consider Multi-User
  37. 37. Consider Multi-User
  38. 38. Custom pop-overs & modals
  39. 39. Custom pop-overs & modals
  40. 40. Engaging splash screens
  41. 41. Engaging splash screens
  42. 42. Engaging splash screens
  43. 43. What’s touchable??
  44. 44. What’s touchable??
  45. 45. What’s touchable??
  46. 46. Provide a “home” screen NASA App - One big mess - No overview But only if you have the right level of complexity
  47. 47. Provide a “home” screen
  48. 48. Provide a “home” screen
  49. 49. Provide a “home” screen
  50. 50. Guide you user
  51. 51. Guide you user
  52. 52. 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
  53. 53. The Extra 10%
  54. 54. The Extra 10%
  55. 55. 10 Success Factors in IxD SATISFACTION LEARNABILITY MEMORABILITY EFFICIENCY CONSISTENCY MAPPING VISIBILITY SIMPLICITY FEEDBACK ERROR RECOVERY
  56. 56. FORM & FUNCTION WHEN IS OK, OK?
  57. 57. When to accept a functionality Develop Design Business
  58. 58. When to accept a functionality Develop Design Business ✔ ✔ ✔
  59. 59. A DIGITAL ECO-SYSTEM Print, as we knew it, is dead...
  60. 60. A digital eco-system
  61. 61. Service integration - Same UI universe - Same visual style - Same metaphores - Different interactions - Different context - Diffrent technology
  62. 62. An inclusive strategy
  63. 63. Services with purpose Regular websites Responsive webdesign Web-apps Hybrid apps Native apps
  64. 64. NEXTJyske Bank Case Study
  65. 65. HAVE A BREAK
  66. 66. HAVE A BREAK
  67. 67. Jyske BankSmartPhone, Tablet, Responsive webdesign
  68. 68. Jyske Bank - Digital Strategy 2008 - New website 2010 - Mobile Currency calculator (iPhone) 2010 - Mobile Banking (iPhone + Android) 2011 - Responsive webdesign 2011 - Mobile Banking (iPad)
  69. 69. Submitted to App Store
  70. 70. Thanks
  71. 71. http://smallsurfaces.com/http://www.simplecue.com/http://powazek.com/posts/2583

×