App Design, from Concept to Completion

1,615 views
1,451 views

Published on

A design pathway and process + an intro to mobile IA and interaction design. Presented at BiOS #2, 21 March 2012.

Published in: Design, Technology, Business

App Design, from Concept to Completion

  1. 1. APP DESIGN, FROMCONCEPT TOCOMPLETIONan introduction to mobile information architecture & interaction design Howie Chang | BiOS #2 on 21 March 2012
  2. 2. HOWIE CHANG I champion simplicity (but no simpler) and strive to represent the voice of the frustrated user. • Principal, UX Design at buUuk • Adjunct Lecturer at DMIT, SP • Co-Founder of Stylelogue.it
  3. 3. WHAT IS USEREXPERIENCE?Comprehends all aspects of digital products and services that usersexperience directly - and perceive, learn, and use - including products’form, behavior, and content, but also encompassing users’ broaderbrand experience and the response that experience evokes in them. Keyfactors contributing to the quality of users’ experience of products arelearnability, usability, usefulness, and aesthetic appeal. Pabini Gabriel-Petit
  4. 4. SUBJECTIVE / QUALITATIVE Focused on “It is not enough that we build Have a believable story Experiences products that function, that are Co-create value with customers (People, Activities, Context) understandable and usable - Connect people in community we also need to build products Are part of a bigger system that bring joy and excitement, Prioritize Aesthetics (no, not Graphic Design) Appeal to emotional, spiritual, and (visual, behaviors, sounds, psychology) pleasure and fun, and yes, social values Design for FLOW (boredom vs anxiety) beauty, to people’s lives.” Create a tolerance for faults at lower levels Leverage Game Mechanics/Learning Theory -Donald Norman (completeness) Are tied to a person’s self-image, highly personal Have a Personality Empower people to do things Meaningful Create conversational and context aware previously not possible Has personal significance interactions (“Adaptive Interfaces”; narrative IA structures) Pleasurable Elicit Desire Memorable experience worth sharing (Limited availability, limited access, curious andSimplify, organize, and clarify seductive experiences)information Convenient THIS IS THE “CHASM” THAT IS REALLY, REALLY HARD FOR ORGANIZATIONS TO CROSSDisplay information visually Super easy to use, works like I thinkReduce features and complexityAre easier to understand UsableUse language for more natural Can be used without difficulty Creating Pleasurable Interfaces:interactionsAdd features that support desired Reliable Is available and accurate Getting from Tasks to Experiencesbehaviors (offline browsing) created by Stephen P. Anderson | poetpainter.com Functional (Useful) Works as programmed Focused on Tasks (Products, Features) OBJECTIVE / QUANTIFIABLE © 2006 Stephen P. Anderson | poetpainter.com
  5. 5. OUTLINETHE PROCESS DEFINE PLAN DESIGN BUILD EVALUATE Understand and Identify possible Create designs Develop Review, test and identify core solutions and that resolve core functional codes analyze problems plan execution problems based on the effectiveness of designs the design
  6. 6. OUTLINETHE PROCESS DEFINE PLAN DESIGN BUILD EVALUATE Understand and Identify possible Create designs Develop Review, test and identify core solutions and that resolve core functional codes analyze problems plan execution problems based on the effectiveness of designs the design
  7. 7. DEFINEAren’t we designing for everyone?
  8. 8. DEFINEYou are not your user, so EMPATHY!
  9. 9. DEFINEDemographics & Abilities
  10. 10. DEFINEChallenges & Needs
  11. 11. DEFINECultural & Social
  12. 12. DEFINEInterviews
  13. 13. DEFINEContent Audit
  14. 14. DEFINEFocus Groups
  15. 15. DEFINEPersonas
  16. 16. OUTLINETHE PROCESS DEFINE PLAN DESIGN BUILD EVALUATE Understand and Identify possible Create designs Develop Review, test and identify core solutions and that resolve core functional codes analyze problems plan execution problems based on the effectiveness of designs the design
  17. 17. PLANWhat are the principles of mobile design?
  18. 18. PLANLearnability
  19. 19. PLANEfficiency
  20. 20. PLANSimplicity
  21. 21. PLANVisibility
  22. 22. PLANConsistency
  23. 23. PLANFamiliarity
  24. 24. PLANFeedback
  25. 25. PLAN...then sketch the experience.
  26. 26. OUTLINETHE PROCESS DEFINE PLAN DESIGN BUILD EVALUATE Understand and Identify possible Create designs Develop Review, test and identify core solutions and that resolve core functional codes analyze problems plan execution problems based on the effectiveness of designs the design
  27. 27. DESIGNWireframing Tools
  28. 28. DESIGNAxure iOS Prototyping
  29. 29. OUTLINETHE PROCESS DEFINE PLAN DESIGN BUILD EVALUATE Understand and Identify possible Create designs Develop Review, test and identify core solutions and that resolve core functional codes analyze problems plan execution problems based on the effectiveness of designs the design
  30. 30. BUILDDesign Iteration
  31. 31. BUILDBuild Review
  32. 32. BUILDQA Testing
  33. 33. OUTLINETHE PROCESS DEFINE PLAN DESIGN BUILD EVALUATE Understand and Identify possible Create designs Develop Review, test and identify core solutions and that resolve core functional codes analyze problems plan execution problems based on the effectiveness of designs the design
  34. 34. EVALUATEUsability Testing
  35. 35. EVALUATEUser Inter views
  36. 36. EVALUATEHistorical & Realtime Usage Analysis
  37. 37. OUTLINETHE PROCESS DEFINE PLAN DESIGN BUILD EVALUATE Understand and Identify possible Create designs Develop Review, test and identify core solutions and that resolve core functional codes analyze problems plan execution problems based on the effectiveness of designs the design
  38. 38. Technological advances have always been driven more by amind-set of "I can" than "I should" and never more so thantoday. Technologists love to cram maximum functionality intotheir products. Thats "I can" thinking, which is driven bypeer competition and market forces. (Its easier to sell adevice with ten features than one.) But this approach ignoresthe far more important question of how the consumer willactually use the device. Jon Maeda
  39. 39. END. :) QUESTIONS?www.howiechang.com | @howiec | www.fb.com/hellohowie

×