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INTERNET WORLD 2013

Mobile UX:
We’re still human
-------------------UNDERSTANDING

THE PEOPLE

BEHIND THE SCREEN

1
What we’ll be covering

With mobile and tablet now
accounting for 10 -20% of
traffic to most websites its
increasingly important that
mobile user experience is as
good as desktop.

I’ll cover some practical
approaches to help you
design better mobile user
experience, with case
studies from the field

Who are we designing for?
Understanding the design target and context
scenarios

Our “take anywhere” electronic friend
How to build better experiences by understanding
human relationships

It’s all in the memes
Why the principles of memetics are important to
mobile UX designers

Test with real users and real devices
Some experiences from the field
Which of these devices
are you designing for?
None of them. You are designing for
the human holding it.
Spot the difference?

o

Sat down in a familiar location

o

Stood up – and on the move

o

Alone in a quiet room

o

Surrounded by other people

o

Concentrating hard

o

Lots of sensory distractions

o

Plenty of time to do what she wants

o

Concentrating on something else (not missing
his train)

o

Typing with both hands

o

Fitting what he’s doing into an idle moment

o

Has full access to everything in her
office and on her computer

o

Holding the device with one hand

o

Only has access to what he is carrying
Takeaway

The most important difference
between mobile and desktop UX is the
human holding it and the situation
they are in, not the device.
Lewis Silkin: Mobile UX design for user context

Designing a responsive website
for a leading UK law firm
Mobile and tablet important as
clients are at executive and Clevel, and often spend
protracted periods away from
their desks.
First step was to understand
the context and usage – how
does web and mobile-web fit?
First understand how the business operates

Business insights
People buy legal services based on
reputation and personal relationships
They buy into an individual, not just the
firm that person works for
Sales do not happen online, you do not
add legal services to a shopping basket
and go to the checkout
Digital needed to support the offline
business, not replace it
Lewis Silkin: Mobile UX design for user context
Mapping out the customer journey helped us to
understand where mobile web could make a difference

Telephone

Email

Mobile-web

Face-to-face

“We’re interested
in legal services
for marketing.
Yes, sure I’d love to
meet Simon.”

“I’ll send you an
email to confirm
and a link to
Simon’s profile.”

2 days later
Diary reminder:
your meeting with Lewis
Silkin is in 30 minutes.

“Hi Simon.. I was just
reading your journal
post – really
interesting stuff.”

“Who is this guy I’m
meeting – what’s he like?
Our “take anywhere” electronic friend
“

Your plastic pal who’s fun
to be with
-------------------------------------Sirius Cybernetics Corporation's definition of a
robot, Hitch Hikers Guide to the Galaxy

”
Our new friend is not complicated
“At 18 months old, my
son already knows
how to do the iPhone
swipe. Luckily he
doesn't know the
password to unlock
my phone just yet.”
Kari Aakre, Intel employee
Our friends are a constant source of entertainment
Phones are becoming more human
1984: science fiction

“ Hello Computer? ”
2012

2012: reality
We like positive feedback from our friends
Putting some of these approaches together...
State Library of Queensland

The challenge
o

Parents bring kids to the library and
dump them in the kids corner

o

Often they leave them their
Smartphone or Tablet to play with
whilst they go round

o

Can we entertain and educate those
kids using that device whilst their
parents are off doing stuff?
State Library of Queensland
State Library of Queensland

o
o
o
o
o

Augmented reality activities
Encouraging real world exploration
Multi-modal input
Avatar characters
Instant feedback
Takeaway

Think of your
website/app/
service as if it
is a human
---------------------How would they behave if
they wanted to make
friends with the end user?
Takeaway

“Ideate in the wild ”

“Ideate in the wild”
Rachel Hinman, Senior Research Scientist, Nokia

“Pretend it’s magic”
Alan Cooper, usability extraordinaire
It’s all in the memes
Sorry LOL cats...
You are amusing but not useful to a UX designer
Memes in society

Memes are concepts that spread within
society without any central organisation
Memes evolve through transmission
Memes in technology

Memes are also found in interface design –
physical, software and web
They provide familiar idioms, controls and learned
behaviours ... And they also evolve
But .. aren’t you talking about design patterns?

Design patterns are not memetic
– in fact they put a brake on the
evolutionary process
Takeaway

“Memetic” interfaces are more
important on mobile
-----------------------------------------No space to explain functions with labels, no hover
states – the most intuitive interfaces are those that
offer an evolvution from learned behaviours
Memetic interface design in the wild

“Friending”
A concept invented in the mid
90s, copied and evolved by social
networks ever since.

“Follow”
A concept popularised by Twitter;
evolved from Friending and now evolving
elsewhere as a personalisation tool
European Medicines Agency

The challenge
50,000+ HTML pages
2.5m documents
Mobile must offer 100% of content

The users
Mainly EU pharmaceutical industry.
Very frequent visits (often more than
once a day), people learn the
navigation.

Not general browsing – specific things
they are looking for or specific places
to check for updates.
European Medicines Agency: “Memetic” mobile navigation
Memetic UI concepts make a system more intuitive
Menu icon and fly-in behaviour

+/- to expand and close, click
title to go open page
Testing with real users and real devices
Ministry of Justice
Ministry of Justice “Can I get
legal aid?” tool.
Research showed that target audience (C2DE) were
actually quite likely to be using a smartphone or tablet.
20% of access to Gov.uk is now mobile / tablet.
Important to test on these devices with real users –
don’t just flick through screens and think “oh, it’s all
there”. Testing focussed on interaction –
buttons, swiping, scrolling.
Findings:
• Scrolling through long pages was annoying
• ‘Unexpected’ page reloads were disorientating
• “What happens if I press this button?” – mobile users
like to experiment – let them undo operations
Takeaway

Test on real devices with real users
-----------------------------------------------------------------------------------Don’t rely on desktop/mobile emulators or shrinking your
browser to see what happens
Closing thought:
Mobile is just a tool
that allows humans to do something
Questions?

Ian Huckvale – Head of user engagement
B.Eng Computing (Imperial College, London)
Get in touch:
Email: ian.huckvale@readingroom.com
Twitter @IanHux
Blog: blog.readingroom.com
Interests:
• Digital strategy, user experience, information
architecture, usability, accessibility, mobile, social
media
• Outside work: cooking, rowing, fencing

Reading Room
65-66 Frith Street
Soho
London
W1D 3JR
www.readingroom.com

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Mobile UX: We’re still human- Understanding the people behind the screen, Readingroom

  • 1. INTERNET WORLD 2013 Mobile UX: We’re still human -------------------UNDERSTANDING THE PEOPLE BEHIND THE SCREEN 1
  • 2. What we’ll be covering With mobile and tablet now accounting for 10 -20% of traffic to most websites its increasingly important that mobile user experience is as good as desktop. I’ll cover some practical approaches to help you design better mobile user experience, with case studies from the field Who are we designing for? Understanding the design target and context scenarios Our “take anywhere” electronic friend How to build better experiences by understanding human relationships It’s all in the memes Why the principles of memetics are important to mobile UX designers Test with real users and real devices Some experiences from the field
  • 3.
  • 4. Which of these devices are you designing for?
  • 5. None of them. You are designing for the human holding it.
  • 6. Spot the difference? o Sat down in a familiar location o Stood up – and on the move o Alone in a quiet room o Surrounded by other people o Concentrating hard o Lots of sensory distractions o Plenty of time to do what she wants o Concentrating on something else (not missing his train) o Typing with both hands o Fitting what he’s doing into an idle moment o Has full access to everything in her office and on her computer o Holding the device with one hand o Only has access to what he is carrying
  • 7. Takeaway The most important difference between mobile and desktop UX is the human holding it and the situation they are in, not the device.
  • 8. Lewis Silkin: Mobile UX design for user context Designing a responsive website for a leading UK law firm Mobile and tablet important as clients are at executive and Clevel, and often spend protracted periods away from their desks. First step was to understand the context and usage – how does web and mobile-web fit?
  • 9. First understand how the business operates Business insights People buy legal services based on reputation and personal relationships They buy into an individual, not just the firm that person works for Sales do not happen online, you do not add legal services to a shopping basket and go to the checkout Digital needed to support the offline business, not replace it
  • 10. Lewis Silkin: Mobile UX design for user context Mapping out the customer journey helped us to understand where mobile web could make a difference Telephone Email Mobile-web Face-to-face “We’re interested in legal services for marketing. Yes, sure I’d love to meet Simon.” “I’ll send you an email to confirm and a link to Simon’s profile.” 2 days later Diary reminder: your meeting with Lewis Silkin is in 30 minutes. “Hi Simon.. I was just reading your journal post – really interesting stuff.” “Who is this guy I’m meeting – what’s he like?
  • 11. Our “take anywhere” electronic friend
  • 12. “ Your plastic pal who’s fun to be with -------------------------------------Sirius Cybernetics Corporation's definition of a robot, Hitch Hikers Guide to the Galaxy ”
  • 13. Our new friend is not complicated “At 18 months old, my son already knows how to do the iPhone swipe. Luckily he doesn't know the password to unlock my phone just yet.” Kari Aakre, Intel employee
  • 14. Our friends are a constant source of entertainment
  • 15. Phones are becoming more human
  • 16. 1984: science fiction “ Hello Computer? ”
  • 18. We like positive feedback from our friends
  • 19. Putting some of these approaches together...
  • 20. State Library of Queensland The challenge o Parents bring kids to the library and dump them in the kids corner o Often they leave them their Smartphone or Tablet to play with whilst they go round o Can we entertain and educate those kids using that device whilst their parents are off doing stuff?
  • 21. State Library of Queensland
  • 22. State Library of Queensland o o o o o Augmented reality activities Encouraging real world exploration Multi-modal input Avatar characters Instant feedback
  • 23. Takeaway Think of your website/app/ service as if it is a human ---------------------How would they behave if they wanted to make friends with the end user?
  • 24. Takeaway “Ideate in the wild ” “Ideate in the wild” Rachel Hinman, Senior Research Scientist, Nokia “Pretend it’s magic” Alan Cooper, usability extraordinaire
  • 25. It’s all in the memes
  • 26. Sorry LOL cats... You are amusing but not useful to a UX designer
  • 27. Memes in society Memes are concepts that spread within society without any central organisation Memes evolve through transmission
  • 28. Memes in technology Memes are also found in interface design – physical, software and web They provide familiar idioms, controls and learned behaviours ... And they also evolve
  • 29. But .. aren’t you talking about design patterns? Design patterns are not memetic – in fact they put a brake on the evolutionary process
  • 30. Takeaway “Memetic” interfaces are more important on mobile -----------------------------------------No space to explain functions with labels, no hover states – the most intuitive interfaces are those that offer an evolvution from learned behaviours
  • 31. Memetic interface design in the wild “Friending” A concept invented in the mid 90s, copied and evolved by social networks ever since. “Follow” A concept popularised by Twitter; evolved from Friending and now evolving elsewhere as a personalisation tool
  • 32. European Medicines Agency The challenge 50,000+ HTML pages 2.5m documents Mobile must offer 100% of content The users Mainly EU pharmaceutical industry. Very frequent visits (often more than once a day), people learn the navigation. Not general browsing – specific things they are looking for or specific places to check for updates.
  • 33. European Medicines Agency: “Memetic” mobile navigation
  • 34. Memetic UI concepts make a system more intuitive Menu icon and fly-in behaviour +/- to expand and close, click title to go open page
  • 35. Testing with real users and real devices
  • 36. Ministry of Justice Ministry of Justice “Can I get legal aid?” tool. Research showed that target audience (C2DE) were actually quite likely to be using a smartphone or tablet. 20% of access to Gov.uk is now mobile / tablet. Important to test on these devices with real users – don’t just flick through screens and think “oh, it’s all there”. Testing focussed on interaction – buttons, swiping, scrolling. Findings: • Scrolling through long pages was annoying • ‘Unexpected’ page reloads were disorientating • “What happens if I press this button?” – mobile users like to experiment – let them undo operations
  • 37. Takeaway Test on real devices with real users -----------------------------------------------------------------------------------Don’t rely on desktop/mobile emulators or shrinking your browser to see what happens
  • 38. Closing thought: Mobile is just a tool that allows humans to do something
  • 39. Questions? Ian Huckvale – Head of user engagement B.Eng Computing (Imperial College, London) Get in touch: Email: ian.huckvale@readingroom.com Twitter @IanHux Blog: blog.readingroom.com Interests: • Digital strategy, user experience, information architecture, usability, accessibility, mobile, social media • Outside work: cooking, rowing, fencing Reading Room 65-66 Frith Street Soho London W1D 3JR www.readingroom.com