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Natili Flash Usability JMDF Flash Lite vs. JavaME

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    Natili Flash Usability JMDF Flash Lite vs. JavaME Natili Flash Usability JMDF Flash Lite vs. JavaME Presentation Transcript

    • Flas hLite UI Des ig n Us ability and UI in mobile projects slide 1 B olog na, 29 g ennaio 2007
    • Usability at the heart of development Most developers and managers know the importance of usability in product development. And almost everyone is familiar with usability testing — nerve rakingly near deadline, yet so esential to the succes of the project slide 2 B olog na, 29 g ennaio 2007
    • Usability at the heart of development Maybe next time there's no need for your blood pressure to go through the roof trying to meet a deadline. What if, instead, you made one simple change to the familiar development process: implement usability right from the get go. Here are a few basic ground rules that will help you get started: slide 3 B olog na, 29 g ennaio 2007
    • Usability at the heart of development Do’s •Ask for the user's input often. •Let the user experiment. •Select users who represent your target group. •Imagine the user’s point of view. slide 4 B olog na, 29 g ennaio 2007
    • Usability at the heart of development Don’ts •Don’t take everything the user says as the absolute truth. •Don’t interrupt with your opinions. •Don’t use your friends for testing – they are easily affected by your presence or opinions. •Don’t be blinded by your own expertise. slide 5 B olog na, 29 g ennaio 2007
    • Usability engineering Success in developing usable products requires that usability is designed into the product right from the start by using a methodical approach called called usability engineering slide 6 B olog na, 29 g ennaio 2007
    • Usability engineering Methods When developing game guidelines, mobile phone game developers were interviewed about product development and their needs and practices were integrated into a single model. This model can be applied to other mobile application development as well. slide 7 B olog na, 29 g ennaio 2007
    • Usability engineering Methods When applied to mobile application development, the usability implementation process is divided into six steps of unequal length: Each of these phases has recommended methods to ensure that users remain at the center of development. slide 8 B olog na, 29 g ennaio 2007
    • Usability engineering Methods: Requirements In the requirements phase, the concept is defined and the idea of the application is tested. To validate that the concept is viable and that the product will be usable, the product concept should be evaluated against the guidelines. Some critical element of the application idea may need to be modified or the entire concept abandoned if it is demonstrated that users can't grasp the final product idea. • End-user analysis: Find out if users are interested and if there is genuine need for the product in the market. • Guidelines: Define the specific usability requirements that must be met in order to have a usable and potentially successful product. slide 9 B olog na, 29 g ennaio 2007
    • Usability engineering Methods: Design and specifications After the concept is validated, the requirements for its creation are defined. Specifications include both technical and usability specifications. The way the user interacts with the application is defined, as well as the entire navigation structure of the application. • End-user analysis: Make sure that the product design fits the target group for which it is intended. • Guidelines: Verify that the implementation does not violate existing standards and decrease the likelihood of making errors that have been identified by earlier research. slide 10 B olog na, 29 g ennaio 2007
    • Usability engineering Methods: Implementation In the implementation phase, the first version of the application is programmed, the user interface is implemented, and a better picture of the final product can be formed. This phase is returned to multiple times after the testing phase. • Consulting: Ask a usability expert about the implementation of certain features. Costly errors can be avoided with minimal cost. • Guidelines: Find out standard ways of implementing certain methods and make sure the selected methods are not likely to be problems for the users. • Expert analysis: Receive comments on how to improve the user interface and avoid designs that will likely pose problems for the users. slide 11 B olog na, 29 g ennaio 2007
    • Usability engineering Methods: Testing The application is tested to make sure it meets the requirements set at the beginning of the process. If it fails, the product is taken back to the implementation phase to be fixed. This is the first phase where the product is sufficiently complete to show it to final end users and see how they react to it. Changes will probably be necessary after the first iteraction of testing and quite likely after subsequent ones as well. slide 12 B olog na, 29 g ennaio 2007
    • Usability engineering Methods: Testing • Expert analysis: Make sure the user interface is functional, without severe flaws, and receive concrete suggestions on how to improve it. • Individual testing: Find out how real end users use the application and where they have problems. Also, record information about which keys they prefer to press and which views they like. • Group testing: By using the application in a real group situation, multiplayer features and the ways users use them can be tested. The results may be significantly different from what was expected. Also, users may find ways to cause errors in the application use. slide 13 B olog na, 29 g ennaio 2007
    • Usability engineering Methods: Release When the game has passed the testing phase, it is time to release version 1.0 to the public. Research is needed to find out about market acceptance, and what parts of the application can be improved for future releases. • Satisfaction survey: To find out with any statistical accuracy which parts of the application users like and which need improvement, a satisfaction survey is needed. Also, the effects of possible usability problems can be evaluated. • End-user analysis: See how well the product fits into the market for which it was intended. slide 14 B olog na, 29 g ennaio 2007
    • Usability engineering Methods: Maintenance In typical application development processes, a significant portion of the expenses occur after the release of the product. The product may require changes or updates, different language versions, porting to new devices, or a new episode. • Group testing: How would users modify the application, what more do they want from it, what would get them to update or buy another version? • Satisfaction survey: After the application has been in the market for a while, competition may affect users’ attitudes and requirements. Also, they will have had a longer time to evaluate the application. • End-user analysis: See how well the product fits into the market for which it was intended slide 15 B olog na, 29 g ennaio 2007
    • Users are essential to Product development Although everyone should be involved in implementing usability, the key is user involvement and making sure users are at the center of the development process. Let users take part in testing early and often, using suitable techniques. Measure those aspects that have special value to users and track changes to these measures over the project's duration. Don't be afraid to try new things — you can't go wrong when users are your allies, so involve them in as many project phases as possible. It's the best way to assure a better user experience and product acceptance. Remember: the user is your secret asset. slide 16 B olog na, 29 g ennaio 2007
    • Focus Groups and Usability tests A focus group is not a usability test and vice versa. A focus group can be very effective at getting opinions, but it has nothing to say about performance. According to usability guru Jakob Nielsen, the proper role of focus groups is not to assess interaction styles or design usability, but to discover what users want from the system. The opposite can be applied to usability testing: It is an excellent technique for evaluation, but inadequate for assessing user needs. Knowing this, imagine what these two techniques could produce together! slide 17 B olog na, 29 g ennaio 2007
    • Group testing A more efficient way to determine user needs and evaluate the product is group testing, a mixture of both focus groups and usability testing Group testing can provide a wealth of usable information. For example, it yields product information about the efficiency and ease-of-use of a product, as well as marketing information about consumer behavior, pricing, and models of use. In group testing, the real focus group users provide information while using the products and discussing them with their peers. In addition to offering feedback about new product features and qualities, the test reveals issues related to cultural usability and applicability to existing behavioral models. Further, group testing can be used for concept design and other phases of product development slide 18 B olog na, 29 g ennaio 2007
    • Group testing Seven steps to produce a group test: 1. Define the target group of the product 2. Recruit the test participants through various channels 3. Arrange the test situation, tasks and questions 4. Actual group test 5. Analyze the results 6. Write the report 7. Report the results to product developers slide 19 B olog na, 29 g ennaio 2007
    • The Flash 8 mobile emulator Publish settings > select flash lite1.1. Publish movie slide 20 B olog na, 29 g ennaio 2007
    • The Flash 8 mobile emulator Test device > device settings slide 21 B olog na, 29 g ennaio 2007
    • The Flash 8 mobile emulator Standalone player > symbian > series60 > nokia > 6630 > add slide 22 B olog na, 29 g ennaio 2007
    • The Flash 8 mobile emulator slide 23 B olog na, 29 g ennaio 2007
    • Building blocks for a successful project the balancing act The primary concern in designing our application has been integrating powerful visuals with usability. I’m sure the concept is not new to you. Infact everyone, from the most sophisticated development team to the newcomer, whether conciously or uncounciously, is confronted with this balancing act, whether he or she is developing an application or a website. slide 24 B olog na, 29 g ennaio 2007
    • Building blocks for a successful project The balancing act Whatever the style, the targeted user group, or content of the application, we have identified three elements we constantly keep in mind in the delicate balancing act between visuals a usability •Concept container •Basics of usability slide 25 B olog na, 29 g ennaio 2007
    • Building blocks for a successful project Concept container A concept container is visual element that sums up the content of the application at a glance. If you go so far as to develop a an effective concept container you are half way through designing an a good application. In our sample application the concept container is the world rotating over a water drop. The key elements for an effective concept container are, intuitiveness, functionality and visual pleasentness. slide 26 B olog na, 29 g ennaio 2007
    • Building blocks for a successful project Basics of usability Some basics of usability: •The application must constantly offer the user the possibility to exit the application •The application must constantly offer the user the possibility to return to the previous screen •The user must always be in control over the application work flow •Furthermore it is important that the application have the possibility to be executed in background slide 27 B olog na, 29 g ennaio 2007
    • Resources UsabilityHUB [http://www.ideanresearch.com/usabilityhub/index.php] Series 60 Developer Platform 2.0: Usability Guidelines For Symbian C++ Games v1.0 [http://www.forum.nokia.com/main/1,,040,00.html?fsrParam=3-3- /main.html&fileID=4624] Series 60 Developer Platform 2.0: Usability Guidelines For J2ME™ Games v1.0 [http://www.forum.nokia.com/main/1,,040,00.html?fsrParam=3-3- /main.html&fileID=4623] Series 60 Developer Platform 1.0: Usability Guidelines for J2ME™ Games v1.1 [http://www.forum.nokia.com/main/1,,040,00.html?fsrParam=3-3- /main.html&fileID=4814] slide 28 B olog na, 29 g ennaio 2007
    • Resources Series 40 Developer Platform 1.0: Usability Guidelines for J2ME™ Games v1.1 [http://www.forum.nokia.com/main/1,,040,00.html?fsrParam=3-3- /main.html&fileID=4813] Series 40 Developer Platform 1.0: Compatible Devices from Game Developer's Point of View v1.1 [http://www.forum.nokia.com/main/1,,040,00.html?fsrParam=3-3- /main.html&fileID=4812] Game Playability Top 10 Tips [http://www.forum.nokia.com/series40_game_usability_study - tips] Series 40 Games Usability Study [http://www.forum.nokia.com/series40_game_usability_study] slide 29 B olog na, 29 g ennaio 2007