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Mobile UX - discussion notes - EATL mobile app dev contest - UX grooming session 2, 8 march 2013 at BASIS

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Quick discussion on User Experience (UX) design practices for Mobile Apps, and some associated matters.

Quick discussion on User Experience (UX) design practices for Mobile Apps, and some associated matters.

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  • 1. EATL Mobile Apps Development Contest User Experience Design Grooming Session 2 Mobile Apps’ UX Conducted by: Masrur Hannan, bd.linkedin.com/in/masrurhannan 8 March 2013, 10:00 am – 12.30 pm BASIS auditorium, Karwan Bazaar, Dhaka.Topics:The Mobile App marketplace, big picture …. 2The Lifecycle of a Mobile App…. 3The Elements Of The Mobile User Experience …. 4-5Quick Mobile App UX improvement tips …. 6-9Next: User Testing and Usability Inspections/ Studies.
  • 2. Mobile App marketplace – the big picture! CNet, June 7, 2011: App downloads to hit nearly 48 billion in 2015! http://news.cnet.com/8301-13506_3-20069658-17/study-app-downloads-to-hit-nearly-48-billion-in-2015/ MarketResearch.com Feb 20, 2013: 46 billion downloaded in 2012, Total: 83 billion. http://www.marketresearch.com/Portio-Research-Limited-v3272/Mobile-Applications-Futures-7368814/ XYO.net Jan 2013: Download Estimates for 1,874,851 Apps and 518,568 Publishers http://xyo.net/app-downloads-reports/ Supply and demand? Safe to say demand is there in Bangladesh? Or, to be created? What are the apps YOU love or use?! “People keep apps they really use or love, otherwise the applications are deleted.”User Experience design for Mobile Apps – UX Grooming Session 2, EATL Mobile Apps Development Contest. 2Discussion notes by Masrur Hannan.8 March 2013, 10:45 am – 12.30 pm | BASIS, Karwan Bazaar, Dhaka.
  • 3. Mobile Apps’ UXThe Lifecycle of a Mobile App, a User’s Perspectivehttp://www.uxmatters.com/mt/archives/2011/10/the-lifecycle-of-a-mobile-app-a-users-perspective.phpBy Michael Griffith , Ex UX Director, HP | Published: October 17, 2011“The average user doesn’t open a mobile app more than twenty times, and people use only onethird of the apps they download beyond 30 days.” Stage One: The App Store Experience “Building a great app experience may not result in a download, so it’s important that the app store experience be a designed experience.” Stage Two: The First-Open Experience “The first-open experience is crucial. … This first impression often determines whether the user ever opens the app again.”Stage Three: Attempting Simple Tasks“Once an app survives the first-open experience, users come back to the app in a time of need,with a specific task in mind. This is, hopefully, when users discover the app’s usability andthoughtful experience design.”Stage Four: Attempting Complex Tasks“The app has created expectations in the user’s mind. The app has handled previous tasks well, sothe user assumes it will handle secondary tasks and exception paths just as well.”User Experience design for Mobile Apps – UX Grooming Session 2, EATL Mobile Apps Development Contest. 3Discussion notes by Masrur Hannan.8 March 2013, 10:45 am – 12.30 pm | BASIS, Karwan Bazaar, Dhaka.
  • 4. The Elements Of The Mobile User Experiencehttp://mobile.smashingmagazine.com/2012/07/12/elements-mobile-user-experienceBy Lyndon Cerejo; UX professional, Clients include: American Express, Coca-Cola, Walmart etc | July 12th, 2012FunctionalityThis has to do with tools and features that enable users to complete tasks and achieve their goals.Information ArchitectureThis has to do with arranging the functionality and content into a logical structure to help usersfind information and complete tasks. This includes navigation, search and labeling.ContentOtherwise known as “the stuff on your website” (as Lou Rosenfeld and Peter Morville refer to itin Information Architecture for the World Wide Web), content is the various types of material indifferent formats, such as text, images and video, that provide information to the user.DesignThis has to do with the visual presentation and interactive experience of mobile, including graphicdesign, branding and layout.User Experience design for Mobile Apps – UX Grooming Session 2, EATL Mobile Apps Development Contest. 4Discussion notes by Masrur Hannan.8 March 2013, 10:45 am – 12.30 pm | BASIS, Karwan Bazaar, Dhaka.
  • 5. User InputThis has to do with the effort required to enter data, which should be minimized on mobile devicesand not require the use of both hands.Mobile ContextA mobile device can be used at anytime, anywhere. The mobile context is about the environmentand circumstances of usage — anything that affects the interaction between the user and theinterface, which is especially important for mobile because the context can change constantly andrapidly. While we often focus on distractions, multitasking, motion, low lighting conditions andpoor connectivity, it also includes the other extreme — think using a tablet in a relaxed settingover a fast Wi-Fi connection.UsabilityThis is the overall measure of how well the information architecture, design, content and otherelements work together to enable users to accomplish their goals.TrustworthinessThis relates to the level of confidence, trust and comfort that users feel when using a mobilewebsite or app. According to a 2011 study by Truste and Harris Interactive, privacy and securityare the top two concerns among smartphone users:FeedbackThis has to do with the methods for attracting the user’s attention and displaying importantinformation.HelpThis relates to the options, products and services that are available to assist the user in using thewebsite or app.SocialThis relates to content and features that create a sense of social participation, that enable userinteraction and that facilitate sharing on established social networks.MarketingThis has to do with the methods by which a user finds a website or app and the factors thatencourage repeated usage.* The above publication covers various Elements associated with Mobile User Experience Designaccording to the author. There can be other elements, concepts and theories; however consideringprinciples of Usability and User Experience Design should remain in the core.User Experience design for Mobile Apps – UX Grooming Session 2, EATL Mobile Apps Development Contest. 5Discussion notes by Masrur Hannan.8 March 2013, 10:45 am – 12.30 pm | BASIS, Karwan Bazaar, Dhaka.
  • 6. Couple of quick Mobile App UX improvement tips:Sources: http://www.nngroup.com/topic/mobile-and-tablet-design/ (mostly)As few features as possible When you have a smaller screen, you must limit the number of features to those that matter the most for the mobile use case. Mobile Design = Small and Targeted To have a successful mobile site or app, the obvious guideline is to design for the small screen. Sadly, some dont, and we still see users struggle to hit tiny areas that are much smaller than their fingers. The fat-finger syndrome will be with us for years to come. The second point is more conceptual — and harder for some people to accept: When you have a smaller screen, you must limit the number of features to those that matter the most for the mobile use case. Dont show more than X menu items; dont write more than Y words per page; nothing should be more than Z clicks from the homepage. Sadly, UI design doesnt work that way!Small Screen – Bigger touch targets – lesser options to click in 1 screen To have a successful mobile site or app, the obvious guideline is to design for the small screen. Sadly, some dont, and we still see users struggle to hit tiny areas that are much smaller than their fingers. The fat- finger syndrome will be with us for years to come.As less User Input as possible …User Experience design for Mobile Apps – UX Grooming Session 2, EATL Mobile Apps Development Contest. 6Discussion notes by Masrur Hannan.8 March 2013, 10:45 am – 12.30 pm | BASIS, Karwan Bazaar, Dhaka.
  • 7. Avoid requiring use of both hands for inputs.Minimize texts and instructions.Users won’t spend much time reading text when they’re trying to get things done. Instructionsmight actually impede an interaction. The best approach is to make a design as easy as possible touse, so no instructions are necessary.Easy Readability + interactionsUser Experience design for Mobile Apps – UX Grooming Session 2, EATL Mobile Apps Development Contest. 7Discussion notes by Masrur Hannan.8 March 2013, 10:45 am – 12.30 pm | BASIS, Karwan Bazaar, Dhaka.
  • 8. Desktop copywriting must be concise; mobile copywriting must be even more concise.Alerts/ Errors Brief and clear Provide feedback and confirmation on screen without disrupting the user’s workflow Optimum number of alerts to displayMobile users can be in a rush/ relaxed/ distracted when using your app + Human Limitations!short-term memory famously holds only about 7 chunks of information , and these fade from your brain in about 20secondsResponse times must be fast enough that users dont forget what theyre in the middle of doing while waiting for thenext page to load.Help and Support; great UX = no instructions!User Experience design for Mobile Apps – UX Grooming Session 2, EATL Mobile Apps Development Contest. 8Discussion notes by Masrur Hannan.8 March 2013, 10:45 am – 12.30 pm | BASIS, Karwan Bazaar, Dhaka.
  • 9. Easy for users to access help and support options Offer contextual help and tips to guide users the first timeA good resource: http://mobiledesignpatterngallery.com/mobile-patterns.phpTo consider …. How Do Users Really Hold and interact with Mobile Devices? http://www.uxmatters.com/mt/archives/2013/02/how-do-users-really-hold-mobile-devices.phpFor next session: User Testing and Usability Inspections/ Studies http://www.nngroup.com/articles/usability-101-introduction-to-usability/ http://www.nngroup.com/articles/why-you-only-need-to-test-with-5-users/ http://www.nngroup.com/articles/weekly-user-testing-tivo/Masrur Hannanm_hannan@hotmail.comwww.linkedin.com/in/masrurhannanUser Experience design for Mobile Apps – UX Grooming Session 2, EATL Mobile Apps Development Contest. 9Discussion notes by Masrur Hannan.8 March 2013, 10:45 am – 12.30 pm | BASIS, Karwan Bazaar, Dhaka.