Fundamentals of Mobile UX - A light introducion

1,840 views

Published on

A light introduction to mobile UX. What are the main points you should consider and think about.

Talk given to 2nd year multimedia students at Dublin City University in March 2015.

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

No Downloads
Views
Total views
1,840
On SlideShare
0
From Embeds
0
Number of Embeds
40
Actions
Shares
0
Downloads
16
Comments
0
Likes
11
Embeds 0
No embeds

No notes for slide
  • UX is how someone uses it.
  • UX is how someone uses it.
  • Keep it consistent unless you’ve a read not to.
    Consistent within your app, consistent with the platform.
  • No contrast between news items.
  • A small addition of more contrast on alternating rows scrolling long list easier.
  • Guide the users eye
  • Design a guided tour
  • Squint test
  • Using colour and contrast to create a visual hierarchy.
  • The green areas are the tools which handle drawing
  • When do you ever eat your dinner with a Swiss Army Knife?
  • Flexible is not necessarily bad, just different.
  • A different way to look at things.
    What do you need and when?
  • Know where your app lives on this chart
  • Other examples: iPhoto vs Photoshop
  • What is the experience you want to deliver?
    Designing something is like being the host of a party. You set up everything as best you can, and hope it all works as expected.
  • If your app requires content to succeed, decide how to handle first use.

    Couldn’t this have 5 starting videos?
  • An expenses application. Often used offline when travelling abroad.
  • Use to organise content, and understand people’s mental model of apps.
  • How to understand is this the right approach. Especially useful in areas where you are very different than your audience.
  • Testing higher-fidelity prototypes, to refine interactions, and catch major usability issues.
  • Fundamentals of Mobile UX - A light introducion

    1. 1. 19/04/2015 FUNDAMENTALS OF MOBILE UX KEVIN CANNON DUBLIN CITY UNIVERSITY 26/MARCH/2015
    2. 2. 1. INTRODUCTION 2. FUNDAMENTALS 3. THE EXPERIENCE 4. KNOW YOUR USERS
    3. 3. INTRODUCTION
    4. 4. INTERACTION DESIGNER @ FROG DESIGN KEVIN CANNON @MULTIKEV
    5. 5. TECHNOLOGYDESIGN PSYCHOLOGY
    6. 6. THE FUNDAMENTALS
    7. 7. CONSISTENCY CONTRAST GROUPING
 FOCUS
    8. 8. CONSISTENCY
    9. 9. CONTRAST
    10. 10. Other Actions Main Area
    11. 11. HIERARCHY
    12. 12. 2 1 3
    13. 13. 2 1 3
    14. 14. PRIMARY ACTION SECONDARY ACTION TERTIARY ACTIONS
    15. 15. GROUPING
    16. 16. ? ?
    17. 17. METAPHOR
    18. 18. FOCUS
    19. 19. ASK WHAT YOU CAN TAKE OUT, NOT WHAT YOU CAN PUT IN.
    20. 20. From: Designing Interactions, Bill Moggridge, 2007, ISBN 978-0262134743
    21. 21. http://www.flickr.com/photos/thedalogs/3196553836/
    22. 22. Simple Flexible Risk!
    23. 23. Simple Flexible Risk!
    24. 24. Beginner Expert Frequent In-frequent
    25. 25. Frequent In-frequent ? ? ? ? Beginner Expert
    26. 26. Frequent In-frequent AEROPLANE COCKPITLOCK & KEY Beginner Expert FIRE EXTINGUISHER NUCLEAR POWER PLANT EMERGENCY MANUAL
    27. 27. GOOD IDEAS YOU SHOULDN’T DO GOOD IDEAS BAD IDEAS
    28. 28. ERGONOMICS
    29. 29. THE EXPERIENCE
    30. 30. CONTEXT AWARE
    31. 31. THINK ABOUT THE FULL LIFE CYCLE OF YOUR APP AWARENESS USAGE END MARKETPLACE APP SITE APP ICON REPUTATION REVIEWS STOP USE DELETION RATING WORD-OF-MOUTH FIRST USE SUPPORT NEW FEATURES UPDATE CYCLES
    32. 32. DEFINE CLEAR GOALS What it is? An app to help people save money. How can people do that? Track what they spend money on. How you want them to feel? Feel in control of their spending. What it is not? Not a budget planner or manager.
    33. 33. GENTLE ALARM CLOCK APP
    34. 34. TALK TO PEOPLE
    35. 35. CARD SORTING
    36. 36. CONCEPT VALIDATION
    37. 37. USER TESTING
    38. 38. 1. GET THE BASICS DOWN 2. CURATE THE EXPERIENCE 3. UNDERSTAND YOUR USER
    39. 39. THANKS! KEVIN CANNON @MULTIKEV

    ×