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Introduction to mobile usability

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Thomas Gohard's presentation at Learn Hack YOW on December 8, 2012

Thomas Gohard's presentation at Learn Hack YOW on December 8, 2012

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  • 1. Introduction tomobile usability @ThomasGohard | Learn Hack YOW
  • 2. Learning objectiveMake you think about:● Who youre designing for and what their needs are.● How to work within the limitations of mobile devices to meet your users needs.● How you can use features offered by mobile devices to better meet the needs your users.
  • 3. Usability
  • 4. ISO 9241-11 definition of usability"The extent to which a product can be used byspecified users to achieve specified goalswith effectiveness, efficiency, andsatisfaction in a specified context of use."
  • 5. User research
  • 6. User research is...... Finding out:● Who your users are.● What theyre trying to do.● How theyre trying to do it.● Where theyre trying to do it.● Etc.
  • 7. User research methodsSource: http://www.useit.com/alertbox/user-research-methods.html
  • 8. User research deliverablesSource: http://semanticstudios.com/publications/semantics/000228.php
  • 9. Exercise 1: User identificationImagine youre building an application using thegarbage and recycling schedule:● Who are potential users?● What is their goals?● What is their context of use?
  • 10. Designing for mobile
  • 11. Some important considerations● Screen size and orientation.● Input method (touch, keyboard, voice).● Technical limitations (processing, memory).● Network connectivity (speed, availability, data caps).● Context of use (inside, outside, on the go).● Focus and attention.
  • 12. How people hold mobile deviceshttp://www.lukew.com/ff/entry.asp?1649
  • 13. How people hold mobile deviceshttp://www.lukew.com/ff/entry.asp?1649
  • 14. How people hold mobile deviceshttp://www.lukew.com/ff/entry.asp?1649
  • 15. How people hold mobile deviceshttp://www.lukew.com/ff/entry.asp?1649
  • 16. Some new capabilities● Always-on; always-there.● Location-awareness.● Time-awareness.● Still/video camera.● Voice recording/recognition.● Access to user data: ○ Contacts. ○ Calendar ○ etc.
  • 17. Exercise 2: Designing an interfaceDesign one or more screens for a garbage andrecycling schedule mobile application for one ormore of the users from Exercise 1.Remember to consider your users goal andcontext of use.
  • 18. Usability testing
  • 19. Usability testing is...... Evaluating how your design:● Meets the needs and expectations of your users.
  • 20. Usability testing methodsWays to test:● In-person, moderated.● Remote, moderated.● Remote, automated.
  • 21. Usability testing methodsTypes of tests:● Usability test.● Click test.● Tree test.● Heuristic evaluation.● Etc.
  • 22. Let your imagination run wildRunning usability testing is like running anexperiment. You are only limited by yourimagination.
  • 23. The two most important thing toremember about usability testing1. Youre testing the design, not the user.2. Test early, test often.
  • 24. Exercise 3: Doing a heuristic reviewLets evaluate some of the interfaces youcreated in Exercise 2 against Nielsens10 heuristics.
  • 25. Nielsens heuristics 1. Visibility of system status 2. Match between system and the real world 3. User control and freedom 4. Consistency and standards 5. Error prevention 6. Recognition rather than recall 7. Flexibility and efficiency of use 8. Aesthetic and minimalist design 9. Help users recognize, diagnose, and recover from errors10. Help and documentation Source: http://www.useit.com/papers/heuristic/heuristic_list.html

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