Even though we are developers dealing with source code, it is good to know how to deal with UI/UX when building our user interfaces by applying tips and best practices.
So, in this session, we are gonna talk about android usability patterns, based on real cases and experiences with mobile development.
9. What is User Interface? (UI)
ā¢āÆ A common boundary or surface between the
interactive system and the user.
ā¢āÆ All elements which provide communication
between the interactive system and the user.
11. What is User Interface Design?
ā¢āÆ User interface design is the process of
supporting the tasks (goals) of the user, ideally
in a friendly and articulate manner.
12. What about User Experience (UX)?
ā¢āÆ User experience (UX) is about how a person feels about
using a product, system or service. User experience is
subjective in nature, because it is about an individualās
feelings and thoughts about the system.
13. What is Usability?
ā¢āÆ Usability means that a person using a system
ļ¬nds it easy to understand and use.
ā¢āÆ A usable system allows a person to focus on
their tasks, and not on the system itself.
ā¢āÆ A usable system most often does what a!
person expects.
16. What is a Design Pattern?
ā¢āÆ Itās a design solution to a recurring problem.
ā¢āÆ Itās also about not reinventing the wheel.
ā¢āÆ People want to use what they have learnt
already using the phone.
22. Your branding
ā¢āÆ Consistency has its place in Android, but you also have the flexibility
to customize the look of your app to reinforce your brand.
30. Navigation Drawer
ā¢āÆ The navigation drawer is a panel that transitions in from the left
edge of the screen and displays the appās main navigation options.
ā¢āÆ The user can open the drawer panel by touching the navigation
drawer indicator.
42. Design for Glassā¦.
ā¢āÆ Users typically have multiple devices that store and display
information for speciļ¬c time periods. Glass works best with
information that is simple, relevant, and current.
ā¢āÆ Don't try to replace a smartphone, tablet, or laptop by
transferring features designed for these devices to Glass.
Instead, focus on how Glass and your services complement
each other, and deliver an experience that is unique.
43. Design for Glassā¦.
ā¢āÆ Design interfaces that use imagery, colloquial voice
interactions, and natural gestures.
44. Android Wearā¦.
ā¢āÆ Android wearables provide just the right information at just
the right time, allowing you to be connected to the virtual
world and present in the real world.
45. Android Wear - Pages
ā¢āÆ Pages are additional cards that can appear to the right of
your main card in the stream. If your core message is longer
than a short snippet, do not sacriļ¬ce glanceability by packing
a lot of information into your primary notiļ¬cation. Instead, use
pages to provide additional content.
46. Android Wear - Notiļ¬cation Stacks
ā¢āÆ Stacks are a way of adding multiple useful notiļ¬cations
without overwhelming the userās stream. If your application
may produce multiple concurrent notiļ¬cations, consider
combining them into a stack.
47. Android Wear - Pages
ā¢āÆ Voice replies are primarily used by messaging applications to
provide a hands-free way of dictating a short message. You
can also provide a up to ļ¬ve suggested replies or ācanned
responsesā that are useful in a wide range of cases.
52. Some adviceā¦
ā¢āÆ Don't port the UI from other platforms.
ā¢āÆ Don't override the behavior of system buttons.
ā¢āÆ Know your user and get feedback from him.
ā¢āÆ Test on real users, early and often.
ā¢āÆ Do what the user expects.
ā¢āÆ The most common operations should be visible.
ā¢āÆ Don't reinvent the wheel.