Design Matters: A Mobile UX Manifesto

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    Design Matters: A Mobile UX Manifesto - Presentation Transcript

    1. Razorfish + Mobile Mobile Clients : Adidas, AOL, Audi, Axe, Best Buy, Carnival Cruiseline, Citi, Dow Jones, eBay, Godiva, JC Penney, Nike, Ralph Lauren, Visa, XM Radio and others Platforms: Mobile web, iPhone OS, Android Photo by DJ-Nike on Flickr
    2. prologue
    3. For the past several years our clients in Europe and Asia have been embracing mobile….
    4. Europe - Adidas
    5. Europe - AXE
    6. Asia - Nike
    7. But in the U.S. there wasn’t much demand for mobile, until….
    8. Photo by Vedia on Flickr
    9. All of a sudden, clients are interested in mobile (particularly iPhone) and are beginning to ask us a lot of (the same) questions…
    10. … so here are 5 principles to address the questions that clients are asking us.
    11. 5 principles For mobile UX
    12. Principle no. 1 – Get your hands dirty
    13. Principle no. 1 – Get your hands dirty  Invest in innovation  Build skills, learn by doing  Ideally give money, or time  Freedom to fail  Share knowledge, archive experiments
    14. Principle no. 2 – Choose your platform carefully
    15. Principle no. 2 – Choose your platform carefully  Know the target audience: what phones, OS, carriers customers are using  Device agnostic or native application (or hybrid)?  iPhone is probably the best bang for the buck (stability, exposure in iTunes)
    16. Sometimes mobile web makes more sense…
    17. Principle no. 3 – Embrace “mo-jile” Photo source: w3.org
    18. Principle no. 3 – Embrace “mo-jile”  Agile development seems particularly suited for mobile.  Cross-functional disciplines (creative, ux, tech)  Control of feature set  Rapid development process  Test early and often  Hybrid process – “mo-jile”? -
    19. A hybrid agile approach for mobile ux Agile Build Phase SOW > Visioning Phase > Sprint 1 > Sprint 2 > Sprint 3 > Sprint 4 > • High-Level • Product Brief • Visual comps Functionality • Prioritized Features /Functions • Wireframes • Contract • High-level App • Task flow diagrams Architecture & Roadmap • Code production • Prototype (key functionality) • Supporting infrastructure Set-Up • Business rules • Rapid User Testing • Visual styleguide • Release
    20. Core team snapshot Developer FA PM • Supports Management of • Ensures alignment with • Building the prototype the Backlog business objectives and into a real site throughout process • Explains functionality • Bug fix of the real site between the prototype • Keeps project on track and the real site (timing and budget) • Launch Support • Attends both the Tech and UX scrums Designer Content and Copy Experience • Partnering with UX to • Creates a draft of stories • Validates that evolution of for the planning meeting the prototype can be fulfill the early development of comps, supported from a content wireframes and copy • Creates work flow through feed perspective. decks that enable prototype prototype development • Leads Consumer Testing
    21. Principle no. 4 – Sweat the details v v v
    22. Principle no. 4 – Sweat the details  Don’t throw out the standard experience deliverables just yet  Application architecture diagram, wireframes, task flows, feature matrix  Gestural methods, sound, microphone, camera, accelerometer  UX suddenly got a lot more complicated -
    23. Principle no. 4 – Sweat the details
    24. Principle no. 4 – Sweat the details
    25. Principle no. 5 – Be Unique
    26. Principle no. 5 – Be Unique  Difficult to stand out from the crowd  Take risks  Push the envelope technologically  Focus only on core features (strengths) -
    27. Principle no. 5 – Be Unique
    28. Principle no. 5 – Be Unique
    29. Principle no. 5 – Be Unique
    30. Principle no. 5 – Be Unique
    31. Principle no. 5 – Be Unique
    32. Principle no. 5 – Be Unique
    33. 5 principles recap 1. Get your hands dirty 2. Choose your platform carefully 3. Embrace “mo-jile” 4. Sweat the details 5. Be unique Rinse + repeat
    34. epilogue
    35. The iPhone has set a new benchmark for user experience Photo by duncandavidson on Flickr
    36. But is it just the tip of the iceberg? Photo source: Slashgear.com
    37. Augmented reality was available first on Android… Photo Source: Mobilizy.com
    38. Advanced telecommunications services on iPhone have been problematic… Photo source: Techcrunch.com
    39. PCs and Phones continue to converge
    40. New devices and platforms bring enormous possibilities coupled with potentially huge usability headaches.
    41. Welcome to the golden age of mobile usability…
    42. e: kyle.outlaw@razorfish.com t: @koutlaw

    + Razorfish MarketingRazorfish Marketing, 2 months ago

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