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Design Matters: A Mobile UX Manifesto

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A mobile UX manifesto delivered by Razorfish's Senior Information Architect Kyle Outlaw at the 2009 Think Mobile Conference in New York.

A mobile UX manifesto delivered by Razorfish's Senior Information Architect Kyle Outlaw at the 2009 Think Mobile Conference in New York.

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  • 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