Mobile User Experience 101


the current state of Mobile UX on
touchscreen devices



FlashCamp Manchester 2010 - 08.07.20...
PART 1

Introduction
a little bit about us
This is the most important
session today
PART 2

Lets get started
Analogue to Digital to Human
INTERACTIONS




               photo source: http://www.flickr.com/photos/josefstuefer/186974...
Who wants a challenge?
MOBILE UX DESIGNERS!




Pressure     Accelerometer        Time of day              Gesture

Microp...
Constraints
Constraints of mobile
THERE ARE MANY!


form factor           battery

network latency       context

input mechanism

mem...
Context of use
PART 3

The platforms
WebOS
Symbian
Android
iPhone/iPad
MeeGo
Windows Mobile
Mobile web...
2.8
Developer Economics Report 2010, Telefonica
http://www.visionmobile.com
Windows
mobile

is dead
Windows Phone 7
Panoramic experiences
Inspired by transportation
graphics
PART 4

A few statistics...
1 in 7 phones are returned
  BACK TO THE SUPPLIER


Source: 2005 Which report (UK study)




                             ...
Source: http://www.wdsglobal.com/news/whitepapers/20060717/MediaBulletinNFF.pdf




 63% of returned phones have
 no hardw...
Source: http://www.btplc.com/inclusion/Usefuldownloads/index.htm#designs




  Massive market for usable
  phones & apps
 ...
photo source: http://www.flickr.com/photos/fotopakismo/1071787439




How do you feel today?
PART 5

Behaviours
human behaviours


understand the behaviours

what finger do we use to press the
doorbell with?

                          ...
(changing) human behaviours


understand the behaviours


what finger does the younger market
press the doorbell with?

   ...
Time for a snack...
DATA-SNACKING


small snippets of info

30-60 seconds

simple, but repetitive

regular
Snack duration changing...
Re-use learnt behaviours
Re-use interactions inherent in the device

Minimise the number of surprises

soft key positions ...
More than just a phone
 WAKE UP CANON & NIKON




Source: http://www.flickr.com/cameras/
PART 6

Other things to consider...
Mobile is not about making
things smaller

Miniaturisation   vs                 Mobilisation




http://mobilewebbook.com
...
Simpler interfaces are better
Minimise the subconscious questions

Balance efficiency, effectiveness & satisfaction

Improv...
Simpler != dumb
JUST REMEMBER TO FOCUS ON THE CORE FUNCTION



                          an eReader app
                  ...
Think twice about your
audience
IT PAYS TO DO YOUR HOMEWORK



Analytics

Network provider

Device platforms

Devices

Fir...
PART 7

Future thoughts...
A task-centric future
People-first experiences
PART 8

The UI
Touch targets
Bad touch
targets
Good touch
targets
Gestures
PART 9

Wrapping up
Make the most of your
platform
The little things count




Polish makes the UX and app stand out

                     photo source: http://www.flickr.com...
Passion




“We haven’t worked in 3 years”

Be curious. Question everything
                          photo source: http:/...
thank you




@ribot
            http://www.flickr.com/photos/ronlayters/2402199783/
Mobile UX 101 @ Flash Camp Manchester
Mobile UX 101 @ Flash Camp Manchester
Upcoming SlideShare
Loading in...5
×

Mobile UX 101 @ Flash Camp Manchester

2,170

Published on

An overview of the current state of Mobile UX, presented to attendees of Flash Camp Manchester by Jerome and Antony from Ribot

Published in: Technology, Business
0 Comments
6 Likes
Statistics
Notes
  • Be the first to comment

No Downloads
Views
Total Views
2,170
On Slideshare
0
From Embeds
0
Number of Embeds
1
Actions
Shares
0
Downloads
44
Comments
0
Likes
6
Embeds 0
No embeds

No notes for slide
  • hello
    a mix of general mobile UX

  • some context...
    7 years in mobile
    designers/developers/entrepreneurs
    push ui boundaries,
    ideas lab for mobile user interfaces
    10 person team in Brighton
  • it’s the UX that makes the platform and your app stand out
    Golden nuggets
    Quite a simple and straightforward session
    apply to whatever platforms you’re working on

  • Physical interactions e.g. Touchscreen, haptics, etc
    Tangible era, 20 years
  • So many things to consider and more so in the future...
  • Brought us to mobile 7 years ago...

  • Constraints make mobile interesting. A challenge.
    If you're not aware of the constraints, the UX will be poor.
    Make the most of constraints
  • Efficiency, relevancy,


  • Android is now the most popular platform for developers
  • Platform concurrency. Most developers work on multiple platforms - on average, 2.8 platforms per developer, based on sample of 400 respondents

    - Developer Economics Report 2010, Telefonica
  • left: device install base
    right: num of apps in the store

  • fingernail interaction rather than a finger interaction
    Broken app store (discoverability)
    Poor UX
    Many good lessons learnt
  • Windows Phone 7 is here!
    UX comes first
    OS Built from scratch
    Discoverability fixed
    Quality over quantity
    Flash support coming soon after launch, we’re told...
  • Highly glanceable
    Allows users to find their way
    Simple, elegant, powerful, universal
    Not overpowering

  • tell me more....


  • What emotion do you want to evoke?
    Does my app make me smile?

  • understand your users
  • understand your users
  • Like a large bag of chocolate buttons
    single early failure - non returning user
    Glance and Go


  • Duration of experience is getting longer
    Slate devices - more relaxed, explorative experiences
    eBay app - 4 times more money spent on iPad than iPhone (ref?)
  • Motorola
    Exit, Quit,
  • Swiss army knife. Technological advancement and usability
    pink: iPhone 3GS, green: iPhone 3G,
    the rest: single-function devices aka cameras
    blue: Nikon D90

  • Miniaturisation (shrinking things down) vs
    Mobilisation (process of selecting the features most important to the user given the mobile context)
  • Think about the core feature(s)

    If you can't get it right in 2D, don't even consider going into 3D. Complexity and poor UX for the sake of an 80s buzz word.
        
    Simpler, more usable interfaces - consider the forgotten (and rapidly growing) markets
  • grocery - little and often.
    Speed is key
    Design around this
  • dig as much as possible
    don’t make assumptions
    Blackberry’s biggest market is not enterprise
    It’s games. Why. BBM and qwerty keyboards

  • over the current app-centric state
  • focus shifts from app to person
    ppl first, function second
  • [todo] wireframe doc here
  • Rec. touch Target size is 9mm
    Min touch target != < 7mm
    2mm min spacing
    Visual size is 60-100% of the target size
    Makes the experience more usable
     

  • Rec. touch Target size is 9mm
    Min touch target != < 7mm
    2mm min spacing
    Visual size is 60-100% of the target size
    Makes the experience more usable
     
  • Tap, dbl tap, touch and hold, pan, flick, pinch and stretch
    Consistency is key
     


  • UX is an art and is hard
    minimising the number of subconscious questions the user needs to make
  • minimising the number of subconscious questions the user needs to make

  • Mobile UX 101 @ Flash Camp Manchester

    1. 1. Mobile User Experience 101 the current state of Mobile UX on touchscreen devices FlashCamp Manchester 2010 - 08.07.2010 Antony and Jerome, Co-founders, Ribot
    2. 2. PART 1 Introduction
    3. 3. a little bit about us
    4. 4. This is the most important session today
    5. 5. PART 2 Lets get started
    6. 6. Analogue to Digital to Human INTERACTIONS photo source: http://www.flickr.com/photos/josefstuefer/18697485/
    7. 7. Who wants a challenge? MOBILE UX DESIGNERS! Pressure Accelerometer Time of day Gesture Microphone Haptics ... photo source: http://www.flickr.com/photos/dunechaser/174945526
    8. 8. Constraints
    9. 9. Constraints of mobile THERE ARE MANY! form factor battery network latency context input mechanism memory computational power
    10. 10. Context of use
    11. 11. PART 3 The platforms
    12. 12. WebOS Symbian Android iPhone/iPad MeeGo Windows Mobile Mobile web...
    13. 13. 2.8 Developer Economics Report 2010, Telefonica
    14. 14. http://www.visionmobile.com
    15. 15. Windows mobile is dead
    16. 16. Windows Phone 7 Panoramic experiences
    17. 17. Inspired by transportation graphics
    18. 18. PART 4 A few statistics...
    19. 19. 1 in 7 phones are returned BACK TO THE SUPPLIER Source: 2005 Which report (UK study) photo source: http://www.flickr.com/photos/andricongirl/4567650298/
    20. 20. Source: http://www.wdsglobal.com/news/whitepapers/20060717/MediaBulletinNFF.pdf 63% of returned phones have no hardware/software faults SO, WHAT’S THE PROBLEM? Handset configuration / settings issue Struggling with functionality / usability of device Device did not meet expectations photo source: http://www.flickr.com/photos/tom_lin/3208454911/
    21. 21. Source: http://www.btplc.com/inclusion/Usefuldownloads/index.htm#designs Massive market for usable phones & apps YOU NEED TO DESIGN ‘INCLUSIVELY’ By 2020, over half of the UK population will be > 65 1 in 3 Europeans can benefit from an inclusive approach 65% of americans have lost interest due to complexity photo source: http://www.elmbrook.org/UserFiles/Image/Volunteer%20Opportunities/Elderly%20Hands.jpg
    22. 22. photo source: http://www.flickr.com/photos/fotopakismo/1071787439 How do you feel today?
    23. 23. PART 5 Behaviours
    24. 24. human behaviours understand the behaviours what finger do we use to press the doorbell with? http://www.flickr.com/photos/tscarlisle/107776922/
    25. 25. (changing) human behaviours understand the behaviours what finger does the younger market press the doorbell with? http://www.flickr.com/photos/phototropism/62931265/
    26. 26. Time for a snack... DATA-SNACKING small snippets of info 30-60 seconds simple, but repetitive regular
    27. 27. Snack duration changing...
    28. 28. Re-use learnt behaviours Re-use interactions inherent in the device Minimise the number of surprises soft key positions colour menu navigation tone of voice http://www.flickr.com/photos/8586443@N03/1491516038/
    29. 29. More than just a phone WAKE UP CANON & NIKON Source: http://www.flickr.com/cameras/
    30. 30. PART 6 Other things to consider...
    31. 31. Mobile is not about making things smaller Miniaturisation vs Mobilisation http://mobilewebbook.com http://www.flickr.com/photos/tridi_animeitor/2224661744/
    32. 32. Simpler interfaces are better Minimise the subconscious questions Balance efficiency, effectiveness & satisfaction Improve glance-ability photo source: http://www.flickr.com/photos/lagiuspo/92136687/
    33. 33. Simpler != dumb JUST REMEMBER TO FOCUS ON THE CORE FUNCTION an eReader app should focus on the ‘reading experience’ photo source: http://www.flickr.com/photos/lagiuspo/92136687/
    34. 34. Think twice about your audience IT PAYS TO DO YOUR HOMEWORK Analytics Network provider Device platforms Devices Firmware versions etc... photo source: http://www.flickr.com/photos/thomashawk/155918164/
    35. 35. PART 7 Future thoughts...
    36. 36. A task-centric future
    37. 37. People-first experiences
    38. 38. PART 8 The UI
    39. 39. Touch targets
    40. 40. Bad touch targets
    41. 41. Good touch targets
    42. 42. Gestures
    43. 43. PART 9 Wrapping up
    44. 44. Make the most of your platform
    45. 45. The little things count Polish makes the UX and app stand out photo source: http://www.flickr.com/photos/tom_lin/3186488124/
    46. 46. Passion “We haven’t worked in 3 years” Be curious. Question everything photo source: http://www.flickr.com/photos/taraethers/
    47. 47. thank you @ribot http://www.flickr.com/photos/ronlayters/2402199783/
    1. A particular slide catching your eye?

      Clipping is a handy way to collect important slides you want to go back to later.

    ×