Mobile UX 101 @ Flash Camp Manchester
by Antony Ribot
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An overview of the current state of Mobile UX, presented to attendees of Flash Camp Manchester by Jerome and Antony from Ribot
An overview of the current state of Mobile UX, presented to attendees of Flash Camp Manchester by Jerome and Antony from Ribot
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a mix of general mobile UX
7 years in mobile
designers/developers/entrepreneurs
push ui boundaries,
ideas lab for mobile user interfaces
10 person team in Brighton
Golden nuggets
Quite a simple and straightforward session
apply to whatever platforms you’re working on
Tangible era, 20 years
If you're not aware of the constraints, the UX will be poor.
Make the most of constraints
- Developer Economics Report 2010, Telefonica
right: num of apps in the store
Broken app store (discoverability)
Poor UX
Many good lessons learnt
UX comes first
OS Built from scratch
Discoverability fixed
Quality over quantity
Flash support coming soon after launch, we’re told...
Allows users to find their way
Simple, elegant, powerful, universal
Not overpowering
Does my app make me smile?
single early failure - non returning user
Glance and Go
Slate devices - more relaxed, explorative experiences
eBay app - 4 times more money spent on iPad than iPhone (ref?)
Exit, Quit,
pink: iPhone 3GS, green: iPhone 3G,
the rest: single-function devices aka cameras
blue: Nikon D90
Mobilisation (process of selecting the features most important to the user given the mobile context)
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
Speed is key
Design around this
don’t make assumptions
Blackberry’s biggest market is not enterprise
It’s games. Why. BBM and qwerty keyboards
ppl first, function second
Min touch target != < 7mm
2mm min spacing
Visual size is 60-100% of the target size
Makes the experience more usable
Min touch target != < 7mm
2mm min spacing
Visual size is 60-100% of the target size
Makes the experience more usable
Consistency is key
minimising the number of subconscious questions the user needs to make