going mobile - taking internet products to mobile from a UCD perspective

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    going mobile - taking internet products to mobile from a UCD perspective - Presentation Transcript

    1. Going mobile Sunandini Basu Ibibo.com
    2. The mobile metaphor
      • Not shrink to fit!
    3. Context & use
    4. Showcase - Gmail
    5. Showcase - Gmail
    6. Showcase - Gmail
    7. Showcase - Gmail
    8. Showcase - Gmail
    9. Showcase - Gmail
    10. Design process Checklist
      • Product Requirements
      • Select the right tasks
      • Customize your navigation
      • Optimize experience
      • Remember budgets and development timelines
      • Think about access to the product
    11. Select the right tasks Upload photos Organize into sets Add comments Explore other users’ photos Share photos Add titles
    12. Task analysis
      • What does the user REALLY want to do on his phone
          • Upload photos
          • Share with friends
          • Browse
      • What does he NOT want to do?
          • Enter lots of data
          • Organize lots of photos
    13. Navigation
      • Simplify & optimize the path to reach a target
      • Respect and follow a user’s mental model
      • Let users do tasks first and ask him questions later
    14. Choose the right platform
      • What if
      • you wanted to reach the max no. of users?
      • Anyone could access it with any mobile web browser?
      • Your product could run on the most basic handsets?
    15. Optimize user experience
      • What if
      • you wanted to provide a Richer User experience?
      • What if the user could take a photo from within the product?
      • What if the user could also use the product when he is offline?
    16. Don’t break the flow
      • What if
      • the user does not even have to access the product?
      • the product prompts him every time he takes a photo?
      • the experience is so smooth (just 1 click) the user doesn’t even notice it?
    17. Use Personas
    18. Test
      • Always
      • Test on a phone rather than an emulator
      • On different phones
      • On different browser types
      • On different OS
    19. Budgets & timelines BUDGET TIME FOR PRODUCTION SYMBIAN WAP J2ME * If your product can be developed in these platforms
    20. Ways of Access
      • Online & offline promotions
    21. Thank you!
      • Sunandini Basu
      • [email_address]

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