Your SlideShare is downloading. ×
MOBILE INTERACTION PATTERNS AND NON PATTERNS
Upcoming SlideShare
Loading in...5
×

Thanks for flagging this SlideShare!

Oops! An error has occurred.

×
Saving this for later? Get the SlideShare app to save on your phone or tablet. Read anywhere, anytime – even offline.
Text the download link to your phone
Standard text messaging rates apply

MOBILE INTERACTION PATTERNS AND NON PATTERNS

1,533
views

Published on

A set of trending patterns and non patterns, best practices and examples.

A set of trending patterns and non patterns, best practices and examples.

Published in: Technology

2 Comments
18 Likes
Statistics
Notes
No Downloads
Views
Total Views
1,533
On Slideshare
0
From Embeds
0
Number of Embeds
2
Actions
Shares
0
Downloads
41
Comments
2
Likes
18
Embeds 0
No embeds

Report content
Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
No notes for slide

Transcript

  • 1. Shyamala Prayaga
  • 2. WHAT ARE PATTERNS?
  • 3. PATTERNS ARE“KNOWNSOLUTIONS TOCOMMON DESIGNPROBLEMS”
  • 4. PROVIDE ANIDEAL STARTINGPOINT FORNEWCOMERS TODESIGN.
  • 5. A EXCELLENTREFERENCEFOREXPERIENCEDDESIGNERS.
  • 6. • Trading Card• Palette• Hub & Spoke• Bento box• Search• Conversational
  • 7. Suzanne Ginsburg
  • 8. USED FOR• Content view• Settings• May have ability to swipe to see more content
  • 9. • Doesn’t scale well• Less effective on iPad
  • 10. • Ensure info is easy to grasp at a glance
  • 11. Suzanne Ginsburg
  • 12. USED FOR• Canvas & Palettes• Way to access creations
  • 13. • Real estate can become an issue for content creation
  • 14. • Maximum real estate for content creation• Ensure that tools are discoverable• Progressive disclosure of palette options• Customize palette placement for each device
  • 15. Suzanne Ginsburg
  • 16. USED FOR• Category & Detail Views
  • 17. • In some cases may have minimal user delight
  • 18. • Bubble up content• As shallow as possible
  • 19. Suzanne Ginsburg
  • 20. USED FOR• Elements with hot spots for more details
  • 21. • Scalability
  • 22. • Focus on content, not chrome• Beware of info overload
  • 23. Suzanne Ginsburg
  • 24. USED FOR• Search box, results, saved searches
  • 25. • Provide suggestions when you can• Provide voice option when possible• Ensure that box & text are large enough
  • 26. Suzanne Ginsburg
  • 27. USED FOR• Feedbacks• Wide variations in content
  • 28. • Keep user well informed of app status, yet be concise• Use infographic to illustrate interactions with outside world and/or devices when necessary
  • 29. • Skeumorphism• Hybrid• Games• Custom• Tools
  • 30. A SKEUOMORPH IS “AN OBJECT ORFEATURE WHICH IMITATES THE DESIGN OFA SIMILAR ARTEFACT IN ANOTHERMATERIAL”.
  • 31. SKEUOMORPHISM MAKESINTERFACE OR DESIGN THINGS LOOKAND BEHAVE THE SAME WAY AS THEREAL-LIFE OBJECT THEY ARE BASEDUPON.
  • 32. • Make design better than reality• User interactions should match mental model• Hire a very skilled graphic designer if that isn’t your area of expertise
  • 33. MOST COMMON PATTERN OFALL WHICH COMBINESDIFFERENT INTERACTIONPATTERNS
  • 34. A GAME IS STRUCTUREDPLAYING, USUALLY UNDERTAKENFOR ENJOYMENT ANDSOMETIMES USED AS ANEDUCATIONAL TOOL.
  • 35. CREATING SOMETHINGFRESH AND NEW OUT OFTHE BOX, MOVING AWAYFROM REGULAR PATTERNS.
  • 36. THE INTERACTION PATTERNS WITHINMANY PRODUCTIVITY TOOLS ARELARGELY BASED ON USER’S MENTALMODELS THAT HAVE DEVELOPED ANDEVOLVED OVER TIME
  • 37. • Use caution when trying to improve on these interaction design patterns
  • 38. QUESTIONS