MOBILE INTERACTION PATTERNS AND NON PATTERNS
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MOBILE INTERACTION PATTERNS AND NON PATTERNS

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

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

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MOBILE INTERACTION PATTERNS AND NON PATTERNS MOBILE INTERACTION PATTERNS AND NON PATTERNS Presentation Transcript

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