MOBILE INTERACTION PATTERNS AND NON PATTERNS

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

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MOBILE INTERACTION PATTERNS AND NON PATTERNS

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

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