The document provides an overview of designing an app from idea to market. It summarizes a presentation given by Juan Sanchez and Tony Hillerson of Tack Mobile on the process of designing an app. The presentation covers defining user goals, designing concepts, translating designs to code, development tactics, and measuring user feedback. It emphasizes that designing an app is an iterative process involving research, prototyping, testing assumptions, and analyzing results at each stage.
2. A LITTLE ABOUT US
Juan Sanchez Tony Hillerson
Designer & Partner Software Architect & Partner Mobile design and development
company based in Denver, CO.
• Creating Visual Experiences • Flex on Rails
• Co-creator of FieldTest • Co-creator of FieldTest @tackmobile
• Senior Editor for UX Magazine • O’Reilly Screencasts tackmobile.com
@juansanchez @thillerson
juan@tackmobile.com tony@tackmobile.com
PRESENTATION tackmobile.com
3. WHO ARE YOU?
• Developer
• Designer
• Entrepreneur
• Etc.
PRESENTATION tackmobile.com
4. WHAT ARE WE TALKING ABOUT?
• Defining User Goals
• Design Concepts
• Translating Pixels
• Development Tactics
• Measurement & Feedback
We’ll be doing group exercises.
PRESENTATION tackmobile.com
5. EXERCISE 1
Design an App
for AnDevCon
PRESENTATION tackmobile.com
6. THE FEATURES
• Chat
• Take Pictures
Edit Profile
GO!
•
• View Schedule
• See a Map
• Check Weather
• Scan QR Code
• Watch Video
• Review Slides
PRESENTATION tackmobile.com
15. A lot happens before
code is written and
pixels are pushed.
PRESENTATION ANDEVCON • MAY 14, 2012
16. THERE’S SO MUCH TO LEARN
• who are your users?
• a current app?
• an existing brand?
• IT infrastructure already in place?
• 20 stakeholders?
• established content?
PRESENTATION tackmobile.com
17. WHAT ARE THE OBJECTIVES?
• increased business?
• increased brand awareness?
• increased users?
• increased user engagement?
PRESENTATION tackmobile.com
20. KNOW YOUR USER
• what’s their digital ecology?
• what’s the demographic?
• what are they trying to accomplish?
• how can you make that easier?
• where do you fit in?
PRESENTATION tackmobile.com
22. EXERCISE 2
Let’s create a
persona.
PRESENTATION tackmobile.com
23. QUESTIONS: AS A CONFERENCE GOER
• what is the age range?
• what do you do?
• what devices do you use?
• how many events do you go to?
• are you here with a group?
PRESENTATION tackmobile.com
24. OUR PERSONA IS....
Hilly Tonnerson
• Male, 19 - 45 years old
• mobile developer
• presenting on Android
topics
• relies on his Nexus S
PRESENTATION tackmobile.com
30. EXERCISE 3
Define user goals
and features
PRESENTATION tackmobile.com
31. QUESTIONS: USER GOALS
• what do you want to leave with?
• what do you like about conferences?
• what environment are you in?
• what bothers you about
conferences?
• what’s your day at a conference like?
PRESENTATION tackmobile.com
33. SOME OF OUR GOALS ARE...
• we’re here to present
• we want presenting to be easier
• we want to share information
• want to know our audience
• we want to be able to interact with
attendees without disruption
PRESENTATION tackmobile.com
34. Based on the “what”,
define the “how”.
PRESENTATION tackmobile.com
35. OUR FEATURES
• a presenter’s assistant app
• control the presentation
• people can ask questions
• people can raise their hand
• vibrates when there’s a questions
PRESENTATION tackmobile.com
48. CONCEPTUAL MODEL
The “model” a user of a system builds to reason about a system
PRESENTATION tackmobile.com
49. CONCEPTUAL MODEL
• The user sees the interface, and that
leads them to reason about the
system behind it.
• The interface can simplify the actual
system
PRESENTATION tackmobile.com
50. CONCEPTUAL MODEL
• Hm, that looks like a
brush stroke
• I can change the
brush size
• I can change the
texture of the brush
• Wow, this preview
updates. Snap!
Gosh I love technology
PRESENTATION tackmobile.com
51. VISIBILITY
Cues between the design of an object and its operation
PRESENTATION tackmobile.com
69. How does this apply
to mobile?
PRESENTATION tackmobile.com
70. KNOW THE DEVICE
• dimensions
• orientation
• sensors
• inputs
• etc.
PRESENTATION tackmobile.com
71. KNOW THE PLATFORM
• this is not iOS
• this is not WP7
• this is not WebOS
• etc.
PRESENTATION tackmobile.com
72. STAY TRUE TO ANDROID
concept by Guenther Beyer
PRESENTATION tackmobile.com
73. MAKE IT FAST
• performance
• the illusion of fast
• optimize
PRESENTATION tackmobile.com
74. UPLOADING A PICTURE
Instagram dudes
https://speakerdeck.com/u/mikeyk/p/secrets-to-lightning-fast-mobile-design
PRESENTATION tackmobile.com
75. EMBRACE TOUCH
• people are using fingers,
not cursors
• content as interface
• multi-touch and gestures
• physical metaphors
PRESENTATION tackmobile.com
76. A RULE OF THUMB
• 44pt for touch
• 30pt minimum
• Small items should still
have decent hit areas
PRESENTATION tackmobile.com
77. GIVE EACH SCREEN A PURPOSE
• what’s most important?
• learn to eliminate
• content vs. controls
• smaller doesn’t mean it
should do less
PRESENTATION tackmobile.com
78. ANIMATION & TRANSITIONS
• the illusion of faster
• just-in-time content
• progressive disclosure
• depth and space
• guidance
PRESENTATION tackmobile.com
79. A lot of work has
already been done.
PRESENTATION tackmobile.com
83. maisdcharlottes.blogspot.com
CONTEXT
• what’s the environment?
• what’s the weather?
• what time is it?
• what’s the device
environment?
• what are the usage
patterns?
PRESENTATION tackmobile.com
84. WORKING WITH CONTENT
• use real content
• try avoiding lorem ipsum
• know what you really have
to work with
PRESENTATION tackmobile.com
85. DON’T FORGET TO PLAY
• interface origami
• video games
• real world examples
• bend the rules
• swing by Best Buy
• this is just the beginning
PRESENTATION tackmobile.com
92. SKETCH OUT YOUR IDEAS
• pick one screen and sketch it out
• or, do multiple and describe how
a user accomplishes a task
PRESENTATION tackmobile.com
93. THE FEATURES REVISITED
• a presenter’s assistant app
• control the presentation
• people can ask questions
• people can raise their hand
• vibrates when there’s a questions
• control information being pushed to
the web
PRESENTATION tackmobile.com
94. HERE’S OURS
• slides on top
• view notes
• view questions
• share information
• time check
PRESENTATION tackmobile.com
98. MORE RESEARCH
• get feedback through iterations
• test assumptions
• doesn’t have to be for the entire app
• test specific things
• early and often
PRESENTATION tackmobile.com
104. EXERCISE 5
Get feedback on
your sketches.
PRESENTATION tackmobile.com
105. WHAT WE HEARD
• how can I see all the slides?
• how do I switch slides?
• the icons don’t make sense
• how do I know what slide I’m on?
• I think this would be useful
• I think this would be distracting
PRESENTATION tackmobile.com
106. Who wants to share?
PRESENTATION tackmobile.com
110. TRANSLATING PIXELS
• what’s the source? Photoshop?
• what is vector, what is bitmap?
• can you use out-of-the-box
components?
PRESENTATION tackmobile.com
122. CODE
/** This is a callback that the list fragment (Fragment A) calls
when a list item is selected */
public void onItemSelected(int position) {
DisplayFragment fragB = (DisplayFragment) getFragmentManager()
.findFragmentById(R.id.display_frag);
if (fragB == null) {
// DisplayFragment (Fragment B) is not in the layout,
// start DisplayActivity (Activity B)
// and pass it the info about the selected item
Intent intent = new Intent(this, DisplayActivity.class);
intent.putExtra("position", position);
startActivity(intent);
} else {
// DisplayFragment (Fragment B) is in the layout, tell it to
update
fragB.updateContent(position);
}
}
PRESENTATION tackmobile.com