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Designing Across Multiple Devices
 

Designing Across Multiple Devices

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Presented at mLearnCon, June 2012

Presented at mLearnCon, June 2012
Michelle Lentz & Brandon Carson

Mobile design tips and tricks for instructional technology

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    Designing Across Multiple Devices Designing Across Multiple Devices Presentation Transcript

    • Introduction Brandon & Michelle• Brandon Carson, Bill.com • @brandonwcarson • LinkedIn: brandoncarson• Michelle Lentz, Clarity Consultants • @michellelentz • LinkedIn: michelleslentz HELLO my nam e is
    • 5, 10, 80
    • 5, 10, 80Average number of apps used 5Percentage of apps deleted within 2weeks of download 80Percentage of available apps that haveactually been discovered 10 Source: Pew Research Centers Internet & American Life Project.
    • In only 4 previous eras have humansexperienced a transformation on thescale of the internet:• the printing press• the telegraph and telephone• recorded media• transmit sound and imagery
    • a brief history of mobile time
    • Year Event1888 First patent for an electronic tablet awarded1992 IBM Simon introduced as the first “smartphone”1999 Microsoft re-introduces the “tablet PC”2001 Palm introduces the Kyocera 6035 — the first widespread mobile device in the US2001 The Blackberry is introduced — the first widespread mobile device for e-mail2007 The iPhone is released2008 The Android OS is released2010 The iPad is released
    • mobile users
    • Your users now have near real-timeaccess to information in the palmof their hand. They expect:• technical stability• up-to-date, credible information
    • The majority of Internet users will eventually connect with mobile devices first. In many Asian countries, they already do.
    • Compared to just last year,consumers:• Spend 54% more time with their connected devices• 49% more time talking and texting• 29% more time watching videos Source: Yahoo! Insights 2011
    • mobile mindsets
    • Mobile users engage in short ‘activity bursts’ with the expectation to continue their experience across multiple devices
    • Fully one in three people multi-task with their devices
    • Most mobile consumers use their devices between 8:30 a.m. and 1:00 p.m. Source: Yahoo! Insights 2011
    • Almost two-thirds of smartphone owners state “my mobiledevice allows me to access information that helps me in real life circumstances” Source: Yahoo! Insights 2011
    • 65% of mobile consumers agree that their mobile device quickly provides the answer to questions when they need an immediate response Source: Yahoo! Insights 2011
    • The deeply personal connection that people have with their connected devices means that we must keep in mind theirconsumption habits, activities and accompanying mindsets
    • differences between app types
    • discover > install > click icon > run
    • native apps• must be installed on the device• written specifically for the OS
    • web apps• reside on a server• coded once for multiple OS’s
    • which app to develop?• native API or native graphics?• written specifically for the OS
    • Characteristic Native WebDownloaded to the deviceCoded in a language specific to the device OSObjective C, Java)Runs in a browserCoded in HTML, JavaScript, and CSSDistributed via an app storeFull use of device hardware and APIsLimited access to device hardware and data, as wellas user data
    • Characteristic Native WebDownloaded to the device XCoded in a language specific to the device OSObjective C, Java) XRuns in a browser XCoded in HTML, JavaScript, and CSS XDistributed via an app store XFull use of device hardware and APIs XLimited access to device hardware and data, as wellas user data X
    • hybrid apps• written in native languages• downloaded to the device• can access APIs• content comes from the web
    • Consumers expect participatorycontent experiences:• contextually relevant• consumable with multiple devices• trusted and sharable
    • authoring tools for mobile first
    • Articulate Storyline > Articulate iPad AppFlash > HTML5 conversion project Articulate Presenter
    • pitfalls
    • audio and other bugs
    • creating interactions from scratch
    • cost
    • maintenance
    • conversion:
    • course length
    • legacy technology, interactions and Flash
    • content
    • best practices for mobile design
    • always ask why
    • know mobile constraints small screens unreliable networkspeople in all kinds of situations
    • one step at a time
    • small chunks
    • orientation
    • create a default reference design for the devices and know your device capabilities
    • become more aware of touch targets, gestures, and actions
    • use technology to your advantage
    • consider performance optimization
    • emulation
    • testand test again
    • new opportunity reboot fresh start
    • goodbye