Designing Across Multiple Devices


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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

  1. 1. Introduction Brandon & Michelle• Brandon Carson, • @brandonwcarson • LinkedIn: brandoncarson• Michelle Lentz, Clarity Consultants • @michellelentz • LinkedIn: michelleslentz HELLO my nam e is
  2. 2. 5, 10, 80
  3. 3. 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.
  4. 4. 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
  5. 5. a brief history of mobile time
  6. 6. 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
  7. 7. mobile users
  8. 8. Your users now have near real-timeaccess to information in the palmof their hand. They expect:• technical stability• up-to-date, credible information
  9. 9. The majority of Internet users will eventually connect with mobile devices first. In many Asian countries, they already do.
  10. 10. 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
  11. 11. mobile mindsets
  12. 12. Mobile users engage in short ‘activity bursts’ with the expectation to continue their experience across multiple devices
  13. 13. Fully one in three people multi-task with their devices
  14. 14. Most mobile consumers use their devices between 8:30 a.m. and 1:00 p.m. Source: Yahoo! Insights 2011
  15. 15. 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
  16. 16. 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
  17. 17. The deeply personal connection that people have with their connected devices means that we must keep in mind theirconsumption habits, activities and accompanying mindsets
  18. 18. differences between app types
  19. 19. discover > install > click icon > run
  20. 20. native apps• must be installed on the device• written specifically for the OS
  21. 21. web apps• reside on a server• coded once for multiple OS’s
  22. 22. which app to develop?• native API or native graphics?• written specifically for the OS
  23. 23. 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
  24. 24. 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
  25. 25. hybrid apps• written in native languages• downloaded to the device• can access APIs• content comes from the web
  26. 26. Consumers expect participatorycontent experiences:• contextually relevant• consumable with multiple devices• trusted and sharable
  27. 27. authoring tools for mobile first
  28. 28. Articulate Storyline > Articulate iPad AppFlash > HTML5 conversion project Articulate Presenter
  29. 29. pitfalls
  30. 30. audio and other bugs
  31. 31. creating interactions from scratch
  32. 32. cost
  33. 33. maintenance
  34. 34. conversion:
  35. 35. course length
  36. 36. legacy technology, interactions and Flash
  37. 37. content
  38. 38. best practices for mobile design
  39. 39. always ask why
  40. 40. know mobile constraints small screens unreliable networkspeople in all kinds of situations
  41. 41. one step at a time
  42. 42. small chunks
  43. 43. orientation
  44. 44. create a default reference design for the devices and know your device capabilities
  45. 45. become more aware of touch targets, gestures, and actions
  46. 46. use technology to your advantage
  47. 47. consider performance optimization
  48. 48. emulation
  49. 49. testand test again
  50. 50. new opportunity reboot fresh start
  51. 51. goodbye