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

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