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Designing Ubiquitous Multi-device Experiences
WebVisions Chicago | September 26, 2013
Christian Crumlish | Director of Product, CloudOn
Holistic UX
but first…
A shout-out to Justin Maxwell (@303)
• BayCHI talk, Feb 8, 2011
• Holistic User Experience:
• http://www.baychi.org/calendar/20110208/
• World-class user experiences require coordination and
shared priorities among marketing, customer
service, business development, engineering, and of
course, interface design.
• No single person can be "the user experience
designer.‖ The person in that role is destined for failure
in an organization that believes a single bucket in the
brigade will keep users happy and engaged.
does this sound familiar?
―we need a mobile website‖
―we need a mobile app‖
silos
silos
Yahoo Connected Life
Yahoo Connected Life
Yahoo Connected Life
AIM
AIM
AIM
AIM
―there has to be a better way…‖
Doing ―mobile‖ second at CloudOn…
• Tablet product came first
• Second device: a step back to holistic
• Assumptions vs. reality…
Some (painful) lessons learned
• Refactoring to a single codebase across devices
• App store hassles (don’t get me started)
• Getting instrumentation right – oy vey
• Realizing the importance of ―going mobile‖
– regularly walk around with the mobile device
– using phone connectivity
– and try to GSD.
―The install process is the worst on-boarding ever invented by man‖
—Bill Scott
(Some) principles of holistic UX
• It’s the user who’s mobile
• Your ―product‖ is really a service
• Wide-angle UX (outside your interface)
• Rules not pixels
• Best available screen
• Peripheral vision
How to do ―holistic UX‖
How to do it
• First things first
• Map the ecosystem
• Sketch scenarios (be device-agnostic)
• Find the
• mobility
• touch points
• interesting moments
• Do some ―big IA‖
• Start sketching
• Get to prototyping quickly
First things first…
• Research first
• Understand customers first
• Design a holistic experience first
• Without regard to devices or endpoints
• Platform first, APIs first
Map the ecosystem
• Do some concept modeling
• Sketch elaborate, extended user journeys
• Storyboards and comics, stick figures and arrows
– not screens
• Meet the user where they are
– ―speak‖ email
– provide value before requiring commitment
Scenario sketching
Identify…
• Touch points
– where can you enter, augment the user’s life?
• Interesting moments
– Microinteractions
– Tricky stuff
– Stuff you’re scared of
• Make or break experiences
map moments to devices
What type of experience?
• Focused, direct task?
– Start with handheld
– Get the basics right
– Optimize the core experiences
• Creative, visually complex, spatially expansive task?
– Start with tablet
– (Especially for generative work, space matters)
– Then expand the design ―down‖ (to mobile)
– And ―up‖ to desklap
For devices that hit the market just three years ago, they're doing pretty
well, generating 8 percent of all Internet traffic. By Dara Kerr March 7, 2013 5:19 PM
PST
The numbers are out -- people increasingly prefer to browse the Internet on
tablets rather than smartphones.
http://news.cnet.com/8301-1035_3-57573182-94/tablets-surpass-
smartphones-in-driving-global-web-traffic/
Sketch…
• End-to-end flows
• Screen elements and modules
• Complete screens in your ―first‖ form factor
• Use your peripheral vision the whole time
Always work in parallel
Regardless of the ―main‖ task, always consider
 Orientation
 Browser and native apps
 Multiple operating system styles and conventions
 Successive versions of OSes, devices, browsers
 Device fragmentation
 All form factors
…when designing your holistic UX
Landscape and portrait
Cross-device IA
Browser vs. client app
Browser vs. client app
Holistic UX Layouts (via Luke W)
prototype and test
Start testing your design right away
• Prototypes based on sketches
• Prototypes based on wireframes
• Prototypes based on mocks
• Prototypes based on pixel-perfect designs
Sketch prototyping methods
• Take photos
• Assemble into a sequence
• Make a walk-through using slides and links
• Use a dedicated app that can add hot spots
– POP, Protosketch
Use prototypes for testing
• Test on yourself: reality check
• Test on your colleagues: gut check
• Test on your neighbors: first impressions
• Recruit against you personas for more thorough
accurate testing
You don’t have a ―UX‖ of each device.
Your webappsiteproductservice…
has a single holistic user experience,
so start acting like it.
Questions?
Thank you!
Christian Crumlish
Director of Product
CloudOn, Inc.
@mediajunkie

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Holistic UX: Designing Ubiquitous Multi-device Experiences

  • 1. Designing Ubiquitous Multi-device Experiences WebVisions Chicago | September 26, 2013 Christian Crumlish | Director of Product, CloudOn Holistic UX
  • 3. A shout-out to Justin Maxwell (@303) • BayCHI talk, Feb 8, 2011 • Holistic User Experience: • http://www.baychi.org/calendar/20110208/ • World-class user experiences require coordination and shared priorities among marketing, customer service, business development, engineering, and of course, interface design. • No single person can be "the user experience designer.‖ The person in that role is destined for failure in an organization that believes a single bucket in the brigade will keep users happy and engaged.
  • 4. does this sound familiar?
  • 5. ―we need a mobile website‖
  • 6. ―we need a mobile app‖
  • 12. AIM
  • 13. AIM
  • 14. AIM
  • 15. AIM
  • 16. ―there has to be a better way…‖
  • 17. Doing ―mobile‖ second at CloudOn… • Tablet product came first • Second device: a step back to holistic • Assumptions vs. reality…
  • 18. Some (painful) lessons learned • Refactoring to a single codebase across devices • App store hassles (don’t get me started) • Getting instrumentation right – oy vey • Realizing the importance of ―going mobile‖ – regularly walk around with the mobile device – using phone connectivity – and try to GSD.
  • 19. ―The install process is the worst on-boarding ever invented by man‖ —Bill Scott
  • 20. (Some) principles of holistic UX • It’s the user who’s mobile • Your ―product‖ is really a service • Wide-angle UX (outside your interface) • Rules not pixels • Best available screen • Peripheral vision
  • 21. How to do ―holistic UX‖
  • 22.
  • 23. How to do it • First things first • Map the ecosystem • Sketch scenarios (be device-agnostic) • Find the • mobility • touch points • interesting moments • Do some ―big IA‖ • Start sketching • Get to prototyping quickly
  • 24. First things first… • Research first • Understand customers first • Design a holistic experience first • Without regard to devices or endpoints • Platform first, APIs first
  • 25. Map the ecosystem • Do some concept modeling • Sketch elaborate, extended user journeys • Storyboards and comics, stick figures and arrows – not screens • Meet the user where they are – ―speak‖ email – provide value before requiring commitment
  • 26.
  • 27.
  • 29.
  • 30. Identify… • Touch points – where can you enter, augment the user’s life? • Interesting moments – Microinteractions – Tricky stuff – Stuff you’re scared of • Make or break experiences
  • 31. map moments to devices
  • 32. What type of experience? • Focused, direct task? – Start with handheld – Get the basics right – Optimize the core experiences • Creative, visually complex, spatially expansive task? – Start with tablet – (Especially for generative work, space matters) – Then expand the design ―down‖ (to mobile) – And ―up‖ to desklap
  • 33. For devices that hit the market just three years ago, they're doing pretty well, generating 8 percent of all Internet traffic. By Dara Kerr March 7, 2013 5:19 PM PST The numbers are out -- people increasingly prefer to browse the Internet on tablets rather than smartphones. http://news.cnet.com/8301-1035_3-57573182-94/tablets-surpass- smartphones-in-driving-global-web-traffic/
  • 34. Sketch… • End-to-end flows • Screen elements and modules • Complete screens in your ―first‖ form factor • Use your peripheral vision the whole time
  • 35. Always work in parallel Regardless of the ―main‖ task, always consider  Orientation  Browser and native apps  Multiple operating system styles and conventions  Successive versions of OSes, devices, browsers  Device fragmentation  All form factors …when designing your holistic UX
  • 40. Holistic UX Layouts (via Luke W)
  • 41.
  • 42.
  • 43.
  • 44.
  • 45.
  • 46.
  • 47.
  • 48.
  • 50. Start testing your design right away • Prototypes based on sketches • Prototypes based on wireframes • Prototypes based on mocks • Prototypes based on pixel-perfect designs
  • 51. Sketch prototyping methods • Take photos • Assemble into a sequence • Make a walk-through using slides and links • Use a dedicated app that can add hot spots – POP, Protosketch
  • 52. Use prototypes for testing • Test on yourself: reality check • Test on your colleagues: gut check • Test on your neighbors: first impressions • Recruit against you personas for more thorough accurate testing
  • 53. You don’t have a ―UX‖ of each device.
  • 55. has a single holistic user experience,
  • 56. so start acting like it.
  • 57. Questions? Thank you! Christian Crumlish Director of Product CloudOn, Inc. @mediajunkie

Editor's Notes

  1. We thought people were *much* less likely to attempt editing and creation tasks on the tiny phone screen than they actually were.
  2. Help your users find their candy
  3. Some sketchy sccenarios showing how different types of users might see the same info
  4. This is a CloudOn user on an airplane trying to reach our cloud services with iffy wifi.
  5. More scenario sketches
  6. Always consider portrait, landscape AND transitions between orientations
  7. Clockwise from top-leftwireframe with metadata area and activity streamTablet layoutPhone screens, one each for the activity stream and the metadataWeb browser layout (alpha)
  8. Client experience offers greater richness.
  9. Browser experience gives greatest breadth
  10. LukeW offers many suggestions for how responsive designs might stack up in different layouts, all sharing the same information hierarchy.Investigate adaptive design for similarly responsiveness in client apps.
  11. Exploring global nav options for both landscape and portrait orientations
  12. Closeup on the landscape flow
  13. We put these on the walls and debated them
  14. NehaSaigal did many of these diagrams, under the supervision of Angel Colberg.
  15. Gaming out the nav for the Nexus 7 let us consider Android and mini tablets at the same time (and of course both landscape and portrait)
  16. Closeup on the Nexus 7 flows
  17. Xinying Li’s wireframe schematics define modularity rules for part of our UI
  18. Neha made sure the navigation model we intend to launch on the tablet will also make sense when we take it to the phone. By the way, NehaSaigal and Xinying Li were perhaps the best summer UX ever in the history of the planet earth. Our lead product designer, Angel Colberg, led them through an incredibly productive summer and we were grateful to have them and sad to let them return to school to finish their work. (No, I will not tell you where they are at school, as I am hoping to recruit them for myself in the spring.)