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UX design for
mobile devices:
an introduction
Josephine M. Giaimo, MS
October 21,
2015
IT PC at TCF1
What we’ll look at
today:
UX design for mobile devices
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UX researcher
and user
advocate
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Who I am:
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 Someone who sees
problems “ahead
of the game” that
others miss
 An experienced UX
researcher
 Focused on users,
data, and results
What we’ll look at today:
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 Why mobile is
different
 The research
 Mobile strategy
 Designing for the
small screen
 Writing for mobile
 Tablets and E-
readers
 Looking toward the
future
 A bit of history
Why mobile is different
Is researching the mobile user experience worth the
investment?
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Monetate 2012 study
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 100 million e-
commerce client
web site visits
 Why the big
difference in
conversion rates?
 Is the mobile user
experience horrible?
Yes.
 Is it worth investing in
mobile design? Yes.
Device Conversion
Rate
Desktop 3.5%
Mobile 1.4%
Tablet 3.2%
The research on mobile
A little goes such a long way…
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Not opinions
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 Based on a broad
spectrum of
average users
around the world
 User likes and
dislikes
 Easy to use or
troublesome?
Two diary studies use a variant
of the snippet technique
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 Each time a subject
used their mobile
device, users
tweeted a reminder
 Questionnaires
detailed the context
 Plus interviews and
usability-testing
sessions
Usability testing
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 Used the “think-
aloud” methodology
 US, Australia, Hong
Kong, Netherlands,
Romania, and UK
 One-on-one sessions
with one test user at
a time
 Not focus groups!
Usability testing (Cont’d….)
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 Own phone/tablet
 Tasks to complete
 Open-ended
 Directed
 Users commented
on:
 What they were
looking for
 Likes/dislikes
 Ease/difficulty of
accomplishing tasks
Qualitative User Research
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 We study behavior,
not opinions.
 “Once you’ve seen
a problem in real
life, you know it’s
there. You don’t
need to measure
it.”
--Jacob Nielsen
Mobile strategy
Numerous similarities in the UX of mobile in 2009 and
desktop for the web in 1998 (back to the future?)
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Mobile 2009 and desktop 1998
similarities
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 Abysmal success
rates were the norm
 Download times
were too long
 Scrolling caused
major problems
 Bloated pages
made users feel lost
 Unfamiliarity with
browser’s user
interface limited
options
 JavaScript crashes
 Reluctance to use
 Search dominated
behavior
 Old-media (wrong)
design for mobile
Usability varies by mobile
device category
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 Success rates in
usability studies
 Wireless Access
Protocol (WAP)
 A separate mobile
experience is best
Devices and test results (2009)
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Regular
cellphones
(feature phones)
horrible
usability
minimal
interactions
with websites
Smartphones
(e.g., early
Blackberry)
bad usability
users struggle
to complete
website tasks
Full-screen
phones (iPhones,
Android, Windows
Phone)
suboptimal
user
experience
success with
sites or apps
optimized for
mobile
Mobile site vs. full site
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 Mobile-optimized
sites
 Why full sites don’t
work for mobile use
 Mobile is less
forgiving than
desktop
 Mouse vs. fingers as
an input device
(no clear winner)
 Responsive design
 Usability guidelines
are rarely
dichotomies
Main guidelines for mobile-
optimized websites
 Build a separate mobile site
 Even better, build a mobile app
 Make sure mobile users who arrive at your
full site see your mobile site instead
 Offer a clear link from full to mobile site
despite redirect
 Offer a clear link from mobile to full site
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Designing mobile-optimized
sites
 Cut features that are not core use
 Cut content to reduce word count
 Enlarge interface elements to reduce
“fat-fingering”
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A separate mobile experience
is best
 The smaller the screen, the fewer the
features
 Rich sites should build two mobile designs:
 low-end feature phones
 big-screen phones
 For most sites, the realistic choice is to
supplement the main site with a single
mobile site
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The design challenge
“The design challenge is to place the cut
between mobile and full-site features in
such a way that the mobile site satisfies
almost all the mobile users’ needs.”
--Dr. Jacob Nielsen
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Responsive design
 Means optimizing the layout of a Web page
for the screen dimensions and screen
orientation.
 Can work well for sites where all features and
content are equally likely to be accessed on
mobile.
 Consider amount of business conducted with
mobile vs. desktop users before choosing.
 Involves creating distinct UIs for each
platform.
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Usability guidelines are rarely
dichotomies
 Squeeze that text “orange” even more
with mobile than for the Web
 When considering which content to move
to secondary pages, move the cut-off
point even more than for the Web
 In all UX areas, mobile usability requires
stricter and more scaled-back design
than desktop—not just responsive design.
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Mobile sites vs. apps: the
coming strategy shift
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 Current mobile
strategy: apps are
best
 Future mobile
strategy: sites are
best
 Physical vs. virtual
(soft) buttons
 When will the
strategy shift
happen? (or has it
already)
 Native apps, web
apps, and hybrid
apps
Why ship mobile apps now
 Users perform better with apps than sites
 74% success with apps vs. 64% for mobile-
specific sites
 Mobile apps are more usable
 An app can target specific limitations and
abilities of each device better than sites
 Mobile devices provide an impoverished
user experience, and are weaker devices
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Why will mobile sites dominate
in the future?
 Cost-benefit trade-offs for apps vs. sites will
change
 Future phones will be faster, better
 Download times will be cut 57 times
 Expense of mobile apps will increase—more
platforms to develop will emerge
 iOS forked into iPad vs. iPhone
 Amazon forked Kindle Fire into two platforms
 4.0 v. of Android, Ice Cream Sandwich, one more
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Physical vs. soft buttons
 Soft or virtual buttons are part of the touch
screen
 Kindle Fire replaced four physical buttons with
soft ones
 Android v. 4.0 (Ice Cream Sandwich) replaced
physical buttons with soft ones
 Buttons can be overloaded
 Back can mean cancel, back to app, or back to
previous app, causing design/user problems
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When will change from apps
to sites happen?
 Nobody knows
 Researchers suggest that mobile sites will
“win” over mobile apps in the long run
 Today, the advice is to develop apps
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Mobile apps
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 Mobile apps are
intermittent-use
apps
 People install more
than they use
 Ephemeral
applications on
websites
 Low commitment
Half-speed progress, but hope
ahead
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 Why do users
spend more time
on these tasks in
2009?
 The usage
environment has
changed
 Search dominant
Task WAP
(2000)
Modern
Phones
(2009)
Find the
local
weather
tonight
164
sec.
247
sec.
Find what’s
on BBC TV
tonight at 8
p.m.
159
sec.
199
sec.
Mobile intranets
 Lack of traction—why?
 No budget or resources for mobile
 Difficult for intranet teams to choose one
mobile device, so they choose none
 Resources needed for a version that works
on any mobile device are not available
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Designing for the small
screen
Set priorities, make trade-offs, find the balance
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Wasted mobile space
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 Two interfaces for
the same data
 Chrome
 Edward R. Tufte
was the data
display genius
 Progressive
disclosure
 Overloaded vs.
generic
commands
 Case study:
optimizing a screen
for mobile use
 Information scent
Two interfaces for same data
 Two = one too many
 Usually indicate a “lazy” design
 Only justified when two view emphasize
significantly different aspects of the data.
 iBooks has a bookshelf and list view—not ok
 Yelp has a list and a map view--ok
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What is chrome?
 The visual design elements that give users
information about the screen’s content or
provide commands to operate on that
content
 Takes up space, chrome obesity eats pixels
 Chrome can “come and go” on screen with:
 Simple and reliable operations and consistency
 Contextual tips (e.g., which gesture to use)
 Progressive disclosure
 Chrome is good in moderation, don’t overdo
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Progressive disclosure
 Addresses two contradictory requirements
 Power, features, and options
 Simplicity
 Shows:
 Initially only a few steps
 A larger set of options on request only
 Gets the split between initial/secondary
features right
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Mobile users face hurdles
 Small screens
 Awkward input for typing
 Download delays--may diminish in future
 Mis-designed sites—hope for redesign
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Overloaded vs. generic
commands
 Generic commands—same command in
different contexts for same result
 Pinch-zoom
 Overloaded commands—variants of
same command to achieve different
outcomes
 Often confuses users
 E.g., websites with multiple search fields
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Examples of overloaded
commands
 Two different Home buttons in Conde
Nast’s Kindle Fire app
 Back on Zappos app for Android:
 Undo on product page
 Takes user out of app on homepage
 Back on New York Times Kindle Fire
 One step back or two, depending…
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Reusing commands effectively
 Do people:
 Recognize that two contexts are different?
 View the outcomes as similar or different?
 Criteria depend on how users interpret the
user interface.
 Use empirical testing to judge and
decide.
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Information scent to forage
 Users:
 Estimate a given hunt for information (via
foraging) and its likely success from its spoor
(scent)
 Assess whether the path exhibits cues related to
desired outcome
 Ask: do links and categories explicitly describe
what users will find at the end?
 Don’t use made up words or slogans as
navigation options; feedback “on the path”
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Case study: AllKpop.com
Things done right
 Supports right task
 Separate mobile
 Server auto-senses
mobile or desktop
 Touch targets
 Content-carrying
keywords
Redesign (partial list)
 Fewer features
 Bigger touch
targets
 Full headlines
 Enhanced
scannability
 More info scent
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Typing forms on mobile
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 Let them use
abbreviations
 Compute info
 Support cut/paste
 Prepopulate
known values
 Make it short
Getting around download
times
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 Streamline the
interaction
 Include only
needed
information
 Don’t abuse
images
 Give users
feedback
Early registration must die
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 Example: pizza
ordering application
 Why ask users to
register on the first
screen (“take before
you give”)?
 Don’t abuse your
emerging
relationship with the
users.
What should sequence be?
 Show the list of basic pizzas
 Let users customize their order
 Show the price
 Can ask for zip code to give delivery time
 Take the order
 Ask for personal info, now that users are
sufficiently committed
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Case study: the WSJ mobile
app
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 The 90-9-1 rule
 Confusing startup
screen
 Degrading the brand
 A better design
 A new WSJ workflow
 Better next year
 Workflow design
The 90-9-1 rule
 90% are lurkers
 9% are contributors occasionally
 1% are participants who account for most
of the contributions
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Example: confusing startup
screen
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Why is this a two-star mobile
app?
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 The left screen is
the WSJ iPhone
app startup screen
(2011)
 The right screen is
what you see after
tapping the
Subscribe Now
button in the left
screen.
Why are subscribers upset?
 In the first screen, the strongest call to
action was the two weeks free offer.
 It seems obvious that it would cost $1.99
per week to use the mobile app after two
weeks.
 Incorrect. If you click Subscribe on the
second screen, access is free for current
website subscribers.
 Most users never saw this third screen.
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How bad design degrades the
brand
 Even though WSJ has subscribers’ money,
they should not disregard existing
customers:
 Subscribers feel insulted by paying twice
(subscription and online access)
 Those who pay for website access are most
loyal fans who should be treasured, not
treated like garbage
 WSJ needs to retain credibility, and
deepen relationships
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A better design would
eliminate this usability problem
 Spell out the three possible scenarios
 FREE limited access
 FREE full access for existing subscribers
 First two weeks FREE for new subscribers
 Place buttons side by side to reduce
confusion
 Simplify the workflow
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WSJ screen
redesign
All three options shown on one
screen
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Better next year
 WSJ released a new design in 2012
 They also changed their business model
 The lesson:
 UI design is only part of a total experience
 Are designers allowed to alter the business
model in your company?
 What is the impact of the business model
on the user experience?
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Workflow Design
 Big issue in application usability
 Flawed workflows are confusing
 Tighten or loosen? It depends…
 Workflow should allow user inspection
 Consider interruptions during process
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Writing for mobile
Focus, focus, focus
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Mobile content is twice as
difficult
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 Cloze test
 Cloze test
solution—don’t
peek
 Why mobile
reading is
challenging
Cloze test
 Common empirical comprehension test.
 Replace every nth word with blanks, e.g.,
n =6
 Ask test participants to read modified text
and fill in the blanks w/best guesses
 Score is % of correctly guessed words
 If score is > 60%, assume reasonable
comprehension
 Compare readability and comprehension
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E.g., Facebook’s privacy
policy:
Site activity information. We keep (1) of some of the
actions (2) take on Facebook, such as (3) connections
(including joining a group (4) adding a friend), creating
a (5) album, sending a gift, poking (6) user, indicating
you “like” a (7), attending an event, or connecting (8)
an application. In some cases (9) are also taking an
action (10) you provide information or content (11) us.
For example, if you (12) a video, in addition to (13) the
actual content you uploaded, (14) might log the fact
that (15) shared it.
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About the full text
 Before inserting the blanks, text scored at
the 14th grade level (2 years college)
 Higher level than for most of FB audience
 Should leisure sites feel like textbooks?
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Cloze test solution is…
 On the next slide…
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Missing words in the sample
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1. track
2. you
3. adding
4. or
5. photo
6. another
7. post
8. with
9. you
10. when
11. to
12. share
13. storing
14. we
15. you
Did you get at least nine?
 Nine out of fifteen corresponds to 60%
 If you got a lower score, it’s likely to be a
lack of contextual knowledge of
Facebook
 E.g., the use of the work “poking” makes its
meaning incomprehensible in context
unless you are a user
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Mobile reading is challenging
 Smaller screen
 Means users can see less
 Users must move around page, scrolling
 Takes more time, degrades memory
 Diverts attention from problem at hand
 Introduces new problem of requiring
previous location on the page
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In doubt? Leave it out!
 Killing time is the killer app of mobile
 Mobile users are in a hurry
 What a paradox!
 Filler = bad
 Cut the fluff
 Defer background material to secondary
screens
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What’s the diff?
Readability
 A property of
actual text
 Predicts
educational level
of those reading
content w/ease
Comprehension
 Combines text
property with a
user segment
 Shows whether
target audience
understands text
meaning
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If in doubt, leave it out
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 Filler = bad
 Ditch the blah-blah
text
 Old words are best
 Bylines for mobile
content?
 Author bios dos
and don’ts
Old words and Bylines
Old words are best
 Speak the user’s
language
On bylines
 Against
 Keep it short
 Cut more in mobile
 For
 Famous, cred author
 Individual’s take
 Intranet
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Defer secondary information
to secondary screens
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 Example 1: mobile
coupons
 Example 2:
progressive
disclosure in
Wikipedia
 Deferring
information = initial
info is read more
Mini-IA: structuring the
information about a concept
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 Linear paging?
Usually bad
 Don’t chop up an
article into pages
 Alphabetical sorting
must (mostly) die
 Lazy design team?
 Use an inherent logic
Examples of structure
Usage-relevant
 Organize physical
exercises from
easiest to hardest
Usage-driven
 Options
 One long page
 Mini-IA
 Split into chunks
 Distributed info (see
usage-relevant)
 Blends together
subtopics
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Tablets and E-readers
iPad and Kindle Fire as most interesting
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iPad usability
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 Tablets are shared
devices
 What are iPads used
for?
 The triple threat of
iPad design
 Perceived
affordance: can you
see me now?
 Recognition-based
user interfaces
iPad usability (Cont’d….)
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 Inconsistent
interaction design
 The print metaphor
 Card sharks vs. holy
scrollers
 Swipe ambiguity
 Too much
navigation
iPad usability (Cont’d….)
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 Splash screens and
startup noises
 Orientation
 Toward a better
iPad user
experience
iPads are used mostly for
 Playing games
 checking email/social networking sites
 Watching videos/movies
 Reading news
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The iPad UI “triple threat”
 Low discoverability (hidden UI)
 Low memorability (ephemeral gestures)
 Accidental activation (touch by mistake)
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Perceived affordance
 Affordance means what you can do with
something
 But…users first have to know that a
gesture can be used to perform an action
 Two ways: by remembering or inferring
 Perceived affordance = visible in
advance
 Can You See Me Now?
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Recognition based interfaces
 E.g., gestures
 Also handwriting recognition
 Computer must interpret raw input
 Problem: misrecognized input = user
frustration
 99% accuracy is not good enough
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Inconsistent interactive design
 Touching a picture (across/within apps)
 Nothing special happens
 Enlarging the picture
 Showing a more detailed page about item
 Flipping the image, reveals more info
 Popping up a set of navigation choices
 Showing tips about interacting with picture
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The Print Metaphor
 Swiping
 Sequential navigation
 Strategic issue: user empowerment or
author authority?
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Card Sharks vs. Holy Scrollers
 Cards
 Fixed-size presentation canvass
 Scrolls
 Room for as much information as you want
 Make the swipe more discoverable
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Swipe Ambiguity
 Users won’t hit a specific spot, necessarily
 Swiping is usually executed close to the
sides of the screen
 Like turning the pages of a book
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Too Much Navigation
 Many apps squeeze information into very
small areas
 Harder to recognize and manipulate it
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Splash Screens and Startup
Noises
 Splash screens are revived super vampires
 Users do not expect to hear noises
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Orientation
 Landscape or portrait
 Slight preference for landscape
 Depends on use of iPad cover, app, etc.
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Better iPad
 Add dimensionality to increase
discoverability
 Loosen up the etched-glass aesthetic
 No value-added through weirdness
 Support standard navigation, Back
feature, search, clickable headlines, and
a homepage for most apps
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Kindle usability
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 Kindle: the E-
reader
 Kindle reader on
the iPhone
 Kindle Fire usability
Kindle Usability
 One command, two buttons to turn page =
good
 Kindle iPhone app has poor usability
 E-books are good
 less weight, no dirty fingers, easier page turns
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Kindle Fire Usability
 “Fat finger” problem
 Everything is much too small on the screen
 A heavy object
 Magazine apps have issues, e.g., no
homepage
 Seven-inch tablets will have to make do
for now with repurposed content
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Looking toward the future
A broader view of mobile, other types of interfaces
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Transmedia design for the
three screens
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 PCs will remain
important
 The third screen: TV
 Screens 4 and 5:
tiny, huge will be
more important
 Transmedia user
experience
Transmedia UX Design Strategy
 Visual continuity
 Feature continuity
 Data continuity
 Content continuity
October 21, 2015
IT PC at TCF
95
Beyond flatland
October 21, 2015
IT PC at TCF
96
Beyond flatland
 The world becomes computational
 “The invisible computer” (Norman)
 Augmented vs. virtual reality
October 21, 2015
IT PC at TCF
97
In the future, we’ll all be harry
potter
October 21, 2015
IT PC at TCF
98
 Next-generation
magic
 Don’t harm the
muggles
 Every non-
conforming screen
undermines users’
ability to build a
conceptual model

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UX Design for Mobile Devices

  • 1. UX design for mobile devices: an introduction Josephine M. Giaimo, MS October 21, 2015 IT PC at TCF1
  • 2. What we’ll look at today: UX design for mobile devices October 21, 2015 IT PC at TCF 2
  • 3. UX researcher and user advocate October 21, 2015 IT PC at TCF 3
  • 4. Who I am: October 21, 2015 IT PC at TCF 4  Someone who sees problems “ahead of the game” that others miss  An experienced UX researcher  Focused on users, data, and results
  • 5. What we’ll look at today: October 21, 2015 IT PC at TCF 5  Why mobile is different  The research  Mobile strategy  Designing for the small screen  Writing for mobile  Tablets and E- readers  Looking toward the future  A bit of history
  • 6. Why mobile is different Is researching the mobile user experience worth the investment? October 21, 2015 IT PC at TCF 6
  • 7. Monetate 2012 study October 21, 2015 IT PC at TCF 7  100 million e- commerce client web site visits  Why the big difference in conversion rates?  Is the mobile user experience horrible? Yes.  Is it worth investing in mobile design? Yes. Device Conversion Rate Desktop 3.5% Mobile 1.4% Tablet 3.2%
  • 8. The research on mobile A little goes such a long way… October 21, 2015 IT PC at TCF 8
  • 9. Not opinions October 21, 2015 IT PC at TCF 9  Based on a broad spectrum of average users around the world  User likes and dislikes  Easy to use or troublesome?
  • 10. Two diary studies use a variant of the snippet technique October 21, 2015 IT PC at TCF 10  Each time a subject used their mobile device, users tweeted a reminder  Questionnaires detailed the context  Plus interviews and usability-testing sessions
  • 11. Usability testing October 21, 2015 IT PC at TCF 11  Used the “think- aloud” methodology  US, Australia, Hong Kong, Netherlands, Romania, and UK  One-on-one sessions with one test user at a time  Not focus groups!
  • 12. Usability testing (Cont’d….) October 21, 2015 IT PC at TCF 12  Own phone/tablet  Tasks to complete  Open-ended  Directed  Users commented on:  What they were looking for  Likes/dislikes  Ease/difficulty of accomplishing tasks
  • 13. Qualitative User Research October 21, 2015 IT PC at TCF 13  We study behavior, not opinions.  “Once you’ve seen a problem in real life, you know it’s there. You don’t need to measure it.” --Jacob Nielsen
  • 14. Mobile strategy Numerous similarities in the UX of mobile in 2009 and desktop for the web in 1998 (back to the future?) October 21, 2015 IT PC at TCF 14
  • 15. Mobile 2009 and desktop 1998 similarities October 21, 2015 IT PC at TCF 15  Abysmal success rates were the norm  Download times were too long  Scrolling caused major problems  Bloated pages made users feel lost  Unfamiliarity with browser’s user interface limited options  JavaScript crashes  Reluctance to use  Search dominated behavior  Old-media (wrong) design for mobile
  • 16. Usability varies by mobile device category October 21, 2015 IT PC at TCF 16  Success rates in usability studies  Wireless Access Protocol (WAP)  A separate mobile experience is best
  • 17. Devices and test results (2009) October 21, 2015 IT PC at TCF 17 Regular cellphones (feature phones) horrible usability minimal interactions with websites Smartphones (e.g., early Blackberry) bad usability users struggle to complete website tasks Full-screen phones (iPhones, Android, Windows Phone) suboptimal user experience success with sites or apps optimized for mobile
  • 18. Mobile site vs. full site October 21, 2015 IT PC at TCF 18  Mobile-optimized sites  Why full sites don’t work for mobile use  Mobile is less forgiving than desktop  Mouse vs. fingers as an input device (no clear winner)  Responsive design  Usability guidelines are rarely dichotomies
  • 19. Main guidelines for mobile- optimized websites  Build a separate mobile site  Even better, build a mobile app  Make sure mobile users who arrive at your full site see your mobile site instead  Offer a clear link from full to mobile site despite redirect  Offer a clear link from mobile to full site October 21, 2015 IT PC at TCF 19
  • 20. Designing mobile-optimized sites  Cut features that are not core use  Cut content to reduce word count  Enlarge interface elements to reduce “fat-fingering” October 21, 2015 IT PC at TCF 20
  • 21. A separate mobile experience is best  The smaller the screen, the fewer the features  Rich sites should build two mobile designs:  low-end feature phones  big-screen phones  For most sites, the realistic choice is to supplement the main site with a single mobile site October 21, 2015 IT PC at TCF 21
  • 22. The design challenge “The design challenge is to place the cut between mobile and full-site features in such a way that the mobile site satisfies almost all the mobile users’ needs.” --Dr. Jacob Nielsen October 21, 2015 IT PC at TCF 22
  • 23. Responsive design  Means optimizing the layout of a Web page for the screen dimensions and screen orientation.  Can work well for sites where all features and content are equally likely to be accessed on mobile.  Consider amount of business conducted with mobile vs. desktop users before choosing.  Involves creating distinct UIs for each platform. October 21, 2015 IT PC at TCF 23
  • 24. Usability guidelines are rarely dichotomies  Squeeze that text “orange” even more with mobile than for the Web  When considering which content to move to secondary pages, move the cut-off point even more than for the Web  In all UX areas, mobile usability requires stricter and more scaled-back design than desktop—not just responsive design. October 21, 2015 IT PC at TCF 24
  • 25. Mobile sites vs. apps: the coming strategy shift October 21, 2015 IT PC at TCF 25  Current mobile strategy: apps are best  Future mobile strategy: sites are best  Physical vs. virtual (soft) buttons  When will the strategy shift happen? (or has it already)  Native apps, web apps, and hybrid apps
  • 26. Why ship mobile apps now  Users perform better with apps than sites  74% success with apps vs. 64% for mobile- specific sites  Mobile apps are more usable  An app can target specific limitations and abilities of each device better than sites  Mobile devices provide an impoverished user experience, and are weaker devices October 21, 2015 IT PC at TCF 26
  • 27. Why will mobile sites dominate in the future?  Cost-benefit trade-offs for apps vs. sites will change  Future phones will be faster, better  Download times will be cut 57 times  Expense of mobile apps will increase—more platforms to develop will emerge  iOS forked into iPad vs. iPhone  Amazon forked Kindle Fire into two platforms  4.0 v. of Android, Ice Cream Sandwich, one more October 21, 2015 IT PC at TCF 27
  • 28. Physical vs. soft buttons  Soft or virtual buttons are part of the touch screen  Kindle Fire replaced four physical buttons with soft ones  Android v. 4.0 (Ice Cream Sandwich) replaced physical buttons with soft ones  Buttons can be overloaded  Back can mean cancel, back to app, or back to previous app, causing design/user problems October 21, 2015 IT PC at TCF 28
  • 29. When will change from apps to sites happen?  Nobody knows  Researchers suggest that mobile sites will “win” over mobile apps in the long run  Today, the advice is to develop apps October 21, 2015 IT PC at TCF 29
  • 30. Mobile apps October 21, 2015 IT PC at TCF 30  Mobile apps are intermittent-use apps  People install more than they use  Ephemeral applications on websites  Low commitment
  • 31. Half-speed progress, but hope ahead October 21, 2015 IT PC at TCF 31  Why do users spend more time on these tasks in 2009?  The usage environment has changed  Search dominant Task WAP (2000) Modern Phones (2009) Find the local weather tonight 164 sec. 247 sec. Find what’s on BBC TV tonight at 8 p.m. 159 sec. 199 sec.
  • 32. Mobile intranets  Lack of traction—why?  No budget or resources for mobile  Difficult for intranet teams to choose one mobile device, so they choose none  Resources needed for a version that works on any mobile device are not available October 21, 2015 IT PC at TCF 32
  • 33. Designing for the small screen Set priorities, make trade-offs, find the balance October 21, 2015 IT PC at TCF 33
  • 34. Wasted mobile space October 21, 2015 IT PC at TCF 34  Two interfaces for the same data  Chrome  Edward R. Tufte was the data display genius  Progressive disclosure  Overloaded vs. generic commands  Case study: optimizing a screen for mobile use  Information scent
  • 35. Two interfaces for same data  Two = one too many  Usually indicate a “lazy” design  Only justified when two view emphasize significantly different aspects of the data.  iBooks has a bookshelf and list view—not ok  Yelp has a list and a map view--ok October 21, 2015 IT PC at TCF 35
  • 36. What is chrome?  The visual design elements that give users information about the screen’s content or provide commands to operate on that content  Takes up space, chrome obesity eats pixels  Chrome can “come and go” on screen with:  Simple and reliable operations and consistency  Contextual tips (e.g., which gesture to use)  Progressive disclosure  Chrome is good in moderation, don’t overdo October 21, 2015 IT PC at TCF 36
  • 37. Progressive disclosure  Addresses two contradictory requirements  Power, features, and options  Simplicity  Shows:  Initially only a few steps  A larger set of options on request only  Gets the split between initial/secondary features right October 21, 2015 IT PC at TCF 37
  • 38. Mobile users face hurdles  Small screens  Awkward input for typing  Download delays--may diminish in future  Mis-designed sites—hope for redesign October 21, 2015 IT PC at TCF 38
  • 39. Overloaded vs. generic commands  Generic commands—same command in different contexts for same result  Pinch-zoom  Overloaded commands—variants of same command to achieve different outcomes  Often confuses users  E.g., websites with multiple search fields October 21, 2015 IT PC at TCF 39
  • 40. Examples of overloaded commands  Two different Home buttons in Conde Nast’s Kindle Fire app  Back on Zappos app for Android:  Undo on product page  Takes user out of app on homepage  Back on New York Times Kindle Fire  One step back or two, depending… October 21, 2015 IT PC at TCF 40
  • 41. Reusing commands effectively  Do people:  Recognize that two contexts are different?  View the outcomes as similar or different?  Criteria depend on how users interpret the user interface.  Use empirical testing to judge and decide. October 21, 2015 IT PC at TCF 41
  • 42. Information scent to forage  Users:  Estimate a given hunt for information (via foraging) and its likely success from its spoor (scent)  Assess whether the path exhibits cues related to desired outcome  Ask: do links and categories explicitly describe what users will find at the end?  Don’t use made up words or slogans as navigation options; feedback “on the path” October 21, 2015 IT PC at TCF 42
  • 43. Case study: AllKpop.com Things done right  Supports right task  Separate mobile  Server auto-senses mobile or desktop  Touch targets  Content-carrying keywords Redesign (partial list)  Fewer features  Bigger touch targets  Full headlines  Enhanced scannability  More info scent October 21, 2015 IT PC at TCF 43
  • 44. Typing forms on mobile October 21, 2015 IT PC at TCF 44  Let them use abbreviations  Compute info  Support cut/paste  Prepopulate known values  Make it short
  • 45. Getting around download times October 21, 2015 IT PC at TCF 45  Streamline the interaction  Include only needed information  Don’t abuse images  Give users feedback
  • 46. Early registration must die October 21, 2015 IT PC at TCF 46  Example: pizza ordering application  Why ask users to register on the first screen (“take before you give”)?  Don’t abuse your emerging relationship with the users.
  • 47. What should sequence be?  Show the list of basic pizzas  Let users customize their order  Show the price  Can ask for zip code to give delivery time  Take the order  Ask for personal info, now that users are sufficiently committed October 21, 2015 IT PC at TCF 47
  • 48. Case study: the WSJ mobile app October 21, 2015 IT PC at TCF 48  The 90-9-1 rule  Confusing startup screen  Degrading the brand  A better design  A new WSJ workflow  Better next year  Workflow design
  • 49. The 90-9-1 rule  90% are lurkers  9% are contributors occasionally  1% are participants who account for most of the contributions October 21, 2015 IT PC at TCF 49
  • 50. Example: confusing startup screen October 21, 2015 IT PC at TCF 50
  • 51. Why is this a two-star mobile app? October 21, 2015 IT PC at TCF 51  The left screen is the WSJ iPhone app startup screen (2011)  The right screen is what you see after tapping the Subscribe Now button in the left screen.
  • 52. Why are subscribers upset?  In the first screen, the strongest call to action was the two weeks free offer.  It seems obvious that it would cost $1.99 per week to use the mobile app after two weeks.  Incorrect. If you click Subscribe on the second screen, access is free for current website subscribers.  Most users never saw this third screen. October 21, 2015 IT PC at TCF 52
  • 53. How bad design degrades the brand  Even though WSJ has subscribers’ money, they should not disregard existing customers:  Subscribers feel insulted by paying twice (subscription and online access)  Those who pay for website access are most loyal fans who should be treasured, not treated like garbage  WSJ needs to retain credibility, and deepen relationships October 21, 2015 IT PC at TCF 53
  • 54. A better design would eliminate this usability problem  Spell out the three possible scenarios  FREE limited access  FREE full access for existing subscribers  First two weeks FREE for new subscribers  Place buttons side by side to reduce confusion  Simplify the workflow October 21, 2015 IT PC at TCF 54
  • 55. WSJ screen redesign All three options shown on one screen October 21, 2015 IT PC at TCF 55
  • 56. Better next year  WSJ released a new design in 2012  They also changed their business model  The lesson:  UI design is only part of a total experience  Are designers allowed to alter the business model in your company?  What is the impact of the business model on the user experience? October 21, 2015 IT PC at TCF 56
  • 57. Workflow Design  Big issue in application usability  Flawed workflows are confusing  Tighten or loosen? It depends…  Workflow should allow user inspection  Consider interruptions during process October 21, 2015 IT PC at TCF 57
  • 58. Writing for mobile Focus, focus, focus October 21, 2015 IT PC at TCF 58
  • 59. Mobile content is twice as difficult October 21, 2015 IT PC at TCF 59  Cloze test  Cloze test solution—don’t peek  Why mobile reading is challenging
  • 60. Cloze test  Common empirical comprehension test.  Replace every nth word with blanks, e.g., n =6  Ask test participants to read modified text and fill in the blanks w/best guesses  Score is % of correctly guessed words  If score is > 60%, assume reasonable comprehension  Compare readability and comprehension October 21, 2015 IT PC at TCF 60
  • 61. E.g., Facebook’s privacy policy: Site activity information. We keep (1) of some of the actions (2) take on Facebook, such as (3) connections (including joining a group (4) adding a friend), creating a (5) album, sending a gift, poking (6) user, indicating you “like” a (7), attending an event, or connecting (8) an application. In some cases (9) are also taking an action (10) you provide information or content (11) us. For example, if you (12) a video, in addition to (13) the actual content you uploaded, (14) might log the fact that (15) shared it. October 21, 2015 IT PC at TCF 61
  • 62. About the full text  Before inserting the blanks, text scored at the 14th grade level (2 years college)  Higher level than for most of FB audience  Should leisure sites feel like textbooks? October 21, 2015 IT PC at TCF 62
  • 63. Cloze test solution is…  On the next slide… October 21, 2015 IT PC at TCF 63
  • 64. Missing words in the sample October 21, 2015 IT PC at TCF 64 1. track 2. you 3. adding 4. or 5. photo 6. another 7. post 8. with 9. you 10. when 11. to 12. share 13. storing 14. we 15. you
  • 65. Did you get at least nine?  Nine out of fifteen corresponds to 60%  If you got a lower score, it’s likely to be a lack of contextual knowledge of Facebook  E.g., the use of the work “poking” makes its meaning incomprehensible in context unless you are a user October 21, 2015 IT PC at TCF 65
  • 66. Mobile reading is challenging  Smaller screen  Means users can see less  Users must move around page, scrolling  Takes more time, degrades memory  Diverts attention from problem at hand  Introduces new problem of requiring previous location on the page October 21, 2015 IT PC at TCF 66
  • 67. In doubt? Leave it out!  Killing time is the killer app of mobile  Mobile users are in a hurry  What a paradox!  Filler = bad  Cut the fluff  Defer background material to secondary screens October 21, 2015 IT PC at TCF 67
  • 68. What’s the diff? Readability  A property of actual text  Predicts educational level of those reading content w/ease Comprehension  Combines text property with a user segment  Shows whether target audience understands text meaning October 21, 2015 IT PC at TCF 68
  • 69. If in doubt, leave it out October 21, 2015 IT PC at TCF 69  Filler = bad  Ditch the blah-blah text  Old words are best  Bylines for mobile content?  Author bios dos and don’ts
  • 70. Old words and Bylines Old words are best  Speak the user’s language On bylines  Against  Keep it short  Cut more in mobile  For  Famous, cred author  Individual’s take  Intranet October 21, 2015 IT PC at TCF 70
  • 71. Defer secondary information to secondary screens October 21, 2015 IT PC at TCF 71  Example 1: mobile coupons  Example 2: progressive disclosure in Wikipedia  Deferring information = initial info is read more
  • 72. Mini-IA: structuring the information about a concept October 21, 2015 IT PC at TCF 72  Linear paging? Usually bad  Don’t chop up an article into pages  Alphabetical sorting must (mostly) die  Lazy design team?  Use an inherent logic
  • 73. Examples of structure Usage-relevant  Organize physical exercises from easiest to hardest Usage-driven  Options  One long page  Mini-IA  Split into chunks  Distributed info (see usage-relevant)  Blends together subtopics October 21, 2015 IT PC at TCF 73
  • 74. Tablets and E-readers iPad and Kindle Fire as most interesting October 21, 2015 IT PC at TCF 74
  • 75. iPad usability October 21, 2015 IT PC at TCF 75  Tablets are shared devices  What are iPads used for?  The triple threat of iPad design  Perceived affordance: can you see me now?  Recognition-based user interfaces
  • 76. iPad usability (Cont’d….) October 21, 2015 IT PC at TCF 76  Inconsistent interaction design  The print metaphor  Card sharks vs. holy scrollers  Swipe ambiguity  Too much navigation
  • 77. iPad usability (Cont’d….) October 21, 2015 IT PC at TCF 77  Splash screens and startup noises  Orientation  Toward a better iPad user experience
  • 78. iPads are used mostly for  Playing games  checking email/social networking sites  Watching videos/movies  Reading news October 21, 2015 IT PC at TCF 78
  • 79. The iPad UI “triple threat”  Low discoverability (hidden UI)  Low memorability (ephemeral gestures)  Accidental activation (touch by mistake) October 21, 2015 IT PC at TCF 79
  • 80. Perceived affordance  Affordance means what you can do with something  But…users first have to know that a gesture can be used to perform an action  Two ways: by remembering or inferring  Perceived affordance = visible in advance  Can You See Me Now? October 21, 2015 IT PC at TCF 80
  • 81. Recognition based interfaces  E.g., gestures  Also handwriting recognition  Computer must interpret raw input  Problem: misrecognized input = user frustration  99% accuracy is not good enough October 21, 2015 IT PC at TCF 81
  • 82. Inconsistent interactive design  Touching a picture (across/within apps)  Nothing special happens  Enlarging the picture  Showing a more detailed page about item  Flipping the image, reveals more info  Popping up a set of navigation choices  Showing tips about interacting with picture October 21, 2015 IT PC at TCF 82
  • 83. The Print Metaphor  Swiping  Sequential navigation  Strategic issue: user empowerment or author authority? October 21, 2015 IT PC at TCF 83
  • 84. Card Sharks vs. Holy Scrollers  Cards  Fixed-size presentation canvass  Scrolls  Room for as much information as you want  Make the swipe more discoverable October 21, 2015 IT PC at TCF 84
  • 85. Swipe Ambiguity  Users won’t hit a specific spot, necessarily  Swiping is usually executed close to the sides of the screen  Like turning the pages of a book October 21, 2015 IT PC at TCF 85
  • 86. Too Much Navigation  Many apps squeeze information into very small areas  Harder to recognize and manipulate it October 21, 2015 IT PC at TCF 86
  • 87. Splash Screens and Startup Noises  Splash screens are revived super vampires  Users do not expect to hear noises October 21, 2015 IT PC at TCF 87
  • 88. Orientation  Landscape or portrait  Slight preference for landscape  Depends on use of iPad cover, app, etc. October 21, 2015 IT PC at TCF 88
  • 89. Better iPad  Add dimensionality to increase discoverability  Loosen up the etched-glass aesthetic  No value-added through weirdness  Support standard navigation, Back feature, search, clickable headlines, and a homepage for most apps October 21, 2015 IT PC at TCF 89
  • 90. Kindle usability October 21, 2015 IT PC at TCF 90  Kindle: the E- reader  Kindle reader on the iPhone  Kindle Fire usability
  • 91. Kindle Usability  One command, two buttons to turn page = good  Kindle iPhone app has poor usability  E-books are good  less weight, no dirty fingers, easier page turns October 21, 2015 IT PC at TCF 91
  • 92. Kindle Fire Usability  “Fat finger” problem  Everything is much too small on the screen  A heavy object  Magazine apps have issues, e.g., no homepage  Seven-inch tablets will have to make do for now with repurposed content October 21, 2015 IT PC at TCF 92
  • 93. Looking toward the future A broader view of mobile, other types of interfaces October 21, 2015 IT PC at TCF 93
  • 94. Transmedia design for the three screens October 21, 2015 IT PC at TCF 94  PCs will remain important  The third screen: TV  Screens 4 and 5: tiny, huge will be more important  Transmedia user experience
  • 95. Transmedia UX Design Strategy  Visual continuity  Feature continuity  Data continuity  Content continuity October 21, 2015 IT PC at TCF 95
  • 96. Beyond flatland October 21, 2015 IT PC at TCF 96
  • 97. Beyond flatland  The world becomes computational  “The invisible computer” (Norman)  Augmented vs. virtual reality October 21, 2015 IT PC at TCF 97
  • 98. In the future, we’ll all be harry potter October 21, 2015 IT PC at TCF 98  Next-generation magic  Don’t harm the muggles  Every non- conforming screen undermines users’ ability to build a conceptual model