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Mobile Prototyping Essentials Workshop - Part One

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Mobile prototyping essentials workshop with Rosenfeld Media - May 24th

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Mobile Prototyping Essentials Workshop - Part One

  1. Mobile Prototyping Essentials Part IRachel HinmanSenior Research ScientistNokia Research LabPalo Alto, California USA Hinman
  2. 2004
  3. Q: Where do I begin?
  4. Q: What can we do withQ: mobile?
  5. Q: Where do I begin?
  6. Our plan for today…8:30am - NoonWhat makes mobile UX different?Three Design/Mobile UX Exercises:• Identifying Mobile Needs• Ideating in the Wild• Creating a Good HandNoon – 1:30pm - LUNCH1:30pm – 5:30pmMobile prototyping essentialsThree Mobile Prototyping Exercises• Storyboarding• Practice Ruthless Editing/Translating GUI to NUI• Creating an In-Screen Prototype
  7. 8:30am - NoonWhat makes mobile UX different? Similarities and differences between designing for web and mobile Three most important attributes of great mobile experiences A set of mobile design principles Three mobile design activities
  8. 8:30am - NoonWhat makes mobile UX different? Similarities and differences between designing for web and mobile Three most important attributes of great mobile experiences A set of mobile design principles Three mobile design activities
  9. 8:30am - NoonWhat makes mobile UX different? Similarities and differences between designing for web and mobile Three most important attributes of great mobile experiences A set of mobile design principles Three mobile design activities
  10. 8:30am - NoonWhat makes mobile UX different? Similarities and differences between designing for web and mobile Three most important attributes of great mobile experiences A set of mobile design principles Three mobile design activities
  11. Okay, let’s get started!
  12. A Q: What are the similarities?
  13. UX designers know how to work in a rapidly evolving field 13
  14. UX designers understand how to createexperiences within technical constraints 14
  15. UX designers use similar tools and processes 15
  16. QQ:A: What are the differences?
  17. A mobile phone is not a computer 17
  18. A umm…. duh!
  19. Seated in a relatively predictable environment Large screen enables multi-tasking Keyboard and a mouse for input 19
  20. Seated in a relatively predictable environment Large screen enables multi-tasking Keyboard and a mouse for input 20
  21. Highly variable context and environmentSmall screen size and limited text inputUI takes up the entire screenDifficult to multi-task and easy to get lost 21
  22. 22
  23. 23
  24. 24
  25. 26
  26. 2727
  27. The Rearview Mirror Effect
  28. Even in situations in which aa spirit of Even in situations in which spirit ofexploration and freedom exist, where we are exploration and freedom exist, where facultyfree free to experiment to work beyond physicalare to experiment and work beyond physical and social constraints, our cognitive habits and social constraints, our cognitive habits often get in the way. often get in the way. Marshall McLuhan called called it Marshall McLuhan it “the rear-view mirrorrear-view mirror effect,” noting that “the effect,” noting that “We see the world“We see the world through a rear-view mirror. through a rear-view mirror. We march We march backwards into future.” backwards into the the future.”
  29. Mobile presents anopportunity to invent newways for users to interactwith information. 30
  30. Mobile phones aren’t really phones anymore 31
  31. AQ: What’s the first step?
  32. 3Steps 37
  33. Step One: Become familiarwith the medium you’re designing for 38
  34. NOEXCUSES! Buy a modern mobile device 39
  35. Step Two: Mobile culture indoctrination 40
  36. Images neededObserve the culture you’re designing for 41
  37. Step Three: Brace yourself for a fast and exciting ride 42
  38. “The rapid development of cell phones is killingearly cell phones much faster than its killing anyof the early, older legacy technologies.I think that is a real principle... something youhave to understand if youre going to be in this lineof work. Its very romantic. Its very fast moving.You are building dead lumps of plastic.When people come out and they show you aniPhone, or an Android... they are showing yoularval versions of something much moresophisticated.The world you are building right now is the groundfloor for something much larger -- and the soilbeneath that ground floor is violently unstable.” Rapid Evolution-- Mobile Monday Amsterdam – November 2008 43
  39. Great Mobile Experiences:1 are uniquely mobile2 are sympathetic to context3 speak their power3
  40. Great Mobile Experiences:1 are uniquely mobile2 are sympathetic to context3 speak their power3
  41. Q:A Do you remember a time when the web was new?
  42. !A “We need a web presence!”
  43. Brochureware 48
  44. !A “We need online commerce!”
  45. What about shipping? 50
  46. !A “Let’s make our site like…”
  47. 52
  48. Lessons Learned from Web We borrowed broken models. Too focused on tactics. We confused the solution with the need. We didn’t focus on what the web could do well.
  49. Q:A How do we NOT do that again?
  50. Design PrinciplesUniquely Mobile Mobile is a unique & different medium - focus on what it can do well. Technology can guide, but should not be the focus. Focus on needs instead of tactics and solutions.
  51. VS.
  52. Design Principle: Uniquely MobileFocus on what mobile can do well
  53. vs 58
  54. vs 59
  55. Design Principle: Uniquely MobileTechnology can help guide,but should not be the focus
  56. Design Principle: Uniquely MobileNeed vs. Solution
  57. Research Techniques INVASIVE Prototype Deprivation Testing Study Diary Studies Contextual interviews RESEARCHER RESEARCHER NOT PRESENT PRESENT Online Survey Shadowing Traffic Shop Alongs Studies LESS INVASIVE 62
  58. Research Techniques INVASIVE Prototype Deprivation Testing Study Use Two Techniques RESEARCHER Diary Studies Contextual interviews RESEARCHER NOT PRESENT PRESENT Online Survey Shadowing Traffic Shop Alongs Studies LESS INVASIVE 63
  59. Solution Speak…Solution NeedDatabase of Dr. Names Find a Doctor near meMap Get from point A to Point BCalendar I need to know what mayhappenEmail I need to communicateFacebook Updates I need to feel connectedLinkedIn I need to manage my identitySearch I need to answer a questionPicassa I need to share 64
  60. Great Mobile Experiences:1 are uniquely mobile2 are sympathetic to context3 speak their power3
  61. Q: What exactly do you mean byA mobile “context” ?
  62. A
  63. !A Context is complex!
  64. Context is aboutA understanding human relationships to the people, places and thingsin the world.
  65. Context Framework 72
  66. Context Framework 73
  67. Orchestration and Inflection 74
  68. 75
  69. Spatial 76
  70. Temporal 77
  71. Social 78
  72. Semantic 79
  73. Peanut butter in Melbourne right now? 80
  74. The web is good at peopleand things.AThe web is really good atsemantic relationships.(and okay at social relationships)
  75. Mobile is good at places… 82
  76. Mobile is good at spatialand temporal relationships. 83
  77. 84
  78. There are currently notmany technologiesthat help us understandplace, and temporal andspatial relationships. 85
  79. Q: How do we get that understanding?
  80. Design Principles:Sympathy to Context Design for partial attention and interruption Reduce cognitive load and opportunity cost Ideate in the wild
  81. Design for partial attention and interruption 88
  82. Design for partial attention and interruption 89
  83. Cognitive Load 90
  84. Opportunity cost 91
  85. Ideate in the wild… 92
  86. Your Design Challenge!How might Starbucks use mobile devices to improve their customer experience? 93
  87. Your Design Challenge!Step 1: Identifying Needs1. Divide into groups2. Head to the nearest Starbucks.3. Develop a list of customer needs based on your observations using the needs worksheet.25 Minutes 94
  88. Go outside and brainstorm ideas 95
  89. Your Design Challenge!Step 2: Sympathy to the mobile context1. Head to the streets2. Ideate in the wild – Create 2-3 concepts based on the needs your team identified25 Minutes 96
  90. 25 Minutes 97
  91. 98
  92. Mobile is good at places… 99
  93. Mobile is good at places… 100
  94. One Hour! 101
  95. Great Mobile Experiences:1 are uniquely mobile2 are sympathetic to context3 speak their power3
  96. Q:A Huh?
  97. 104
  98. 105
  99. 106
  100. We can annotate expectations in the web world 107
  101. Look insidethe book Add to cart Shipping! Free two-day shippingREALLY! Get it newLook inside OR used! Collectible!the book Sell mine Maybe a kindle! 108
  102. 109
  103. Q:A How do I create mobile interfaces that “speak their power”?
  104. Edit!!! 111
  105. Ruthless Editing 112
  106. “We made the webin the image ofourselves, and inthe U.S., thatmeans OBESE.”~Jason Grigsby
  107. A 114
  108. 115
  109. A 116
  110. A 117
  111. A 118
  112. Josh Clark Example 119
  113. Josh Clark Example 120
  114. Historically, we start with structure…
  115. Try hiding the structure…
  116. Try starting with intuition.
  117. It’s like a card game… 124
  118. Each card speaks it’s power 125
  119. You win with a good hand 126
  120. Great Mobile Experiences:1 are uniquely mobile2 are sympathetic to context3 speak their power3
  121. LUNCH! 12 – 1pm

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