Designing Content for Multiple Devices


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  • “ Because the average consumer uses products from multiple platforms, content designers need to adapt to the new multi-platform reality where your consumer might use a Windows device, a smartphone running Android and a tablet running iOS during a normal business day. This is our new reality and it’s critical for us to understand how platforms, products, and services interact as part of an ecosystem that our users are now moving around in.Today, we’re going to discuss four areas of focus for those who need to design and develop content across multiple devices.We will touch on:+ A brief history and current state of the mobile ecosystem+ The mobile user’s mindset+ Best practices for multi-platform content design+ The differences between web, hybrid, and native apps + All in 50 minutes! Let’s go!”
  • “ As a result of the Internet, we are living in the largest increase of expressive capability in human history. In only four previous eras have there been communication transformations on this scale: • + Invention of the printing press and movable type• + Invention of the telegraph and telephone • + Invention of recorded media (photography, sound, and movies)• + Ability to transmit sound and images through the air”
  • “ Sharing is becoming the most powerful social element with smartphones -- people like to not only share their experience, but also contrast their immediate experiences with those of their friends, and construct new shared experiences within the context of the app environment.”
  • [Source: Nielsen Norman, September 2011]
  • Designing Content for 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