Min Ahmed - Can help to build a successful mobile application
Amcats Limited UKMin Ahmed
Step 1 – Market Research Make sure your market research is valid Why do you want a mobile application? Is there a need in the marketplace? What is the added value for the customer?
Step 2 - Requirements Build a solid requirements That means understanding in detail what the business once the application to do What do customers want to do on a mobile application? Do not just move a desktop or Web application to a mobile An example On a mobile banking application, “I want my bank balance”, “I went to know if I am close to my overdraft” Are you going Browser or OS? Windows, Blackbery, Symbian, Android & Iphone
Step 3 - Tasks Understand the tasks in detail Examples What are the differences between carrying out login on the web and login on the mobile? Context Where will the customer be using your mobile application? What are the limitations of the environment? Visibility, mobility, limited interaction as
Step 4 - Devices Do this at the beginning of the project What are the list of devices you will build your application for (Iphone, android, Nokia N95 etc) Review features all phones Screen size, type the browser used, soft keys, shortcut keys, Numeric Keyboard, joysticks, trackballs, touchscreens, full keyboards, operating system, multimedia capacity, strolling, page pagination etc Do you have middleware or other translation software that can adapt user interface subject to device
Step 5 – Check Assumptions Build your interactions use pen and paper Compare with web version Reduce tasks which require input Four example single sign-on Test your interactions Use the SDK available to test on devices Take your pen and paper drawings and show customers Get mobile – even with paper mockups!!
Step 6 – Get a Handle on MobileUsability Rules – Not fixed Devices tend to last length of contract Hence new devices available (more UX problems) Solution is short lived (unless iphone, Blackbery) Expensive devices longer contract duration
Usability IssuesWeb Mobile High visibility Low visibility – screens small Can use full range of input controls Limited input Limited battery and Power and memory not memory an issue Interruptions (calls etc) Seamless and state Signal drops centric interactions Fragmented Less context dependent Context dependent Offices, homes, static Physical environments - environments not conducive (trains, etc) Usability history – since Low usability in OS – built 1995 gradual in functions are poor – improvements in OS hard to learn
Usability Rules Hide rarely used Don’t use small font features size Avoid long and Never port an app complex forms from different Integrate with web platforms without based apps, share optimisation back end info Reduce confirmation Reduce Nav Items dialogues Colour – Keep Use buttons which are contrast ratios high obvious Remember the Reduce text as links orientation can Support trackball, soft change! keys Make the priority tasks visible (3 to 6
Usability Rules There are 4 states The Android Rules Default Dashboard (Primary Disabled (grey) Entry Point) Roll over/In focuss Action Bar Pressed Down Quick Actions Affordances are Generally good key!!! But can be If the XSLT layer confusion with should allow for a Primary & minimum look and Secondary menu field items
Usability Rules Use OS system components Keep local font settings Multiple input methods I don’t always agree this is useful
Usability Rules Use HR’s for dividing up content Make sure the visual hierarchy is obvious
Key Goal“Get me a flight”TasksStart Kayak – I have filedit under travelRule: minimise the loadon the customerHow:1.I know its Kayak as Iknow the brand design
Key Goal“Get me a flight”TasksLocationDateTravellersRule: minimise the loadon the customerHow:1.High affordances on thebuttons, they lookclickable2.Icons3.Contrast & Colour4.Inherit OS widget styling
Key Goal“Get me a flight”TasksFind MadridRule: minimise the loadon the customerHow:1.Use of wordwheel/typeahead2.Readable fonts3.Supports touch input4.Horizontal Rules breakup text5.Strong visual hierarchy
Key Goal“Get me a flight”TasksFind MadridRule: minimise the loadon the customerHow:1.Remember theorientation!2.What are you designingfor touch screen, rollerball, keyboard...
Key Goal“Get me a flight”TasksSpecify timing informationRule: minimise the loadon the customerHow:1.Use of familiar OScalendar2.Buttons have highaffordances3.Clear what to do next
Key Goal“Get me a flight”TasksWaiting...Rule: minimise the loadon the customerHow:1.Notify the user withcorrect system responses2.Make sure its fast –reduce waiting time asmuch as possible3.Show me progress
Key Goal“Get me a flight”TasksChoose an airlineSee costsRule: minimise the loadon the customerHow:1.Understand the tasksthat the customer wants todo2.Physical space to do thisis tiny3.Limit to priority choices4.If you load the user withdifferent tasks, thisinteraction will take
Key Goal“Get me a flight”TasksOk lets choose a flightRule: minimise the loadon the customerHow:1.Nice table – without itbeing a table2.Consistency with eachrow, understand one row,understand all3.The UI provides a wayback to flights – simplenavigation
Key Goal“Get me a flight”TasksBuy!! Or get more infoRule: minimise the loadon the customerHow:1.Important informationrelated to actions2.I have a summary ofmy order3.Icons easy to understand4.Information hierarchyobvious
To round up Usability rules have some universality Platform, Browser, Device and OS considerations are exceptionally important Understand requirements But Really Really understand your customers Test, Test and Test as much as you can