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Min Ahmed - Can help to build a successful mobile application


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Min Ahmed - Can help to build a successful mobile application

  1. 1. Amcats Limited UKMin Ahmed
  2. 2. 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?
  3. 3. 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
  4. 4. 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
  5. 5. 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
  6. 6. 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!!
  7. 7. 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
  8. 8. 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
  9. 9. 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
  10. 10. 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
  11. 11. Usability Rules Use OS system components Keep local font settings Multiple input methods  I don’t always agree this is useful
  12. 12. Usability Rules Use HR’s for dividing up content Make sure the visual hierarchy is obvious
  13. 13. Kayak – a walkthroughExample
  14. 14. 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
  15. 15. 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
  16. 16. 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
  17. 17. 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...
  18. 18. 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
  19. 19. 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
  20. 20. 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
  21. 21. 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
  22. 22. 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
  23. 23. 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