6. Analyse the need
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7. Focus groups
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8. User Experience
“I thought human interface and usability were too narrow.
I wanted to cover all aspects off the persons experience with
the system including industrial design, graphics, the interface
then physical interaction.”
Don Norman; VP Advanced Technology Group; Apple
Main discussion will be about:Why focus on mobileMobile design practices and technologies that we can utilise
Everyone sees their mobile as a very personal part of them. Like a bankcard.Smartphone penetration at 45% in Eur, just over 50% in the US (Source Data from comScore)More iPhones are sold per day then babies bornhttp://www.flickr.com/photos/kurobane/2869817101/lightbox/
Mobiles are not just calls and text. Email, Calendar (Diary), Games, Social Media, Maps40% (Eur) use their browser, the same as what use applications (Source Data from comScore)GROWTH: Mobile web growth is x8 greater than desktopEbay global mobile sales $2 Bil 2010, $4 Bil 201140% of all tweets sent via mobileInstagram: In 3months has 1 mil usersPeople on facebook are twice as active as desktopBut are companies ready for this?http://www.flickr.com/photos/victius/3977741615
While the major websites have mobile sites available, large brands are still missing the point. 8/10 FSTE Companies are not mobile ready.There is still now
??????????Software developers have the opportunity to make the changes using the technology and design available to us that is not known outside. WE are the educators.Here, Google lead the push for mobile as they see it’s the future, we must pass on this message.http://www.flickr.com/photos/niallkennedy/3573598049
Its important to figure out whether you need a mobile site. Don’t build mobile just because you can (or want to)Analyse the relevant areas that give you competitive insight.What brings the return on investment? More users, returned visitors & loyalty.Look at your current stats (Google Analytics.Facebook see 50% of all traffic is from mobile. This is not estimated, its fact and they shifted their focus to delivering a mobile experience.
You cant start design without understanding the users.Why do they use your site on a mobile device?What features are they using?What features are crucial for them when mobile?What are some sources of frustration?What devices do they use to access the mobile Web?By talking with the end-user, you are able to build an actual use case.http://www.flickr.com/photos/gothano76/4905078445
Apple invented UX. Don Norman.UX plays the most significant part in making your site viewable to your audience.Work flows, design, usability, all feature within UX.
Mobile First – Look Wroblewski.Everyone is familiar with designing for desktop. Designing for mobile is 80% less space. That’s 80% less space to work for, that just wont fit..“Its not like we just fill our websites with a bunch of stuff, like logos and banners
Change blindness principle (from psychology) where two images can look so similar they feel like the same.Keep the things that make the companies return on investment “search, tonight, click to call”. Focus on UX. Removing UI debris
Mike Kreiger, Co-founder InstagramPeople browse whilst waiting, don’t make the wait more.Pre-loading, background jobs, asynchronous requestsAddress your media queriesReduce Requests & File sizes.Utilze HTML5Address your dependencieshttp://www.flickr.com/photos/59303791@N00/569173534/
Simple navigation clear and concise.Example: Expedia “Mobile”. Twitter: AmazonFacebookThe 48px icon principle for buttons and touch navigation.
Also, HTML5
Give yourself the opportunity to visualise what you want. http://www.flickr.com/photos/39137620@N06/3612817723/lightbox/http://www.flickr.com/photos/activeside/5668816433/sizes/l/in/photostream/
http://yiibu.com/about/site/ (Bryan Reiger)Screensize does not map to browser capabilitiesDon’t merely swap style sheets, cascade them.Responsive Images. Utilise both server (heavy lifting) and client side technology. Serve Appropriate images. Scaling, addressing % and remember, once you go below 800px, its about testing it on REAL DEVICESFonts, viewports, feature detection
Build a prototype. Take the opportunity to build, test, review and implement.