Mobile apps Usability Best Practices

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Mobile apps Usability Best Practices

  1. 1. APPS USABILITY MATTERS!
  2. 2. HUMANS VS MOBILE DEVICEShttp://www.useit.com/alertbox/mobile-apps-initial-use.html
  3. 3. YOUR EYES ARE MORE AGILE THAN YOUR FINGERS
  4. 4. YOU ONLY CONCEDE 2SECS TO BE CONVINCED
  5. 5. TYPING IS HARD AND PAINFUL
  6. 6. YOUR BRAIN NEED MORESPACE THAN A LCD TO TAKE DECISIONS
  7. 7. WHAT’S PEOPLE OPINION ABOUT MOBILE APPS?http://www.useit.com/alertbox/mobile-apps-initial-use.html
  8. 8. 74% THINK IT SHOULD BE EASY TO USE
  9. 9. 75% THINK IT SHOULD DO EXACTLY WHATTHEY WANT OR NEED IT TO DO
  10. 10. 57% THINK IT SHOULD BE WELL DESIGNED
  11. 11. 66% HAVE DOWNLOADED AN APP BASED ON A REVIEW OR RECOMMENDATION
  12. 12. MOBILE APPS AREINTERMITTENT-USE APPSSECONDARY COMMITMEN TEASY FOCUSQUICK
  13. 13. WHAT PEOPLE VALUE IN AN APP?START-UP/WAITING TIMEPAGE LOADING BEHAVIOR SMOOTHNESS OF TRANSITIONS ERRORS/BUGS
  14. 14. WHAT PEOPLE VALUEAN ANWHAT PEOPLE VALUE IN IN APP? APP? EASY QUICK SECONDARY HTTP://WWW.USERCENTRIC.COM/NEWS/2009/08/26/BEST-PRACTICES-DESIGNING-MOBILE-APPLICATIONS
  15. 15. USABILITY TIPShttp://uxdesign.smashingmagazine.com/2011/07/18/seven-guidelines-for-designing-high-performance-mobile-user-experiences/http://www.usercentric.com/news/2009/08/26/best-practices-designing-mobile-applications
  16. 16. PERFORMANCEALWAYS COME FIRST
  17. 17. DEFINE UI BRAND SIGNATURES
  18. 18. IDENTIFY THE CORE USER STORIES
  19. 19. GOOGLE PUTS “EVERY MILLISECOND COUNTS” AS THE SECOND PRINCIPLE OF ITS USER EXPERIENCEhttp://www.useit.com/alertbox/mobile-apps-initial-use.html
  20. 20. SPEED UP PERCEIVEDPERFORMANCE
  21. 21. DEFINE UI SCALING RULES 1. Essentials (the header). 2. Alternatives (opaque instead of transparent). 3. Options (reducing list length).
  22. 22. USE SMART LOADING LIKE PUZZLE
  23. 23. MAKE SCROLLBARS ANDSELECTION HIGHLIGHTING MORE SALIENT
  24. 24. SUPPORT USER EXPECTATIONS FOR PERSONALIZATION
  25. 25. WHAT ABOUT BUTTONS? BUTTONS SHOULD HAVE THE RIGHT SIZE AND BE SUITABLE TO BIG FINGERS BUTTONS IN THE SAME PLACE OF THE SCREEN TO AVOID CONFUSION BUTTONS THAT HAVE THE SAME FUNCTION SHOULD HAVE THE SAME COLOR
  26. 26. HOW SHOULD BE THE TOUCH? SIDEBARS ARE NOT EASY TO USE ON TOUCHSCREENS FINGERPRINTS ARE MORE VISIBLE ON DARKER BACKGROUNDS THERE MUST BE A WAY TO GO BACK OR UNDO AN ACTION, AS TOUCHING THE WRONG ITEM IS DONE QUICKLY. COMMON OPERATIONS DIRECTLY VISIBLE ON
  27. 27. HOW TEXT SHOULD BE USED? THE USAGE OF HEADERS WILL MAKE A TEXT BETTER READABLE BULLETS FOR LISTS WILL MAKE A TEXT BETTER READABLE TYPING TEXT IN A TEXTBOX SHOULD START WITH AN UPPERCASE LETTER THE FONT SIZE SHOULD BE BIG ENOUGH, NOT TOO BIG AND NOT TOO SMALL
  28. 28. BIGGEST MISTAKES COMPANIES MAKE BY JAKOB NIELSEN, FATHER OF THE UNDERSTANDING OF HUMAN-COMPUTER INTERACTIONhttp://www.clickz.com/clickz/column/2099266/jakob-nielsen-usability-mobile-sites-apps
  29. 29. TRYING TO DO TOO MUCH
  30. 30. FORCE REGISTRATION BEFORE THE USER EXPERIMENT THE PRODUCT“EARLY REGISTRATION MUST DIE!REMEMBER: UNLESS YOURS IS ATRULY GREAT APP THAT OFFERSIMMENSE VALUE, PEOPLE WONTUSE IT ENOUGH TO MAKEREGISTRATION WORTH THEIRWHILE.”
  31. 31. FALLING INTO TRAP OF FOLLOWING THE CROWD
  32. 32. DO NOT ABUSE OF SCROLL AND NEVER USE DOUBLE SCROOLL
  33. 33. ANDROID VS IPHONE USABILITYhttp://www.clickz.com/clickz/column/2099266/jakob-nielsen-usability-mobile-sites-apps
  34. 34. TARGET
  35. 35. PURPOSE OF BUYING
  36. 36. EXPECTATIONS FROM APPS
  37. 37. HAVE AN APPY DAY!

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