Super Happy Mobile Product Design Time

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The partners at FNSZ went to talk to a class of students at the School of Arts & Design at Texas State University about native mobile product design.

We covered the basics of native mobile application design, what the playing field looks like currently, and ran through some of our internal process. We even threw in a little David Hasselhoff.

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Super Happy Mobile Product Design Time

  1. 1. SUPER HAPPY MOBILE PRODUCT DESIGN TIME Thursday, April 24, 2013
  2. 2. Anthony @mantwan Natalie @natalievi & = Funsize @funsizecorp
  3. 3. RESPONSIVE DESIGN MOBILE PRODUCT DESIGN WEB DESIGN
  4. 4. THE ECOSYSTEM 1
  5. 5. THE PRODUCT/SERVICE 💡 INDUSTRIAL DESIGN  BRANDING  CUSTOMER SERVICE 👥 ANALOG DESIGN 📖 MARKETING & ADVERTISING 📢 💻 DIGITAL PRODUCTS 📱
  6. 6. 🚀 NEW TECHNOLOGY RESPONSIVE WEB  NATIVE MOBILE APP  TELEVISION APP 📺 DIGITAL MARKETING  NATIVE DESKTOP APP 💻 📱 MOBILE WEB APP  WEB APP (This is what we do.) DIGITAL PRODUCTS 💻📱
  7. 7. WHAT ARE SOME GREAT PRODUCTS & SERVICES?
  8. 8. 💻 📱
  9. 9. (Obviously...) 👥 📢 💻 📱
  10. 10. 👥 📢 📱
  11. 11. WHO’S INVOLVED IN ALL OF THIS?
  12. 12. Product Managers Strategists & Researchers Industrial Designers Product Designers Content Writers Marketing Team Software Engineers Front-End Devs Customer Service Peeps Quality Assurance Folks (That’s us!)
  13. 13. ONCE UPON A TIME, WE WERE ALL WEB DESIGNERS 2
  14. 14. This is what it used to look like.
  15. 15. Then came the iPhone.
  16. 16. and then... BOOM!
  17. 17. THE AGENCY MODEL HAS NOW BEEN DISRUPTED.
  18. 18. ❓ WELL THEN, WHAT’S THE SOLUTION?
  19. 19. SAY HELLO TO THE MOBILE PRODUCT DESIGNER 3
  20. 20. WHAT IS A DESIGNER?GRAPHIC WEB PRODUCT INTERACTIVE UX
  21. 21. TO GET INTO THE DETAILS, A MOBILE PRODUCT DESIGNER IS...
  22. 22. ...a combination of a strategist, interaction designer, and visual designer. ...works closely in a small team with project stakeholders within an agile process. ...translates complex business & user goals into real world products. ...cares deeply about the user & their ability to easily use the product. ...takes responsibility for how their product effects human beings. ...understands that design is never, ever, ever finished. ...strives for pixel perfection.
  23. 23. REMEMBER: YOU & YOUR CLIENTS ARE NOT THE USER, THE WORLD IS.
  24. 24. PLATFORMS YOU’LL NEED TO KNOW
  25. 25. FUCK IT. SHIP IT.
  26. 26. EVERYBODY WANTS THE MOBILES 4
  27. 27. Page Title GIMME GIMME MORE, GIMME MORE, GIMME GIMME MORE MOBILE.
  28. 28. Page Title IT’S LIKE THE WILD WILD WEST OUT THERE NOW’S THE TIME TO PERFECT YOUR GUNSLINGIN’.
  29. 29. FNSZ IS AWSM 5
  30. 30. 👫 WHO ARE WE?
  31. 31.  WHAT DO WE DO?
  32. 32. 👥 WHAT TYPES OF CLIENTS DO WE WORK WITH?
  33. 33. 💀 WHAT WE DON’T DO
  34. 34.  OUR PROCESS
  35. 35. SPEED DATING 1
  36. 36. FUNSIZE / WORK PROJECT NAME THE PROPOSAL 2
  37. 37. FUNSIZE / WORK PROJECT NAME THE ENGAGEMENT 3
  38. 38. DISCOVERY WHAT’S THE PROBLEM OR IDEA? WHO ARE THE USERS AND THEIR NEEDS? WHY ARE WE CREATING THIS? WHAT’S THE COMPETITION LOOK LIKE? HOW WILL WE BE SUCCESSFUL? HOW WILL WE PULL IT OFF?
  39. 39. DISCOVERY: USER PERSONAS AND SCENARIOS
  40. 40. DISCOVERY: COMPETITIVE ANALYSIS
  41. 41. DISCOVERY: MENTAL MODELS
  42. 42. DISCOVERY: FEATURES AND ROADMAP
  43. 43. DISCOVERY: PRODUCT ROAD MAP
  44. 44. DISCOVERY: CONCEPTUAL PROBLEM SOLVING
  45. 45. INTERACTION DESIGN WHAT ARE THE FUNCTIONAL REQUIREMENTS? WHAT ARE THE PRIMARY USER FLOWS? WHAT’S THE PRODUCT METAPHOR? HOW SUCCESSFUL IS THE USER’S EXPERIENCE? WHAT’S THE SCOPE OF THE PRODUCT?
  46. 46. INTERACTION DESIGN: USER FLOWS
  47. 47. INTERACTION DESIGN: WIREFRAMES
  48. 48. VISUAL DESIGN WHAT WILL THE PRODUCT LOOK AND FEEL LIKE? HOW UNIQUE IS IT? WILL THE USERS LIKE IT? DESIGN THE DAMN THING ALREADY. ITERATE OVER AND OVER AND OVER AGAIN. TEST IT, ITERATE AGAIN, AND SHIP IT.
  49. 49. TOOLS WE USE
  50. 50. 💬 QUESTIONS/ANSWERS?
  51. 51. Please don’t hesitate to reach out to us with any questions! Email howdy@funsize.co Connect with us www.funsize.co @funsizecorp THANK YOU

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