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Information Architecture
LESSON 2 – SMALL SCREEN DEVICES
What does it mean…. Small Screen Device?
There is no official definition when we talk about a ‘Small Screen’
Device.
For the purposes of this lesson, we will refer to Small Screen Devices to mean mobile
phones and tablets.
There are other devices, such as netbooks, that could also be considered as small
screen devices.
Fernando Loizides & Hanna-Liisa Pender
One thing that you need to be clear when evaluating a
clients product is to define it well. Do not let competitors
criticize your work on amateur mistakes.
• A mobile phone is a device that can be used to take calls through radio
connections, while roaming through a geographic area.
• A tablet device is a portable computer whose, screen, circuitry and battery
are a single unit.
• A Netbook is a category of portable, light and inexpensive computers.
• An iPod is…
• A portable music player?
• A portable music player with a touch screen?
• A portable small screen device containing touch capabilities?
Fernando Loizides & Hanna-Liisa Pender
Inputting Data on Small Screen Devices
Usually on small screen devices
(modern devices at least), users will use
their fingers alone as a means of input.
Some devices encourage the use of a stylus (A
pen like instrument that conducts low levels of
electricity on its tip and acts as an input device
for touch screens ).
Some devices still have a
keyboard available to
the user. Most of these
devices, such as
blackberry, are widely
used in a secure
corporate setting.
Voice control is gaining popularity.
Fernando Loizides & Hanna-Liisa Pender
When is using a stylus an advantage?
Note taking
Some applications allow you to take physical notes. Instead of using a
physical or virtual keyboard, the user scribbles notes and drawings on
the screen, some of which may be translated by OCR to electronic text.
Signing Documents
Have you ever signed a physical signature digitally? Perhaps to get a passport
or ID card? Try signing using your finger!
Drawing
From simple doodles to complete artistic digital creations, tablets
now offer multitudes of applications for the more creative ones
among us. The increased accuracy and increased dexterity of using
the stylus can produce better results in this situation.Fernando Loizides & Hanna-Liisa Pender
Touch Sensor Types
Optical Touch
Infra red rays from the corners of the screen are projected to the
other. When the user touches the screen then these rays are
interrupted. These x and y coordinates are then processed.
Resistive Touch
The user touches the screen and pushes the small membrane
back to touch a contact point. A small piece of electricity
passes through the point touched. These x and y coordinates
are then processed.
Capacitive Touch
A small amount of electrical energy is released and stored on the
screen. When a bare finger touches the screen, a small current flows
to that point. These x and y coordinates are then processed.
Fernando Loizides & Hanna-Liisa Pender
When creating our interfaces and their interactions we need
to consider not only the type of screen but also the amount
of touch points available to us.
Single Touch Point
The device can only detect one point touched at a time..
Multi-touch
Many points on the screen can be detected at any point.
Don’t forget about Multi-modality!
Entering data or input can also take place in other modes (sometimes simultaneously).
For example, Gyroscopically and voice control.
Fernando Loizides & Hanna-Liisa Pender
Common touch inputs
Tap
One finger touches the screen and then is lifted almost instantaneously.
Press and Hold
One finger touches the screen and is not lifted.
Slide
One or more fingers touch the screen and then move in the same direction for a relatively long distance.
Swipe
One or more fingers touch the screen and then move in the same direction for a relatively short distance.
Turn / Rotate
One or more fingers touch the screen and then rotate clockwise or anti-clockwise.
Pinch
Two or more fingers touch the screen and move closer to one another.
Stretch
Two or more fingers touch the screen and move further away from one another.Fernando Loizides & Hanna-Liisa Pender
Contact area
Centroid
Hidden Region
Choosing interaction is important for
appropriate information architecture.
Consider elements such as:
- Obscurity / Visibility (when the
user’s finger is over information that may
be important to view)
- Ease of use(do you really need to
use both hands to provide navigation?)
- Reaching information or
controls (can the user reach the letters
on a virtual keyboard while holding it?)
- Density of information (if there
are two control within the same vicinity, is
it likely that the user will press the wrong
one?)
Fernando Loizides & Hanna-Liisa Pender
Screen Orientation
Portrait (left)
Horizontal (right)
Portrait (left)
Horizontal (right)
Fernando Loizides & Hanna-Liisa Pender
2.5-inch Phone 3.5–5-inch Phone 9–10-inch Tablet
Text 4 pt / 1.4 mm 6 pt / 2.1 mm 8 pt / 2.8 mm
Icons 6 pt / 2.1 mm 8 pt / 2.8 mm 10 pt / 3.5 mm
Minimum recommended sizes for optical targets on different device sizes
Some useful numbers to have…
Minimum 17 pt / 6 mm
Preferred 23 pt / 8 mm
Maximum 43 pt / 15 mm
Touch Targets
Minimum 23 pt / 8 mm
Preferred 28 pt / 10 mm
Distance between targets to avoid wrong presses
Fernando Loizides & Hanna-Liisa Pender
Types of Applications
Adaptive Design - Responsive Websites
Fernando Loizides & Hanna-Liisa Pender
Native application
Types of Applications
Fernando Loizides & Hanna-Liisa Pender
Hybrid Application
Web style Interface with Access to the native functions of a device
Types of Applications
Fernando Loizides & Hanna-Liisa Pender
κατακόρυφο προσανατολισμό
οριζόντιο προσανατολισμό
Application Properties
Factor
Website Application
for one device type
Responsive Web
Application
Native Application Hybrid Application Comments
Adapted to User Proirities ★★★ ★★ ★★★ ★★★
Content Distribution ★★ ★★★ ★★ ★★★
Websites and Hybrid Apps
are easier to index.
Funcionality ★★ ★★ ★★★ ★★★
Native apps are the best
in terms of functionality
capabilities (e.g. το GPS,
camera).
Compatibility ★★ ★★★ ★ ★
Development Costs ★★ ★★★ ★ ★★
Maintenance Costs ★★ ★★★ ★ ★★
Fernando Loizides & Hanna-Liisa Pender
Navigation and Menu Structures
Hierarchy
Good :
Organising complicated site
structures that need to follow a
desktop site’s structure.
Weaknesses:
Sometimes the Navigation. Multi-
faceted navigation structures can
present a problem to people using
small screens.
Fernando Loizides & Hanna-Liisa Pender
Hub and Spoke
Good:
Suitable for Multi-functional
tools and apps.
Weaknesses:
For people that want to
multitask.
Navigation and Menu Structures
Fernando Loizides & Hanna-Liisa Pender
Nested Doll
Good:
Apps or sites with singular or
closely related topics. This can
also be used as a sub section
pattern inside other parent
patterns, such as the standard
hierarchy pattern or hub and
spoke.
Weaknesses:
Users won’t be able to quickly
switch between sections so
consider whether this will be
suitable, rather than a barrier to
exploring content.
Navigation and Menu Structures
Fernando Loizides & Hanna-Liisa Pender
Tabbed View
Good:
Apps or sites with large
quantities of content, such as
articles, images and videos. Can
be a good basis for magazine
style apps or sites, or as a sub
pattern within another
navigational pattern.
Weaknesses:
Mobile. Filters and faceted search
can be difficult to display on a
smaller screen due to their
complexity.
Navigation and Menu Structures
Fernando Loizides & Hanna-Liisa Pender
Filtered view
Good:
Apps or sites with large quantities
of content, such as articles,
images and videos. Can be a good
basis for magazine style apps or
sites, or as a sub pattern within
another navigational pattern.
Weaknesses:
Mobile. Filters and faceted search
can be difficult to display on a
smaller screen due to their
complexity.
Navigation and Menu Structures
Fernando Loizides & Hanna-Liisa Pender
Πλοήγηση και μενού
Bento Box / Dashboard
Good:
Multi-functional tools and content-
based tablet apps that have a similar
theme.
Weaknesses:
The tablet screen gives you more
space to utilize this pattern well,
however it becomes especially
important to understand how a user
will interact with and between each
piece of content, to ensure that app is
easy, efficient and enjoyable to use.
Fernando Loizides & Hanna-Liisa Pender
Fast Exercise
Classify the apps on your phone in terms of:
1) Type of Application
2) Navigation Structure
Fernando Loizides & Hanna-Liisa Pender
Information Design Principles
Every Screen should focus on one task, and do that task really well.
Less is more - You probably have heard of this one, but it is accentuated on small screen
devices. Make sure there is no clutter, and the user’s focus is not distracted.
Native Platform - Your app should reflect the design and styles of the platform which you are
developing for. There have been crash and burn scenarios where ports have been attempted
from blackberry to Android with very little IA redesign…ouch!
Similar Experience - Your users will most probably be acquainted with Android or IOS from
previous apps. Use this to your advantage. If you change the way they are used to
interacting, then learnability becomes harder and the user experience can deteriorate.
Suitable Layout of Objects - Similar to the previous point, things should always be where
they are expected to be. Imagine changing the menu structure on every screen.
Fernando Loizides & Hanna-Liisa Pender
Information Design Principles
Loading indicator - if there is something running and taking up processing time, set
your user at ease by showing him a loading icon.
Get orientation right! - Keep it portrait or landscape depending on the task (or if you
can for the whole app). Choose wisely and also adapt the screen for transitions
between the two.
Reduce Scrolling - Scrolling is often not required and reduces the usability and
findability of information. How annoying is it when you accessa web page or a
document and you have to scroll up and down, but even worst, left and right to read
the text / information.
Expand for more - to be used with caution. More information can be displayed this
way but less information is shown to the user at first glance which may give the
impression that the information needed is not there.Fernando Loizides & Hanna-Liisa Pender
Information Design Principles
Reduce input need. Text input being the highest on this list.
Use auto-complete where appropriate. Dictionary files can be
simulated with suggestions in text boxes.
Ease findability and increase searching capabilities - Filter large lists
into facets for example, reduces scrolling too...
Auto-complete - You can use autocomplete if you already know
information about the user, such as name address email etc.
Fernando Loizides & Hanna-Liisa Pender
In Class Workshop
The task you have is simple…
You are to create a clickable prototype (using AXURE) of a mobile website
to be used on a screen (=< 5.5 inches / use your own screen size). You can
choose a topic from one of the following (note: each team must pick a
different topic):
A) An online shop
B) A holiday website (booking.com style)
C) An online digital library with resource discovery tools
The application should be seemingly fully functional to the user. Of course
the key to this is to use the principles learned in this class to create it.
Fernando Loizides & Hanna-Liisa Pender
In Class Workshop – Part 2
Yes, there is a part 2….
One of your team members will now move to the next team with the
application running on his / her phone.
You will give the application on your phone to the other team and say
nothing. You are only there for technical support in case the phone
shuts or something similar. Return to your desk and be on standby in
case your phone needs attention.
The other team will then explore the application and write a joint
report on it using the principles as heuristics.
Fernando Loizides & Hanna-Liisa Pender

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Information Architecture for Small Screen Devices

  • 1. Information Architecture LESSON 2 – SMALL SCREEN DEVICES
  • 2. What does it mean…. Small Screen Device? There is no official definition when we talk about a ‘Small Screen’ Device. For the purposes of this lesson, we will refer to Small Screen Devices to mean mobile phones and tablets. There are other devices, such as netbooks, that could also be considered as small screen devices. Fernando Loizides & Hanna-Liisa Pender
  • 3. One thing that you need to be clear when evaluating a clients product is to define it well. Do not let competitors criticize your work on amateur mistakes. • A mobile phone is a device that can be used to take calls through radio connections, while roaming through a geographic area. • A tablet device is a portable computer whose, screen, circuitry and battery are a single unit. • A Netbook is a category of portable, light and inexpensive computers. • An iPod is… • A portable music player? • A portable music player with a touch screen? • A portable small screen device containing touch capabilities? Fernando Loizides & Hanna-Liisa Pender
  • 4. Inputting Data on Small Screen Devices Usually on small screen devices (modern devices at least), users will use their fingers alone as a means of input. Some devices encourage the use of a stylus (A pen like instrument that conducts low levels of electricity on its tip and acts as an input device for touch screens ). Some devices still have a keyboard available to the user. Most of these devices, such as blackberry, are widely used in a secure corporate setting. Voice control is gaining popularity. Fernando Loizides & Hanna-Liisa Pender
  • 5. When is using a stylus an advantage? Note taking Some applications allow you to take physical notes. Instead of using a physical or virtual keyboard, the user scribbles notes and drawings on the screen, some of which may be translated by OCR to electronic text. Signing Documents Have you ever signed a physical signature digitally? Perhaps to get a passport or ID card? Try signing using your finger! Drawing From simple doodles to complete artistic digital creations, tablets now offer multitudes of applications for the more creative ones among us. The increased accuracy and increased dexterity of using the stylus can produce better results in this situation.Fernando Loizides & Hanna-Liisa Pender
  • 6. Touch Sensor Types Optical Touch Infra red rays from the corners of the screen are projected to the other. When the user touches the screen then these rays are interrupted. These x and y coordinates are then processed. Resistive Touch The user touches the screen and pushes the small membrane back to touch a contact point. A small piece of electricity passes through the point touched. These x and y coordinates are then processed. Capacitive Touch A small amount of electrical energy is released and stored on the screen. When a bare finger touches the screen, a small current flows to that point. These x and y coordinates are then processed. Fernando Loizides & Hanna-Liisa Pender
  • 7. When creating our interfaces and their interactions we need to consider not only the type of screen but also the amount of touch points available to us. Single Touch Point The device can only detect one point touched at a time.. Multi-touch Many points on the screen can be detected at any point. Don’t forget about Multi-modality! Entering data or input can also take place in other modes (sometimes simultaneously). For example, Gyroscopically and voice control. Fernando Loizides & Hanna-Liisa Pender
  • 8. Common touch inputs Tap One finger touches the screen and then is lifted almost instantaneously. Press and Hold One finger touches the screen and is not lifted. Slide One or more fingers touch the screen and then move in the same direction for a relatively long distance. Swipe One or more fingers touch the screen and then move in the same direction for a relatively short distance. Turn / Rotate One or more fingers touch the screen and then rotate clockwise or anti-clockwise. Pinch Two or more fingers touch the screen and move closer to one another. Stretch Two or more fingers touch the screen and move further away from one another.Fernando Loizides & Hanna-Liisa Pender
  • 9. Contact area Centroid Hidden Region Choosing interaction is important for appropriate information architecture. Consider elements such as: - Obscurity / Visibility (when the user’s finger is over information that may be important to view) - Ease of use(do you really need to use both hands to provide navigation?) - Reaching information or controls (can the user reach the letters on a virtual keyboard while holding it?) - Density of information (if there are two control within the same vicinity, is it likely that the user will press the wrong one?) Fernando Loizides & Hanna-Liisa Pender
  • 10. Screen Orientation Portrait (left) Horizontal (right) Portrait (left) Horizontal (right) Fernando Loizides & Hanna-Liisa Pender
  • 11. 2.5-inch Phone 3.5–5-inch Phone 9–10-inch Tablet Text 4 pt / 1.4 mm 6 pt / 2.1 mm 8 pt / 2.8 mm Icons 6 pt / 2.1 mm 8 pt / 2.8 mm 10 pt / 3.5 mm Minimum recommended sizes for optical targets on different device sizes Some useful numbers to have… Minimum 17 pt / 6 mm Preferred 23 pt / 8 mm Maximum 43 pt / 15 mm Touch Targets Minimum 23 pt / 8 mm Preferred 28 pt / 10 mm Distance between targets to avoid wrong presses Fernando Loizides & Hanna-Liisa Pender
  • 12. Types of Applications Adaptive Design - Responsive Websites Fernando Loizides & Hanna-Liisa Pender
  • 13. Native application Types of Applications Fernando Loizides & Hanna-Liisa Pender
  • 14. Hybrid Application Web style Interface with Access to the native functions of a device Types of Applications Fernando Loizides & Hanna-Liisa Pender
  • 15. κατακόρυφο προσανατολισμό οριζόντιο προσανατολισμό Application Properties Factor Website Application for one device type Responsive Web Application Native Application Hybrid Application Comments Adapted to User Proirities ★★★ ★★ ★★★ ★★★ Content Distribution ★★ ★★★ ★★ ★★★ Websites and Hybrid Apps are easier to index. Funcionality ★★ ★★ ★★★ ★★★ Native apps are the best in terms of functionality capabilities (e.g. το GPS, camera). Compatibility ★★ ★★★ ★ ★ Development Costs ★★ ★★★ ★ ★★ Maintenance Costs ★★ ★★★ ★ ★★ Fernando Loizides & Hanna-Liisa Pender
  • 16. Navigation and Menu Structures Hierarchy Good : Organising complicated site structures that need to follow a desktop site’s structure. Weaknesses: Sometimes the Navigation. Multi- faceted navigation structures can present a problem to people using small screens. Fernando Loizides & Hanna-Liisa Pender
  • 17. Hub and Spoke Good: Suitable for Multi-functional tools and apps. Weaknesses: For people that want to multitask. Navigation and Menu Structures Fernando Loizides & Hanna-Liisa Pender
  • 18. Nested Doll Good: Apps or sites with singular or closely related topics. This can also be used as a sub section pattern inside other parent patterns, such as the standard hierarchy pattern or hub and spoke. Weaknesses: Users won’t be able to quickly switch between sections so consider whether this will be suitable, rather than a barrier to exploring content. Navigation and Menu Structures Fernando Loizides & Hanna-Liisa Pender
  • 19. Tabbed View Good: Apps or sites with large quantities of content, such as articles, images and videos. Can be a good basis for magazine style apps or sites, or as a sub pattern within another navigational pattern. Weaknesses: Mobile. Filters and faceted search can be difficult to display on a smaller screen due to their complexity. Navigation and Menu Structures Fernando Loizides & Hanna-Liisa Pender
  • 20. Filtered view Good: Apps or sites with large quantities of content, such as articles, images and videos. Can be a good basis for magazine style apps or sites, or as a sub pattern within another navigational pattern. Weaknesses: Mobile. Filters and faceted search can be difficult to display on a smaller screen due to their complexity. Navigation and Menu Structures Fernando Loizides & Hanna-Liisa Pender
  • 21. Πλοήγηση και μενού Bento Box / Dashboard Good: Multi-functional tools and content- based tablet apps that have a similar theme. Weaknesses: The tablet screen gives you more space to utilize this pattern well, however it becomes especially important to understand how a user will interact with and between each piece of content, to ensure that app is easy, efficient and enjoyable to use. Fernando Loizides & Hanna-Liisa Pender
  • 22. Fast Exercise Classify the apps on your phone in terms of: 1) Type of Application 2) Navigation Structure Fernando Loizides & Hanna-Liisa Pender
  • 23. Information Design Principles Every Screen should focus on one task, and do that task really well. Less is more - You probably have heard of this one, but it is accentuated on small screen devices. Make sure there is no clutter, and the user’s focus is not distracted. Native Platform - Your app should reflect the design and styles of the platform which you are developing for. There have been crash and burn scenarios where ports have been attempted from blackberry to Android with very little IA redesign…ouch! Similar Experience - Your users will most probably be acquainted with Android or IOS from previous apps. Use this to your advantage. If you change the way they are used to interacting, then learnability becomes harder and the user experience can deteriorate. Suitable Layout of Objects - Similar to the previous point, things should always be where they are expected to be. Imagine changing the menu structure on every screen. Fernando Loizides & Hanna-Liisa Pender
  • 24. Information Design Principles Loading indicator - if there is something running and taking up processing time, set your user at ease by showing him a loading icon. Get orientation right! - Keep it portrait or landscape depending on the task (or if you can for the whole app). Choose wisely and also adapt the screen for transitions between the two. Reduce Scrolling - Scrolling is often not required and reduces the usability and findability of information. How annoying is it when you accessa web page or a document and you have to scroll up and down, but even worst, left and right to read the text / information. Expand for more - to be used with caution. More information can be displayed this way but less information is shown to the user at first glance which may give the impression that the information needed is not there.Fernando Loizides & Hanna-Liisa Pender
  • 25. Information Design Principles Reduce input need. Text input being the highest on this list. Use auto-complete where appropriate. Dictionary files can be simulated with suggestions in text boxes. Ease findability and increase searching capabilities - Filter large lists into facets for example, reduces scrolling too... Auto-complete - You can use autocomplete if you already know information about the user, such as name address email etc. Fernando Loizides & Hanna-Liisa Pender
  • 26. In Class Workshop The task you have is simple… You are to create a clickable prototype (using AXURE) of a mobile website to be used on a screen (=< 5.5 inches / use your own screen size). You can choose a topic from one of the following (note: each team must pick a different topic): A) An online shop B) A holiday website (booking.com style) C) An online digital library with resource discovery tools The application should be seemingly fully functional to the user. Of course the key to this is to use the principles learned in this class to create it. Fernando Loizides & Hanna-Liisa Pender
  • 27. In Class Workshop – Part 2 Yes, there is a part 2…. One of your team members will now move to the next team with the application running on his / her phone. You will give the application on your phone to the other team and say nothing. You are only there for technical support in case the phone shuts or something similar. Return to your desk and be on standby in case your phone needs attention. The other team will then explore the application and write a joint report on it using the principles as heuristics. Fernando Loizides & Hanna-Liisa Pender