Mobile App Design @ ITU 2012

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ITU - Mobile App Design

Presented at Designit, March 2012

In relation to a guest lecture at the IT University in Copenhagen

Published in: Design
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Mobile App Design @ ITU 2012

  1. 1. Mobile User Experience- reshaping our human agencyHenrik HedegaardInformation Architect, Designit@henrikhedegaard Twitter
  2. 2. Responsive designA way to make your website look and work perfectly across all the new devices out there without creating and maintaining parallel mobile websites.
  3. 3. “One can also hopethat future ringswill be designed byjewelry designersand look less nerdy.”– Jakob Nielsen
  4. 4. “The word design is everythingand nothing. The design andthe product itself areinseparable.”– Jonathan Ive
  5. 5. Designit in ballpark figures20 240 25YEARS TOP BRAINS NATIONS
  6. 6. Designit in ballpark figures 11 +3 10 OFFICES NEW COUNTRIESDENMARKGERMANY SPAINNORWAY SWEDENUNITED KINGDOM CHINABRAZIL
  7. 7. Our Collective Brain Identify user needs Rethink & discover opportunities Strategic-creative &user driven approach Translate into new services User value creates business value
  8. 8. Service DeliveryUser studies & ethnography Brand and communication Digital designDigital & product experiences Product design & ergonomy Service innovation
  9. 9. Some of the clients
  10. 10. Client’s choice…Prolong the pastOr make changes?
  11. 11. Opportunity Solution
  12. 12. Rethink approach!Opportunity Solution
  13. 13. User es Expe centri c ser vic r ie nUser ce! Rethink approach!Opportunity Solution
  14. 14. “There’s an app for that” The market for crap-apps is totally over-saturated
  15. 15. http://www.realmacsoftware.com/clear/
  16. 16. http://www.realmacsoftware.com/clear/
  17. 17. http://www.realmacsoftware.com/clear/
  18. 18. Unique UsageSimplicity Above All
  19. 19. Worth Considering
  20. 20. Worth Considering Business Must be based on a viable business model
  21. 21. Worth Considering Business Must be based on a viable business model Feasibility Must be realistic from a technical perspective
  22. 22. Worth Considering Business Must be based on a viable business model Desirability Feasibility App must deliver Must be realistic from a real user value technical perspective
  23. 23. Worth Considering Responsibility Must be a win-win and Business develop sustainable Must be based on a end-user relations viable business model Desirability Feasibility App must deliver Must be realistic from a real user value technical perspective
  24. 24. Process stakeholders Develop Design Business
  25. 25. Process stakeholders Develop Design Business Function Form $$$$$
  26. 26. We All Work For End-Users
  27. 27. We All Work For End-Users
  28. 28. “ Perfection is achieved, not when there is nothing more to add, but when there is nothing left to take away.
  29. 29. Interaction DesignNatural User Interfaces through touch
  30. 30. Direct ManipulationWe still love you, but...
  31. 31. Multi touch is the new sheriff in town
  32. 32. Touch is designing for humans It supports our perception of objects
  33. 33. Layered contentStep-wise touch interaction
  34. 34. Touch GestureReference GuideLuke Wroblewskiwww.lukew.com/ff/entry.asp?1071
  35. 35. Uzu - kinetic multitouch particle visualizer
  36. 36. Designing with Metaphors Visually & Interactions
  37. 37. The best user interface is when we don’t perceive the interface
  38. 38. The best user interface is with no perception if an interface
  39. 39. Page “flip” - WTF!?The best user interface is with no perception if an interface
  40. 40. Perception is more than visual We hold, see, hear, feel
  41. 41. Metaphors bind it all together
  42. 42. When the UI really works,we tend to forget it’s an interface
  43. 43. Jyske BankSmartPhone, Tablet, Responsive webdesign
  44. 44. Thanks
  45. 45. Links & References Designing for iPad: Reality Check Information Architects iPad vs. iPhone: A User Experience Study UX Magazine iPad User Experience Guidelines UX Magazine App Store Review Guidelines Apple Small Sufaces Mobility Blog Thoughts on Designing for iPad Derek Powazek Touch Gesture Reference Guide and more Luke Wroblewski Blog
  46. 46. POINTERS IN MOBILE DESIGN Who, what, where, when and why
  47. 47. 10 Success Factors in IxD SATISFACTION LEARNABILITY MEMORABILITY EFFICIENCY CONSISTENCY MAPPING VISIBILITY SIMPLICITY FEEDBACK ERROR RECOVERY
  48. 48. The fat-finger problem
  49. 49. The fat-finger problem
  50. 50. Enrich standard navigation Huffington Post Web-relation and totally ugly New York Times Bad positioning Supplemented with pinch-gesture Zite Very usable, but ugly Supplemented with tap-gesture
  51. 51. Don’t Gesturize the App
  52. 52. Don’t Gesturize the App
  53. 53. Don’t Gesturize the App
  54. 54. Consider Multi-User
  55. 55. Consider Multi-User
  56. 56. Custom pop-overs & modals
  57. 57. Custom pop-overs & modals
  58. 58. Engaging splash screens
  59. 59. Engaging splash screens
  60. 60. Engaging splash screens
  61. 61. What’s touchable??
  62. 62. What’s touchable??
  63. 63. What’s touchable??
  64. 64. Provide a “home” screen
  65. 65. Guide you user
  66. 66. Guide you user
  67. 67. Simplify complexity - Goal: engaging self service apps - Goal: reduce service calls - Minimal amount of buttons - Quick monitoring of usage - Quick history functionality - Quick statistical coloration - Simple mobile code / login - Well-know interface standard
  68. 68. The Extra 10%
  69. 69. The Extra 10%

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