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Building for the
Mobile Experience
Jeff Eddings
jeddings@jeddings.com
We can’t solve problems by
using the same kind of
thinking we used when we
created them.
Albert Einstein
The Case for Mobile
As if you needed one...
How many minutes a day do
users spend on their phones...
During the
week? 87 During the
weekend? 160
IDC Research
What percent of users...
Check their
phones
within 15
minutes of
waking up?
80%
Have their
phones
with them
for at least
22 hours?
79%
IDC Research
Would you give up your
smartphone or...
Stop seeing
your friends? 31% Give up sex
for a year? 32%
Forgo dining
out for a
year?
55% Give up a day
off per
week?
46%
comScore
“If you could build this,
that would be great.”
“If you could build this,
that would be great.”
If you steal from one author,
it’s plagiarism;
if you steal from many,
it’s research.
Wilson Mizner
Prescriptive vs. Descriptive
This isn’t a roadmap to success
This is a set of tools to create a roadmap to
success
Understand Your Users
Designing for Humans
Guide Your Users’ Behavior
Build Your Mobile Experience
Launch Your Mobile Experience
After the Launch
UNDERSTAND
YOUR USERS
“Plant a good seed in the right spot and it will grow without further coaxing.”
B.J. Fogg
Empathy
You can’t solve a user’s problem
until you find out what problems
they have
Watch users in person
Ask the User
Start sketching as soon as possible
after user studies
Need quick iterations
User Studies and Sketching
The Action Cycle
Reward
Motivation
Action
Context
The Action Cycle
Reward
Motivation
Action
Context
Actions
Pandora
Listen to music
Gmail
Read a message
Instagram
Like a post
Google Maps
Navigate to destination
ESPN
Open the news stream
Clash of Clans
Purchase gems
The Action Cycle
Reward
Motivation
Action
Context
Reward = Positive Reinforcement
Rewards
Listen to music
“I love this music!”
Read a message
“Ooh! A coupon!”
Like a post
“She knows I like it!”
Navigate to destination
“Only 10 minutes home!”
Open the news stream
“The Warriors won!”
Purchase gems
“I can build my tower!”
The Action Cycle
Reward
Motivation
Action
Context
Motivations
Sustenance
Family
Safety
Shelter
Health
Procreation
Scarcity
Predictability
Accomplishment
Independence
Usefulness
Purpose
Idealism/Morality
Social Contact
Social Status
Social Influence
Intimacy
Confidence
Friendship
Acceptance
Physical Activity
Mental Activity
Curiosity
Collecting
Ownership
Bliss/Order
Meaning
Vengeance
Power
Honor
The Action Cycle
Reward
Motivation
Action
Context
Actions don’t happen in a vacuum
Gmail
Read a message
ESPN
Open the news stream
Clash of Clans
Purchase gems
...but I don’t have time to stop
to read the message
...but I don’t have the money
spend
...but I don’t have cell signal
to look it up
Context = constraints
Time Don’t have enough time Need to fill out a form
with 50 fields
Money Don’t have enough money
or don’t want to spend it
The price for 500 gems
seems too high
Brain cycles Don’t want to think hard or
give attention to it
Article is too long and in
depth to read at the end
of a long day
Context = constraints
Social
deviance
Don’t want to break social
rules
Don’t want to listen to a
loud video on the bus
Non-routine Don’t have the action
ingrained as a habit
Keep forgetting that there
are deals available
Physical
effort
Don’t want to expend
physical energy
Too far to walk
Facility Don’t have what I need Don’t have a network
connection
The Action Cycle
Reward
Motivation
Action
Context
Trigger
Getting Users to Start Actions
We have techniques to keep users performing
actions (coming up)
But how do we get them to start actions?
Triggers notify the user of the possibility of
performing the action. If sufficiently motivated and
in the right context, user performs the action and
receives the reward.
Introducing Triggers
Gets noticed by the user
Reminds the user of the action that leads to reward
Occurs when the trigger can be most useful
Successful Triggers
Spark – increase motivation
Facilitator – improve context
Signal – remind user of the reward
Three Kinds of Triggers
Low
Motivation
High
Motivation
Restrictive
Context
Conducive
Context
Signal
Spark
Facilitator
DESIGNING FOR
HUMANS
“Gamification is design that places the most emphasis on human motivation in
the process. In essence, it is human-focused design as opposed to function-
focused design.”
Yu-kai Chow
Verb + Object + Modifier
Goals are not actions
Modifiers are your competitive advantage
Define Goal Statements
I Want To...
Get to my office fast and hassle-free
Cure my boredom in a fun way and with friends
Find out yesterday’s score when I have a moment
Goal Statement – Verb + Object + Modifier
“I want to get to my office fast and hassle-free”
Use Case – Person + Action + Result
“As a driver, I want to map my route to get to my office.”
Goals Statements vs. Use Cases
Design Steps
Sketch → Storyboard → Wireframe → Design
When we design for humans, we
have to lower the friction of action
as much as we can
“Don’t Make Me Think”
Maslow’s Hierarchy of Needs
Physiological
Safety
Love & Belonging
Esteem
Self-Actualization
UX Design Hierarchy of Needs
Functionality
Reliability
Usability
Proficiency
Creativity
Desktop → Mobile
Avoid simply porting
Rethink mobile characteristics
Understand user contexts like
location, time of day, etc.
Take advantage of signals
Streamline → scroll is OK
UX is everyone’s responsibility
Don’t gold plate design
Everyone’s a designer, don’t be
offended
If you get stuck, reframe the
problem
Keep In Mind...
GUIDE
YOUR USERS’
BEHAVIOR
“A nudge is any aspect of the choice architecture that alters people’s behavior
in a predictable way without forbidding any options or significantly changing
their economic incentives.”
Richard Thaler
Motivations
Sustenance
Family
Safety
Shelter
Health
Procreation
Scarcity
Predictability
Accomplishment
Independence
Usefulness
Purpose
Idealism/Morality
Social Contact
Social Status
Social Influence
Intimacy
Confidence
Friendship
Acceptance
Physical Activity
Mental Activity
Curiosity
Collecting
Ownership
Bliss/Order
Meaning
Vengeance
Power
Honor
Life is a game in which
happiness is the goal.
Frederick Lenz
Achiever
Explorer
Socializer
Competitor
Survivor
Gamer Personas
Techniques for gamer personas that are used in
mobile game design that can be used to nudge and
guide user behavior
Game Mechanisms
Physical Activity
Mental Activity
Curiosity
Collecting
Ownership
Bliss/Order
Meaning
Vengeance
Power
Honor
Achiever
Sustenance
Family
Safety
Shelter
Health
Procreation
Social Contact
Social Status
Social Influence
Intimacy
Confidence
Friendship
Acceptance
Usefulness
Purpose
Idealism/Morality
Scarcity
Predictability
Accomplishment
Independence
Achievement
Appointment dynamic
Boosters
Boss fights
Cascading information
Countdown timer
Dangling
Delayed feedback
Desert oasis
Destiny’s child
Achiever Mechanisms
Earned lunch
Epic meaning
Ephemeral opportunity
Fixed interval rewards
Fixed ratio rewards
Glowing choice
High five
Humanity hero
Last mile drive
Magnetic caps
Milestone unlocks
Mini-quests
Modifiers
Narrative
Options pacing
Progression dynamic
Quest lists
Urgent optimism
Variable interval rewards
Variable ratio rewards
Achiever Mechanisms
Progress loss
Prize pacing
Physical Activity
Mental Activity
Curiosity
Collecting
Ownership
Bliss/Order
Meaning
Vengeance
Power
Honor
Explorer
Sustenance
Family
Safety
Shelter
Health
Procreation
Social Contact
Social Status
Social Influence
Intimacy
Confidence
Friendship
Acceptance
Usefulness
Purpose
Idealism/Morality
Scarcity
Predictability
Accomplishment
Independence
Alfred effect
Avatar
Beginner's luck
Behavioral momentum
Blank fills
Blissful productivity
Build from scratch
Collection sets
Easter eggs
Endless games
Explorer Mechanisms
Evolved UI
Exchangeable points
FOMO
Free lunch
Fun once, fun always
Lottery
Loyalty
Moats
Monitor attachment
Obvious wonder
Oracle effect
Overlay tutorial
Ownerships
Plant pickers
Pride
Protection
Rightful heritage
Status quo sloth
Sunk cost prison
The big burn
Explorer Mechanisms
Torture breaks
Virtual goods
Visual grave
Physical Activity
Mental Activity
Curiosity
Collecting
Ownership
Bliss/Order
Meaning
Vengeance
Power
Honor
Socializer
Sustenance
Family
Safety
Shelter
Health
Procreation
Social Contact
Social Status
Social Influence
Intimacy
Confidence
Friendship
Acceptance
Usefulness
Purpose
Idealism/Morality
Scarcity
Predictability
Accomplishment
Independence
Brag button
Communal discovery /
problem-solving
Conformity anchors
Elitism
Friending
Group quests
Mentorship
Privacy
Recruiter burden
Socializer Mechanisms
Scarlet letter
See-saw bump
Social fabric of games
Social prod
Social treasuring and gifting
Tout flags
Viral game mechanics
Water cooler
Q&A
Sharing with friends
Sharing with like-mindeds
Endorsement
Conversation
Invitation
Socializer Mechanisms
Physical Activity
Mental Activity
Curiosity
Collecting
Ownership
Bliss/Order
Meaning
Vengeance
Power
Honor
Competitor
Sustenance
Family
Safety
Shelter
Health
Procreation
Social Contact
Social Status
Social Influence
Intimacy
Confidence
Friendship
Acceptance
Usefulness
Purpose
Idealism/Morality
Scarcity
Predictability
Accomplishment
Independence
Achievement symbols /
points
Cross-platform companion
gaming
Crowning
Envy
Instant feedback
Leaderboard
Competitor Mechanisms
Poison pickers
Real-time control
Status
Physical Activity
Mental Activity
Curiosity
Collecting
Ownership
Bliss/Order
Meaning
Vengeance
Power
Honor
Survivor
Sustenance
Family
Safety
Shelter
Health
Procreation
Social Contact
Social Status
Social Influence
Intimacy
Confidence
Friendship
Acceptance
Usefulness
Purpose
Idealism/Morality
Scarcity
Predictability
Accomplishment
Independence
Physical Activity
Mental Activity
Curiosity
Collecting
Ownership
Bliss/Order
Meaning
Vengeance
Power
Honor
Caution!
Sustenance
Family
Safety
Shelter
Health
Procreation
Social Contact
Social Status
Social Influence
Intimacy
Confidence
Friendship
Acceptance
Usefulness
Purpose
Idealism/Morality
Scarcity
Predictability
Accomplishment
Independence
BUILD YOUR
MOBILE EXPERIENCE
“Building mobile experiences isn’t about shrinking the desktop experience and
removing existing features. It’s about expanding and evolving that experience to
take advantage of mobile features. Don’t port, rethink.”
Jeff Eddings
Develop a vision
Background and motivation
Goals and objectives
User stories
Screenshots
Wireframes
User flows
Support content blocking
Implement a "live" toggle
Source control
Estimate capacity/traffic
Initial load tests
Get internal name approval
Estimate computing
resources
Get network bandwidth
Get machine resources
Get approval/quota for
shared resources
Productionize your service
Run final load tests
Put launch onto calendar
Get a logs review
Get a production review
Get a legal review
Setup customer support
process
Get a product/feature name
Engineering product review
Legal issues review (TOS)
Finance review
PR review
Marketing strategy review
Security review
Preliminary UI review
Accessibility review
Cookie/privacy review
Production review
Define and implement a
logging plan
Define and implement a
latency plan
Get a final UI review
Get a usability review
Internationalization plan
Security code audit
Instrument for monitoring
Implement rate limiting
Production-ready code
Get a DNS name
Register new top-level
domains
Register additional domains
for squatting protection
Localize product UI and
documentation/help
Run latency experiments
and get latency approval
Develop a launch metrics
dashboard
Run final security scan
Create a release branch
Develop a push process
Setup new DNS names
Add meta description
Get launch approvals
Announce launch
Monitor launch and metrics
Prioritize issues
Prioritize enhancements
Integration plan
Error conditions
Abuse control plan
Business model
Success metrics
Monitoring and health
metrics
Competitive information
Caveats and risks
Projected costs
Document history and sign-
off
Design doc
Peer product review
Expectations are critical in
building and launching a mobile experience
Expectations need to be set and met
Set and Meet Expectations
What is a roadmap?
A roadmap is a list of expectations that are to be
set with clear indication of how and when they will
be met
Mobile Development Roadmap
User
Research
and Design
4-6 weeks
Development
2-9 months
Alpha /
Dogfood /
Beta Launch
2-4 weeks
Official
Launch
1 week
Fixes &
Optimizations
2-4 weeks
New Features &
Improvements
2-3 months
Mobile Development Roadmap
Native
Pros
- Offline
- Access to device
- Control of UI
- Interactive/gaming
Cons
- More expensive
- Longer dev & update
Native App vs. Mobile Web
Web
Pros
- Single version
- Instant update
- Cheaper
- Faster
Cons
- Internet needed
- Limited by browser
iOS
Pros
- Better experience
- Fewer crashes
- More app usage
- Spend more
Cons
- More expensive
- Harder app mgmt
iOS vs. Android
Android
Pros
- Great dashboard
- Larger market base
- Easier/cheaper dev
- Same-day iteration
Cons
- Fragmentation
- Spends less
Shipping
is better than
complete or perfect
Pick a platform, build, and learn before building on
another platform
Pick → Build → Learn
Internal
4X longer to build
Control over product
Develop skills internally
Less reliance externally
Internal vs. Outsourced
Outsourced
Much faster
Already have resources
Test on many platforms
More reliable delivery
Do you specialize in mobile development?
Can I see examples?
Who are your current and previous clients?
Who will work on my project?
How busy are you right now?
How much does it cost and how long will it take?
Outsourced – Questions to Ask
Do I have the right mobile eng, QA, and design skills?
Are the people on the team a cultural fit for mobile?
Do I have the right tools in place for collaboration?
Do I have the right tools and processes for testing mobile?
Internal – Questions to Ask
If possible, have the build and
design team sit together – both
internal and outsourced
If not possible, have them always
available via video conferencing
(avoid large time zone differences)
Together → builds trust, trains
internal team
Build Together
Higher growth
Maximum payload size
Pagination
Retry
Backend: Mobile vs. Desktop
Mobile backend development
is different from desktop
Latency
Single API call per screen
API versioning
Security is top priority, including app security
Understand all components and possible breach vectors
Authentication needs to be carefully defined
Backend: Mobile Security
LAUNCH YOUR
MOBILE EXPERIENCE
Staged Launch
Internal Alpha
Dogfood
External Beta
Launch
“Would you use this app again?”
Small group of testers you know well
Typically the team + managers + friends
Internal Alpha
“What’s wrong with this app?”
Broader group of users, usually limited to
employees or friends and family
Lots of bug fixing and crash prevention
Dogfood
“Is this an app that would see yourself using?”
Controlled set of external users
Use the store to control user set
External Beta
“T minus 5, 4, 3, 2, 1...we have lift-off!”
Start by rolling it out to a percentage of users
As long as major bugs aren’t being reported, push
to 100%
Launch
AFTER THE LAUNCH
Post-launch big fixes
Regular cadence for ongoing updates
Establish a Rhythm for Updates
Ratings and reviews
Feedback loops
Usability studies and surveys
Listen but don’t jump and build
Keep the team involved
“Animation Hack Day”
Feedback and Updating
User Activity
Daily/monthly unique visitors
Daily/monthly active users
Average session time
Metrics
Conversion and Retention
User conversion rate
Day 1/3/7 and daily/monthly/lifetime retention rate
User sentiment and net promoter score (NPS)
Metrics
Revenue
Average revenue per user
User acquisition cost
User lifetime value
Metrics
Team
Product and feature velocity
Product and feature quality
Team happiness
Metrics
Manage up and around
Brand management
Expansion plans – platform, OS, international
Other Post-Launch Activities
Credits
Richard Bartle – Taxonomy of Player Types
mud.co.uk/richard/hcds.htm
Yu-Kai Chuo – Octalysis Framework
yukaichou.com
Ernest Adams & Joris Dormans – Game Mechanics
en.wikipedia.org/wiki/Game_mechanics
B. J. Fogg – Behavior Model
www.behaviormodel.org/
Credits
Steven Bradley – Design Hierarchy of Needs
www.smashingmagazine.com/2010/04/designing-for-a-hierarchy-of-
needs/
Cass Sunstein & Richard Thaler – Choice Architecture
www.sas.upenn.edu/~baron/475/choice.architecture.pdf
Steven Reiss – Profile of Human Needs
www.idspublishing.com/page11/
Steve Krug – Don’t Make Me Think
www.sensible.com/dmmt.html
THANKS!
Jeff Eddings

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