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Mobile User Experience - Inductive Design Process


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Presentation for Denver Titanium Users Meetup -- first revision based on questions and feedback at the meeting. Newly added: 1)links go great pattern resources 2)slide showing sketch, wireframe, mockup 3)side-by-side reference of Android and iOS design guidelines, 4)design go-to questions slide reflects Paul's comment about rich experiences. Next revision: concrete examples and images! Thanks for your thoughts, guys!

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Mobile User Experience - Inductive Design Process

  1. 1. Mobile UX A contextual design perspective For Titanium User Group Jen Shurley. 9.23.2013. @jens_cam
  2. 2. A user experience perspective
  3. 3. Mobile as a part of someone’s life and environment
  4. 4. Structure of talk: iceberg • App show (concrete first) • A contextual perspective on UX design • Conversation about design patterns Webb et al 2008
  5. 5. Starting point: black hole to do list. David Allen - GTD Life Hacker 18 Minutes Real Simple Magazine Family art night cards
  6. 6. App goals • Reduce cognitive and emotional load induced by long lists of cleaning tasks • Provide randomly selected, limited choice of ridiculously easy goals • Timebox • Don’t optimize everything; choose.
  7. 7. Tools used • Initial Design – Mocks and Wireframes – Pen and paper. – Google docs for user stories – Adobe Illustrator – (b/c you can build mocks right on wireframes) • Moving forward – TFS for ALM (show user stories) – C#, ASP.NET, host in Azure
  8. 8. Tap Flow, Wireframe Low High fidelity Sketch Mockup Visual Skins
  9. 9. This is kind of like using design patterns…
  10. 10. TFS is the ALM
  11. 11. “don’t design [just] for yourself” • You - Your felt experience, as a human, can provide valuable information • Users – empathetic observations, interviews, usability tests • Experts – design patterns, design libraries, large usability studies
  12. 12. Suspending bias, generating empathy What?? HOW FASCINATING! Huh?
  13. 13. Learning about a user’s experience • Go beyond asking users “what do you want us to build?” • Notice: watch how users interact with prototypes, paper prototypes, competing products • Ask: discover their goals, values, the way they organize their thoughts on something.
  14. 14. Go-to questions As a Contextual Researcher • Under what conditions? • What are the different ways that people see this problem? • “Tell me more about that” (suspend bias) As a Designer • Does is make sense for this app to be simple, or should we provide a richer experience? • Is there hierarchy and differentiation? • How does the design support the function? • How do visual elements relate and work together?
  15. 15. Learning Resources I have found helpful • • Smashing magazine and ebooks • Lean UX and Lean UX for startups • Josh Clark’s Myths in Mobile presentation ile-context-myth-fowd.pdf • A List Apart books
  16. 16. Questions - design patterns • Your take on x design pattern • Others that are really important • Things you wish designers would take into consideration when designing for mobile
  17. 17. Android design guidelines
  18. 18. • ation/userexperience/conceptual/mobilehig/index. html#//apple_ref/doc/uid/TP40006556-CH66-SW1 iOS design guidelines Other pattern resources & lists • • you-can-get-best-mobile-ui-design-patterns/ • design-and-interaction-patterns • •
  19. 19. Josh Clark • Mobile Context Recap: • Mobile is not rushed or less. • Complex is not complicated. • Tap quality not tap quantity. • Focus for all platforms. • No such thing as mobile web. • Don’t think app: think service. • Metadata is the new art direction. day-1-review/
  20. 20. Android Design Principles • – – – – • – – – – – – – – • – – – – – iOS Design Principles Aesthetic Integrity • how well an app’s appearance and behavior integrates with its function to send a coherent message. Consistency • pays attention to the standards and paradigms people are comfortable with and it provides an internally consistent experience Direct Manipulation • When people directly manipulate onscreen objects instead of using separate controls to manipulate them, they're more engaged with their task and it’s easier for them to understand the results of their actions. Feedback • Feedback acknowledges people’s actions, shows them the results, and updates them on the progress of their task. Metaphors • When virtual objects and actions in an app are metaphors for familiar experiences—whether these experiences are rooted in the real world or the digital world—users quickly grasp how to use the app. User Control • People—not apps—should initiate and control actions. An app can suggest a course of action or warn about dangerous consequences, but it’s usually a mistake for the app to take decision-making away from the user.
  21. 21. patterns http://uxdesign.smashingmaga patterns-for-mobile-apps- search-sort-filter/ Great article about search, sort and filter with lots of examples http://uxdesign.smashingmaga patterns-when-breaking-rules- ok/ If I wanted to give a talk on design patterns, I would base it heavily on this! Mobile design principles bile-multidevice Collection of articles from respected thought leaders ganizing-mobile Luke Wroblewski’s principles for mobile