Design Matters: A Mobile UX Manifesto

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A mobile UX manifesto delivered by Razorfish's Senior Information Architect Kyle Outlaw at the 2009 Think Mobile Conference in New York.

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Design Matters: A Mobile UX Manifesto

  1. Mobile Clients : Adidas, AOL, Audi, Axe, Best Buy, Carnival Cruiseline, Citi, Dow Jones, eBay, Godiva, JC Penney, Nike, Ralph Lauren, Visa, XM Radio and others Platforms: Mobile web, iPhone OS, Android Razorfish + Mobile Photo by DJ-Nike on Flickr
  2. prologue
  3. For the past several years our clients in Europe and Asia have been embracing mobile….
  4. Europe - Adidas
  5. Europe - AXE
  6. Asia - Nike
  7. But in the U.S. there wasn’t much demand for mobile, until….
  8. Photo by Vedia on Flickr
  9. All of a sudden, clients are interested in mobile (particularly iPhone) and are beginning to ask us a lot of (the same) questions…
  10. … so here are 5 principles to address the questions that clients are asking us.
  11. 5 principles For mobile UX
  12. Principle no. 1 – Get your hands dirty
  13.  Invest in innovation  Build skills, learn by doing  Ideally give money, or time  Freedom to fail  Share knowledge, archive experiments Principle no. 1 – Get your hands dirty
  14. Principle no. 2 – Choose your platform carefully
  15.  Know the target audience: what phones, OS, carriers customers are using  Device agnostic or native application (or hybrid)?  iPhone is probably the best bang for the buck (stability, exposure in iTunes) Principle no. 2 – Choose your platform carefully
  16. Sometimes mobile web makes more sense…
  17. Principle no. 3 – Embrace “mo-jile” Photo source: w3.org
  18.  Agile development seems particularly suited for mobile.  Cross-functional disciplines (creative, ux, tech)  Control of feature set  Rapid development process  Test early and often  Hybrid process – “mo-jile”? - Principle no. 3 – Embrace “mo-jile”
  19. A hybrid agile approach for mobile ux • High-Level Functionality • Contract • ProductBrief • Prioritized Features /Functions • High-level App Architecture & Roadmap • Prototype (key functionality) • Businessrules • Visual styleguide • Visual comps • Wireframes • Task flow diagrams • Code production • Supporting infrastructure Set-Up • Rapid User Testing • Release SOW > Visioning Phase > Agile Build Phase Sprint1 > Sprint2 > Sprint3 > Sprint4 >
  20. Core team snapshotFA • Supports Management of the Backlog • Explains functionality between the prototype and the real site • Attends both the Tech and UX scrums PM • Ensures alignment with business objectives and throughout process • Keeps project on track (timing and budget) Developer • Building the prototype into a real site • Bug fix of the real site • Launch Support Designer • Partnering with UX to fulfill the early development of comps, wireframes and copy decks that enable prototype development Experience • Creates a draft of stories for the planning meeting • Creates work flow through prototype • Leads Consumer Testing ContentandCopy • Validates that evolution of the prototype can be supported from a content feed perspective.
  21. v v v Principle no. 4 – Sweat the details
  22.  Don’t throw out the standard experience deliverables just yet  Application architecture diagram, wireframes, task flows, feature matrix  Gestural methods, sound, microphone, camera, accelerometer  UX suddenly got a lot more complicated - Principle no. 4 – Sweat the details
  23. Principle no. 4 – Sweat the details
  24. Principle no. 4 – Sweat the details
  25. Principle no. 5 – Be Unique
  26.  Difficult to stand out from the crowd  Take risks  Push the envelope technologically  Focus only on core features (strengths) - Principle no. 5 – Be Unique
  27. Principle no. 5 – Be Unique
  28. Principle no. 5 – Be Unique
  29. Principle no. 5 – Be Unique
  30. Principle no. 5 – Be Unique
  31. Principle no. 5 – Be Unique
  32. Principle no. 5 – Be Unique
  33. 1. Get your hands dirty 2. Choose your platform carefully 3. Embrace “mo-jile” 4. Sweat the details 5. Be unique Rinse + repeat 5 principles recap
  34. epilogue
  35. The iPhone has set a new benchmark for user experience Photo by duncandavidson on Flickr
  36. But is it just the tip of the iceberg? Photo source: Slashgear.com
  37. Augmented reality was available first on Android… Photo Source: Mobilizy.com
  38. Advanced telecommunications services on iPhone have been problematic… Photo source: Techcrunch.com
  39. PCs and Phones continue to converge
  40. New devices and platforms bring enormous possibilities coupled with potentially huge usability headaches.
  41. Welcome to the golden age of mobile usability…
  42. e: kyle.outlaw@razorfish.com t: @koutlaw

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