!
MASTERCLASS:
DESIGNING FOR THE
MOBILE WORLD
!
!
!
MEET DAVE
AND GABE
1. THE CURRENT STATE 

OF MOBILE
2. DESIGNING FOR A
MOBILE WORLD
3. DIGITISING VIVID 

SYDNEY
!
!
THE CURRENT
STATE OF MOBILE
!
WHY ARE MOBILE
EXPERIENCES
SO IMPORTANT?
OF AUSTRALIANS OWN A
SMARTPHONE
65%
MILLION AUSSIES ARE
EMBRACING MOBILE
15.2
REFERENCED FROM: WWW.THINKWITHGOOGLE.COM/MOB...
OF USERS BROWSE DAILY ON
THEIR MOBILE DEVICE
REFERENCED FROM: WWW.THINKWITHGOOGLE.COM/MOBILEPLANET
90%
OF THEIR DAILY MEDI...
WE SEARCH ON OUR MOBILE
1ST OVER OTHER DEVICES
REFERENCED FROM: WWW.THINKWITHGOOGLE.COM/MOBILEPLANET
1
OF SEARCH IS
LOCATI...
WOULD RATHER GIVE UP TV
THAN THEIR MOBILE DEVICE
REFERENCED FROM: WWW.THINKWITHGOOGLE.COM/MOBILEPLANET
30%
SAY THEIR MOBIL...
THE CURRENT STATE OF MOBILE
TODAY,
NOT DESIGNING
FOR MOBILE IS
STUPID.
!
5 DELIGHTFUL
MOBILE
EXPERIENCES
MOST POWERFUL ARM // CAMPAIGN
MOST POWERFUL ARM // CAMPAIGN
MOST POWERFUL ARM // CAMPAIGN
ANZ BUZZ
ANZ BUZZ // TABLET EXPERIENCE
ANZ BUZZ // TABLET EXPERIENCE
TENNIS AUSTRALIA // SOCIAL SHACK
MICOACH ELITE // ADIDAS
MICOACH ELITE // ADIDAS
MICOACH ELITE // ADIDAS
SWAJP // DAREVILLE
SWAJP // DAREVILLE
SWAJP // DAREVILLE
SWAJP // DAREVILLE
!
DESIGNING
FOR MOBILE
!
WHAT
TO CONSIDER
KNOW YOUR USERS
WHAT’S YOUR BIG IDEA?
SKETCH AND ITERATE
PROTOTYPE YOUR EXPERIENCE // REFLECTOR
TESTING WITH USERS // INVISION
DESIGN ON A MOBILE SCREEN // SKALA APP
!
CHOOSING
THE RIGHT

APPROACH
NATIVE MOBILE APP
AN APPLICATION DEVELOPED FOR USE
ON A PARTICULAR DEVICE.
POSITIVES NEGATIVES
• Works with the device’s b...
MOBILE SPECIFIC WEBSITE
A SITE OPTIMISED SPECIFICALLY
FOR THE MOBILE EXPERIENCE.
POSITIVES NEGATIVES
• Typically a simplifi...
RESPONSIVE WEBSITE
POSITIVES NEGATIVES
A SITE CREATED TO DELIVER AN OPTIMAL
VIEWING EXPERIENCE ACROSS A WIDE
RANGE OF DEVI...
!
DIGITISING
VIVID SYDNEY
THE BRIEF
WHAT IF YOU COULD CREATE A
DELIGHTFUL MOBILE EXPERIENCE
THAT HELPED CONNECT VIVID SYDNEY
WITH ITS VISITORS?
THE BRIEF
THINK ABOUT…
• What mobile experiences could you create that makes the festival a more
delightful, interactive a...
1. GET INTO GROUPS 

OF 4-5
2. SKETCH AN IDEA & GIVE
IT AN ELEVATOR PITCH
3. PRESENT THE IDEA

BACK TO EVERYONE
!
THE PLAN
WHAT A SKETCH CAN LOOK LIKE
Masterclass: Designing for the Mobile World
Masterclass: Designing for the Mobile World
Masterclass: Designing for the Mobile World
Masterclass: Designing for the Mobile World
Masterclass: Designing for the Mobile World
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Masterclass: Designing for the Mobile World

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On the 12th of March, Art Director Gabriel Tamborini and Designer Gabriel Tamborini took over the Apple store Sydney, offering up their insights and tips on designing for digital in a mobile world.

Find out more about Reactive's takeover of the Apple store here http://bit.ly/PJgBHR

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Masterclass: Designing for the Mobile World

  1. 1. ! MASTERCLASS: DESIGNING FOR THE MOBILE WORLD ! !
  2. 2. ! MEET DAVE AND GABE
  3. 3. 1. THE CURRENT STATE 
 OF MOBILE 2. DESIGNING FOR A MOBILE WORLD 3. DIGITISING VIVID 
 SYDNEY !
  4. 4. ! THE CURRENT STATE OF MOBILE
  5. 5. ! WHY ARE MOBILE EXPERIENCES SO IMPORTANT?
  6. 6. OF AUSTRALIANS OWN A SMARTPHONE 65% MILLION AUSSIES ARE EMBRACING MOBILE 15.2 REFERENCED FROM: WWW.THINKWITHGOOGLE.COM/MOBILEPLANETTHE CURRENT STATE OF MOBILE
  7. 7. OF USERS BROWSE DAILY ON THEIR MOBILE DEVICE REFERENCED FROM: WWW.THINKWITHGOOGLE.COM/MOBILEPLANET 90% OF THEIR DAILY MEDIA INTERACTION 38% THE CURRENT STATE OF MOBILE
  8. 8. WE SEARCH ON OUR MOBILE 1ST OVER OTHER DEVICES REFERENCED FROM: WWW.THINKWITHGOOGLE.COM/MOBILEPLANET 1 OF SEARCH IS LOCATION BASED 77% THE CURRENT STATE OF MOBILE ST
  9. 9. WOULD RATHER GIVE UP TV THAN THEIR MOBILE DEVICE REFERENCED FROM: WWW.THINKWITHGOOGLE.COM/MOBILEPLANET 30% SAY THEIR MOBILE IS THE BEST WAY TO KILL BOREDOM 67% THE CURRENT STATE OF MOBILE
  10. 10. THE CURRENT STATE OF MOBILE TODAY, NOT DESIGNING FOR MOBILE IS STUPID.
  11. 11. ! 5 DELIGHTFUL MOBILE EXPERIENCES
  12. 12. MOST POWERFUL ARM // CAMPAIGN
  13. 13. MOST POWERFUL ARM // CAMPAIGN
  14. 14. MOST POWERFUL ARM // CAMPAIGN
  15. 15. ANZ BUZZ
  16. 16. ANZ BUZZ // TABLET EXPERIENCE
  17. 17. ANZ BUZZ // TABLET EXPERIENCE
  18. 18. TENNIS AUSTRALIA // SOCIAL SHACK
  19. 19. MICOACH ELITE // ADIDAS
  20. 20. MICOACH ELITE // ADIDAS
  21. 21. MICOACH ELITE // ADIDAS
  22. 22. SWAJP // DAREVILLE
  23. 23. SWAJP // DAREVILLE
  24. 24. SWAJP // DAREVILLE
  25. 25. SWAJP // DAREVILLE
  26. 26. ! DESIGNING FOR MOBILE
  27. 27. ! WHAT TO CONSIDER
  28. 28. KNOW YOUR USERS
  29. 29. WHAT’S YOUR BIG IDEA?
  30. 30. SKETCH AND ITERATE
  31. 31. PROTOTYPE YOUR EXPERIENCE // REFLECTOR
  32. 32. TESTING WITH USERS // INVISION
  33. 33. DESIGN ON A MOBILE SCREEN // SKALA APP
  34. 34. ! CHOOSING THE RIGHT
 APPROACH
  35. 35. NATIVE MOBILE APP AN APPLICATION DEVELOPED FOR USE ON A PARTICULAR DEVICE. POSITIVES NEGATIVES • Works with the device’s built-in features (e.g. accelerometer, GPS, light sensors, bluetooth, WiFi) • Because they are native, they can use the devices native interactions, making the design experience more seamless for user. • They perform faster on the device • Content can be accessed offline once the app is installed as it can be downloaded with the app ! ! ! • Native apps tend to be a more expensive proposition, especially when they need to be re-created for multiple platforms • The cost of maintenance in much higher, as multiple versions needs to be managed • The process of getting the app approved at the app store can prove to be long and tedious • Users on mobile platforms may be on different versions, which means you need to make sure your app is backwards compatible as well ! !
  36. 36. MOBILE SPECIFIC WEBSITE A SITE OPTIMISED SPECIFICALLY FOR THE MOBILE EXPERIENCE. POSITIVES NEGATIVES • Typically a simplified experience of the website that focuses on giving users quick access to the most important information relevant to them as they explore via a mobile device (e.g. click to call, location information, enquiry forms) • No download or installation required, unlike a mobile application ! ! ! ! ! ! • Is a variation of your desktop website, and therefore requires its own content, separate from the desktop website • Mobile websites do not use native operating system interactions; they’re defined by HTML and CSS which means they may run slower or be more restrictive • Cannot be accessed offline, like a mobile app ! ! ! ! !
  37. 37. RESPONSIVE WEBSITE POSITIVES NEGATIVES A SITE CREATED TO DELIVER AN OPTIMAL VIEWING EXPERIENCE ACROSS A WIDE RANGE OF DEVICES. • You only need to manage content in one place, rather than having to re-create content to suit different experiences • Any updates to a responsive website are applied across the viewing experience as well (desktop, mobile, tablet) • Your website will optimise to suit any device it’s being viewed on, meaning your site is accessible by anyone, no matter how they’re exploring it ! ! ! ! • Designing and developing a responsive website means you need to consider how your site will work across all devices at one time • Creating content for responsive websites means you need to consider how your content will react to the layout changes as it gets resized (e.g. images in portrait/landscape) • Less real-estate on mobile devices and users who are on the move means you need to consider how your experience supports a users behaviour more thoroughly ! ! ! !
  38. 38. ! DIGITISING VIVID SYDNEY
  39. 39. THE BRIEF WHAT IF YOU COULD CREATE A DELIGHTFUL MOBILE EXPERIENCE THAT HELPED CONNECT VIVID SYDNEY WITH ITS VISITORS?
  40. 40. THE BRIEF THINK ABOUT… • What mobile experiences could you create that makes the festival a more delightful, interactive and engaging experience? • What could you do to keep people in the loop and up-to-date with what’s going on at the festival while out and about? • How could you use social media to connect visitors with the festival or its contributors?? • How could you encourage creatives to get involved and share their ideas as part of the festival? • What if you could use your mobile device to connect and interact with a light installation? what could you do?
  41. 41. 1. GET INTO GROUPS 
 OF 4-5 2. SKETCH AN IDEA & GIVE IT AN ELEVATOR PITCH 3. PRESENT THE IDEA
 BACK TO EVERYONE ! THE PLAN
  42. 42. WHAT A SKETCH CAN LOOK LIKE

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