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Mobile User Experience 101


the current state of Mobile UX on
touchscreen devices



FlashCamp Manchester 2010 - 08.07.20...
PART 1

Introduction
a little bit about us
This is the most important
session today
PART 2

Lets get started
Analogue to Digital to Human
INTERACTIONS




               photo source: http://www.flickr.com/photos/josefstuefer/186974...
Who wants a challenge?
MOBILE UX DESIGNERS!




Pressure     Accelerometer        Time of day              Gesture

Microp...
Constraints
Constraints of mobile
THERE ARE MANY!


form factor           battery

network latency       context

input mechanism

mem...
Context of use
PART 3

The platforms
WebOS
Symbian
Android
iPhone/iPad
MeeGo
Windows Mobile
Mobile web...
2.8
Developer Economics Report 2010, Telefonica
http://www.visionmobile.com
Windows
mobile

is dead
Windows Phone 7
Panoramic experiences
Inspired by transportation
graphics
PART 4

A few statistics...
1 in 7 phones are returned
  BACK TO THE SUPPLIER


Source: 2005 Which report (UK study)




                             ...
Source: http://www.wdsglobal.com/news/whitepapers/20060717/MediaBulletinNFF.pdf




 63% of returned phones have
 no hardw...
Source: http://www.btplc.com/inclusion/Usefuldownloads/index.htm#designs




  Massive market for usable
  phones & apps
 ...
photo source: http://www.flickr.com/photos/fotopakismo/1071787439




How do you feel today?
PART 5

Behaviours
human behaviours


understand the behaviours

what finger do we use to press the
doorbell with?

                          ...
(changing) human behaviours


understand the behaviours


what finger does the younger market
press the doorbell with?

   ...
Time for a snack...
DATA-SNACKING


small snippets of info

30-60 seconds

simple, but repetitive

regular
Snack duration changing...
Re-use learnt behaviours
Re-use interactions inherent in the device

Minimise the number of surprises

soft key positions ...
More than just a phone
 WAKE UP CANON & NIKON




Source: http://www.flickr.com/cameras/
PART 6

Other things to consider...
Mobile is not about making
things smaller

Miniaturisation   vs                 Mobilisation




http://mobilewebbook.com
...
Simpler interfaces are better
Minimise the subconscious questions

Balance efficiency, effectiveness & satisfaction

Improv...
Simpler != dumb
JUST REMEMBER TO FOCUS ON THE CORE FUNCTION



                          an eReader app
                  ...
Think twice about your
audience
IT PAYS TO DO YOUR HOMEWORK



Analytics

Network provider

Device platforms

Devices

Fir...
PART 7

Future thoughts...
A task-centric future
People-first experiences
PART 8

The UI
Touch targets
Bad touch
targets
Good touch
targets
Gestures
PART 9

Wrapping up
Make the most of your
platform
The little things count




Polish makes the UX and app stand out

                     photo source: http://www.flickr.com...
Passion




“We haven’t worked in 3 years”

Be curious. Question everything
                          photo source: http:/...
thank you




@ribot
            http://www.flickr.com/photos/ronlayters/2402199783/
Mobile UX 101 @ Flash Camp Manchester
Mobile UX 101 @ Flash Camp Manchester
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Mobile UX 101 @ Flash Camp Manchester

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An overview of the current state of Mobile UX, presented to attendees of Flash Camp Manchester by Jerome and Antony from Ribot

Published in: Technology, Business
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Mobile UX 101 @ Flash Camp Manchester

  1. 1. Mobile User Experience 101 the current state of Mobile UX on touchscreen devices FlashCamp Manchester 2010 - 08.07.2010 Antony and Jerome, Co-founders, Ribot
  2. 2. PART 1 Introduction
  3. 3. a little bit about us
  4. 4. This is the most important session today
  5. 5. PART 2 Lets get started
  6. 6. Analogue to Digital to Human INTERACTIONS photo source: http://www.flickr.com/photos/josefstuefer/18697485/
  7. 7. Who wants a challenge? MOBILE UX DESIGNERS! Pressure Accelerometer Time of day Gesture Microphone Haptics ... photo source: http://www.flickr.com/photos/dunechaser/174945526
  8. 8. Constraints
  9. 9. Constraints of mobile THERE ARE MANY! form factor battery network latency context input mechanism memory computational power
  10. 10. Context of use
  11. 11. PART 3 The platforms
  12. 12. WebOS Symbian Android iPhone/iPad MeeGo Windows Mobile Mobile web...
  13. 13. 2.8 Developer Economics Report 2010, Telefonica
  14. 14. http://www.visionmobile.com
  15. 15. Windows mobile is dead
  16. 16. Windows Phone 7 Panoramic experiences
  17. 17. Inspired by transportation graphics
  18. 18. PART 4 A few statistics...
  19. 19. 1 in 7 phones are returned BACK TO THE SUPPLIER Source: 2005 Which report (UK study) photo source: http://www.flickr.com/photos/andricongirl/4567650298/
  20. 20. Source: http://www.wdsglobal.com/news/whitepapers/20060717/MediaBulletinNFF.pdf 63% of returned phones have no hardware/software faults SO, WHAT’S THE PROBLEM? Handset configuration / settings issue Struggling with functionality / usability of device Device did not meet expectations photo source: http://www.flickr.com/photos/tom_lin/3208454911/
  21. 21. Source: http://www.btplc.com/inclusion/Usefuldownloads/index.htm#designs Massive market for usable phones & apps YOU NEED TO DESIGN ‘INCLUSIVELY’ By 2020, over half of the UK population will be > 65 1 in 3 Europeans can benefit from an inclusive approach 65% of americans have lost interest due to complexity photo source: http://www.elmbrook.org/UserFiles/Image/Volunteer%20Opportunities/Elderly%20Hands.jpg
  22. 22. photo source: http://www.flickr.com/photos/fotopakismo/1071787439 How do you feel today?
  23. 23. PART 5 Behaviours
  24. 24. human behaviours understand the behaviours what finger do we use to press the doorbell with? http://www.flickr.com/photos/tscarlisle/107776922/
  25. 25. (changing) human behaviours understand the behaviours what finger does the younger market press the doorbell with? http://www.flickr.com/photos/phototropism/62931265/
  26. 26. Time for a snack... DATA-SNACKING small snippets of info 30-60 seconds simple, but repetitive regular
  27. 27. Snack duration changing...
  28. 28. Re-use learnt behaviours Re-use interactions inherent in the device Minimise the number of surprises soft key positions colour menu navigation tone of voice http://www.flickr.com/photos/8586443@N03/1491516038/
  29. 29. More than just a phone WAKE UP CANON & NIKON Source: http://www.flickr.com/cameras/
  30. 30. PART 6 Other things to consider...
  31. 31. Mobile is not about making things smaller Miniaturisation vs Mobilisation http://mobilewebbook.com http://www.flickr.com/photos/tridi_animeitor/2224661744/
  32. 32. Simpler interfaces are better Minimise the subconscious questions Balance efficiency, effectiveness & satisfaction Improve glance-ability photo source: http://www.flickr.com/photos/lagiuspo/92136687/
  33. 33. Simpler != dumb JUST REMEMBER TO FOCUS ON THE CORE FUNCTION an eReader app should focus on the ‘reading experience’ photo source: http://www.flickr.com/photos/lagiuspo/92136687/
  34. 34. Think twice about your audience IT PAYS TO DO YOUR HOMEWORK Analytics Network provider Device platforms Devices Firmware versions etc... photo source: http://www.flickr.com/photos/thomashawk/155918164/
  35. 35. PART 7 Future thoughts...
  36. 36. A task-centric future
  37. 37. People-first experiences
  38. 38. PART 8 The UI
  39. 39. Touch targets
  40. 40. Bad touch targets
  41. 41. Good touch targets
  42. 42. Gestures
  43. 43. PART 9 Wrapping up
  44. 44. Make the most of your platform
  45. 45. The little things count Polish makes the UX and app stand out photo source: http://www.flickr.com/photos/tom_lin/3186488124/
  46. 46. Passion “We haven’t worked in 3 years” Be curious. Question everything photo source: http://www.flickr.com/photos/taraethers/
  47. 47. thank you @ribot http://www.flickr.com/photos/ronlayters/2402199783/

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