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

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  • hello
    a mix of general mobile UX

  • some context...
    7 years in mobile
    push ui boundaries,
    ideas lab for mobile user interfaces
    10 person team in Brighton
  • it’s the UX that makes the platform and your app stand out
    Golden nuggets
    Quite a simple and straightforward session
    apply to whatever platforms you’re working on

  • Physical interactions e.g. Touchscreen, haptics, etc
    Tangible era, 20 years
  • So many things to consider and more so in the future...
  • Brought us to mobile 7 years ago...

  • Constraints make mobile interesting. A challenge.
    If you're not aware of the constraints, the UX will be poor.
    Make the most of constraints
  • Efficiency, relevancy,

  • Android is now the most popular platform for developers
  • Platform concurrency. Most developers work on multiple platforms - on average, 2.8 platforms per developer, based on sample of 400 respondents

    - Developer Economics Report 2010, Telefonica
  • left: device install base
    right: num of apps in the store

  • fingernail interaction rather than a finger interaction
    Broken app store (discoverability)
    Poor UX
    Many good lessons learnt
  • Windows Phone 7 is here!
    UX comes first
    OS Built from scratch
    Discoverability fixed
    Quality over quantity
    Flash support coming soon after launch, we’re told...
  • Highly glanceable
    Allows users to find their way
    Simple, elegant, powerful, universal
    Not overpowering

  • tell me more....

  • What emotion do you want to evoke?
    Does my app make me smile?

  • understand your users
  • understand your users
  • Like a large bag of chocolate buttons
    single early failure - non returning user
    Glance and Go

  • Duration of experience is getting longer
    Slate devices - more relaxed, explorative experiences
    eBay app - 4 times more money spent on iPad than iPhone (ref?)
  • Motorola
    Exit, Quit,
  • Swiss army knife. Technological advancement and usability
    pink: iPhone 3GS, green: iPhone 3G,
    the rest: single-function devices aka cameras
    blue: Nikon D90

  • Miniaturisation (shrinking things down) vs
    Mobilisation (process of selecting the features most important to the user given the mobile context)
  • Think about the core feature(s)

    If you can't get it right in 2D, don't even consider going into 3D. Complexity and poor UX for the sake of an 80s buzz word.
    Simpler, more usable interfaces - consider the forgotten (and rapidly growing) markets
  • grocery - little and often.
    Speed is key
    Design around this
  • dig as much as possible
    don’t make assumptions
    Blackberry’s biggest market is not enterprise
    It’s games. Why. BBM and qwerty keyboards

  • over the current app-centric state
  • focus shifts from app to person
    ppl first, function second
  • [todo] wireframe doc here
  • Rec. touch Target size is 9mm
    Min touch target != < 7mm
    2mm min spacing
    Visual size is 60-100% of the target size
    Makes the experience more usable

  • Rec. touch Target size is 9mm
    Min touch target != < 7mm
    2mm min spacing
    Visual size is 60-100% of the target size
    Makes the experience more usable
  • Tap, dbl tap, touch and hold, pan, flick, pinch and stretch
    Consistency is key

  • UX is an art and is hard
    minimising the number of subconscious questions the user needs to make
  • minimising the number of subconscious questions the user needs to make

  • 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:
    7. 7. Who wants a challenge? MOBILE UX DESIGNERS! Pressure Accelerometer Time of day Gesture Microphone Haptics ... photo source:
    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.
    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:
    20. 20. Source: 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:
    21. 21. Source: 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:
    22. 22. photo source: 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?
    25. 25. (changing) human behaviours understand the behaviours what finger does the younger market press the doorbell with?
    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
    29. 29. More than just a phone WAKE UP CANON & NIKON Source:
    30. 30. PART 6 Other things to consider...
    31. 31. Mobile is not about making things smaller Miniaturisation vs Mobilisation
    32. 32. Simpler interfaces are better Minimise the subconscious questions Balance efficiency, effectiveness & satisfaction Improve glance-ability photo source:
    33. 33. Simpler != dumb JUST REMEMBER TO FOCUS ON THE CORE FUNCTION an eReader app should focus on the ‘reading experience’ photo source:
    34. 34. Think twice about your audience IT PAYS TO DO YOUR HOMEWORK Analytics Network provider Device platforms Devices Firmware versions etc... photo source:
    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:
    46. 46. Passion “We haven’t worked in 3 years” Be curious. Question everything photo source:
    47. 47. thank you @ribot