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Design for Every Screen

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Even for the simplest, most-focused product, your users will engage in multiple ways, and in multiple channels. Learn about a user centric approach to developing a target experience to guide better, more efficient design, planning and implementation of your product.

Steven Hoober has been practicing UX and IxD for 15 years, and has been designing mobile products since 1999. His mobile work has included design of browsers, e-readers, search, NFC, mobile banking, data communications, location, and OS overlays. Steven spent eight years at U.S. mobile operator Sprint, and has also worked with AT&T, Qualcomm, Samsung, Skyfire, Bitstream, VivoTech, The Weather Channel, Lowe's, and Hallmark Cards. He has a just-released book of patterns, Designing Mobile Interfaces from O'Reilly.

Published in: Technology, Business
  • I think it's actually in the notes. I recall saying that repeatedly when I've presented it. But I almost don't even explicitly design for accessibility, because so many of the core principles of use for every user (or for web, semantic markup) automatically make the products pretty to very good for low-vision users or screen readers.
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  • Surprised that this presentation doesn't seem to talk about accessibility issues. You need to design for every screen, including readers for the blind.
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Design for Every Screen

  1. 1. Design forEvery ScreenDesigning Mobile Interfaces:Patterns for Interaction Design 1
  2. 2. What is Mobile? 2
  3. 3. Design for Clients“What we need is… “• Trends• Fashion• Competition• Please the boss 3
  4. 4. Design for What You Know 4
  5. 5. You Are the Mobile Team 5
  6. 6. Design for Every Screen 6
  7. 7. Design for Everything• Desktop consumer web • SMS• Mobile web • MMS• Mobile app • IVR• Store terminals • TV• Call center terminals • Projection• Call center logging • Touch• Call center scripts • Gesture• Kiosks • Shared interfaces• Printed bills • Pen input• Bill inserts • Biometrics• Envelope printing • Location• Emails • Environments 7
  8. 8. Design for Experiences 8
  9. 9. Design for Connections 9
  10. 10. Design for Connections 10
  11. 11. Design Principles• Gather information• Design for users, tasks, and goals• Do not design for technology, interfaces or platforms• Create a blueprint of the whole service• Design to target experiencesUse that to create IAs (and then interaction flows, wires, etc.) for each channel. 11
  12. 12. Design for UsersUser-Centered Design informs your decisions.Before you can design, you have to define:• Audience• Purpose• Context 12
  13. 13. Design for ServicesService Design principles may inform the process even more.Key elements that have to be defined, using formal processes, are:• Actors• Scenarios• Components 13
  14. 14. How About an Example? 14
  15. 15. Every Platform We Can Think Of 15
  16. 16. One IA for All 16
  17. 17. Blueprint for Systems 17
  18. 18. One IA for eReaders 18
  19. 19. Another IA for Web 19
  20. 20. Blueprint the IxD & Interface 20
  21. 21. Branch for Platforms 21
  22. 22. A Checklist for Design• Blueprint: • Gather – Collect info • Define – Personas, objectives • List – All possible features • Filter – Keep only what you need • Group – Cluster and establish dependencies • Prioritize – Earlier and higher, in system or backlog • Arrange – Notional interfaces• IA, IxD (per channel) • Re-Filter – What cannot, should not be here • Branch – Executable IA • Optimize – Interaction, and interfaces 22
  23. 23. Implement for Every Screen 23
  24. 24. Communicate Objectives 24
  25. 25. Own Your Design 25
  26. 26. Gain Buy-In 26
  27. 27. Steven Hoobersteven@4ourth.com+1 816 210 0455@shoobe01shoobe01 on:www.4ourth.com 27

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