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Getting Good UX Into Mobile

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Originally Presented at Mobile Trends 2014 in Krakow, Poland on 16 January 2014

Almost all mobile apps fail to make back even their development costs. Add user-centric tactics and principles to help you understand users and their needs, and validate your ideas before you spend the time.

Getting Good UX Into Mobile

  1. 1. Getting Good UX Into Mobile A few tools & techniques we can all use @shoobe01 #mtc2014 1
  2. 2. Prototype for success! 2
  3. 3. Photoshop! 3
  4. 4. 4
  5. 5. Okay, you go find me an ecosystem developer. 5
  6. 6. Tools to design experiences: 6
  7. 7. First: don’t draw. 7
  8. 8. Define, then design. 8
  9. 9. KJ (Post-It®) Process: • • • • • • Determine focus questions Get everyone in a room Answer questions Put up answers Group answers, label groups Vote on most important groups 9
  10. 10. 10
  11. 11. 11
  12. 12. 12
  13. 13. Model your ecosystem. 13
  14. 14. 14
  15. 15. 15
  16. 16. 16
  17. 17. 17
  18. 18. Design and review at device scale. 18
  19. 19. 19
  20. 20. 20
  21. 21. Thing 21
  22. 22. Don’t just draw, specify. 22
  23. 23. 23
  24. 24. Embrace failure and complexity. 24
  25. 25. Resilient, not brittle. 25
  26. 26. 26
  27. 27. 27
  28. 28. Systems are fault-intolerant. 28
  29. 29. Users are fault-intolerant. 29
  30. 30. “Error is viewed, therefore, not as an extraneous and misdirected or misdirecting accident, but as an essential part of the process under consideration.” – John VonNeuman 30
  31. 31. Accounting for tolerances. 31
  32. 32. PHOTO. REG CODES ON CEREAL BOXES. 32
  33. 33. Design for imperfection. 33
  34. 34. • Define, then design. • Design ecosystems, not websites or apps. • Don’t just draw: specify. • Design at device scale. • Embrace failure and complexity. 34
  35. 35. And, ask for help. 35
  36. 36. Contact me for consulting, design, to follow up on this deck, or just to talk: Steven Hoober steven@4ourth.com +1 816 210 045 @shoobe01 shoobe01 on: www.4ourth.com 36

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