Slides from my 1 hour class on February 26th at Google Campus in London during the 'Best of GA' event.
ABSTRACT
The rise in mobiles and tablets have changed the way we consume and interact with content, but also the way we design and what we base our design approach on. This class will teach you about the shift in user expectations, behaviour- and consumption patterns and what that means for designing products that will be used on multiple devices. Coming out of it you'll be equipped with guiding principles and tools to tackle the multiple device jungle.
Designing for multiple devices - GA, New York 08 Oct 2012Anna Dahlström
Slides from my class on October 8th 2012 at General Assembly in New York about designing for multiple devices.
ABSTRACT
The rise in mobiles and tablets have changed the way we consume and interact with content, but also the way we design and what we base our design approach on. This class will teach you about the shift in user expectations, behaviour- and consumption patterns and what that means for designing products that will be used on multiple devices. Coming out of it you'll be equipped with guiding principles and tools to tackle the multiple device jungle.
Live streaming: Designing For Multiple Devices - GA, New York, 14 March 2013Anna Dahlström
Slides from my 1 hour live streaming class on March 14th at GA in New York
ABSTRACT
The rise in mobiles and tablets have changed the way we consume and interact with content, but also the way we design and what we base our design approach on. This class will teach you about the shift in user expectations, behaviour- and consumption patterns and what that means for designing products that will be used on multiple devices. Coming out of it you'll be equipped with guiding principles and tools to tackle the multiple device jungle.
Designing for multiple devices, GA London - 01 Oct 2012Anna Dahlström
Slides from my class on October 1st 2012 at General Assembly London about designing for multiple devices.
ABSTRACT
The rise in mobiles and tablets have changed the way we consume and interact with content, but also the way we design and what we base our design approach on. This class will teach you about the shift in user expectations, behaviour- and consumption patterns and what that means for designing products that will be used on multiple devices. Coming out of it you'll be equipped with guiding principles and tools to tackle the multiple device jungle.
Designing for multiple devices - GA London, 19 Nov 2012Anna Dahlström
Slides from my class on November 19th 2012 at General Assembly in London about designing for multiple devices.
ABSTRACT
The rise in mobiles and tablets have changed the way we consume and interact with content, but also the way we design and what we base our design approach on. This class will teach you about the shift in user expectations, behaviour- and consumption patterns and what that means for designing products that will be used on multiple devices. Coming out of it you'll be equipped with guiding principles and tools to tackle the multiple device jungle.
Designing for multiple devices - GA London, 14 Jan 2013Anna Dahlström
Slides from my class on January 14 at General Assembly in London about designing for multiple devices.
ABSTRACT
The rise in mobiles and tablets have changed the way we consume and interact with content, but also the way we design and what we base our design approach on. This class will teach you about the shift in user expectations, behaviour- and consumption patterns and what that means for designing products that will be used on multiple devices. Coming out of it you'll be equipped with guiding principles and tools to tackle the multiple device jungle.
Understanding UX: Designing for multiple devices - GA London, 18 Jan 2013Anna Dahlström
Slides from my 1 hour class on January 18th at General Assembly in London during the Understanding UX day.
ABSTRACT
The rise in mobiles and tablets have changed the way we consume and interact with content, but also the way we design and what we base our design approach on. This class will teach you about the shift in user expectations, behaviour- and consumption patterns and what that means for designing products that will be used on multiple devices. Coming out of it you'll be equipped with guiding principles and tools to tackle the multiple device jungle.
Designing For Multiple Devices - GA London, 04 Mar 2013Anna Dahlström
Slides from my class on the 4th of March at General Assembly in London.
ABSTRACT
The rise in mobiles and tablets have changed the way we consume and interact with content, but also the way we design and what we base our design approach on. This class will teach you about the shift in user expectations, behaviour- and consumption patterns and what that means for designing products that will be used on multiple devices. Coming out of it you'll be equipped with guiding principles and tools to tackle the multiple device jungle.
Designing For Multiple Devices - GA New York, 6 March 2013Anna Dahlström
Slides from my class on March 6th at GA in New York.
ABSTRACT
The rise in mobiles and tablets have changed the way we consume and interact with content, but also the way we design and what we base our design approach on. This class will teach you about the shift in user expectations, behaviour- and consumption patterns and what that means for designing products that will be used on multiple devices. Coming out of it you'll be equipped with guiding principles and tools to tackle the multiple device jungle.
Designing for multiple devices - GA, New York 08 Oct 2012Anna Dahlström
Slides from my class on October 8th 2012 at General Assembly in New York about designing for multiple devices.
ABSTRACT
The rise in mobiles and tablets have changed the way we consume and interact with content, but also the way we design and what we base our design approach on. This class will teach you about the shift in user expectations, behaviour- and consumption patterns and what that means for designing products that will be used on multiple devices. Coming out of it you'll be equipped with guiding principles and tools to tackle the multiple device jungle.
Live streaming: Designing For Multiple Devices - GA, New York, 14 March 2013Anna Dahlström
Slides from my 1 hour live streaming class on March 14th at GA in New York
ABSTRACT
The rise in mobiles and tablets have changed the way we consume and interact with content, but also the way we design and what we base our design approach on. This class will teach you about the shift in user expectations, behaviour- and consumption patterns and what that means for designing products that will be used on multiple devices. Coming out of it you'll be equipped with guiding principles and tools to tackle the multiple device jungle.
Designing for multiple devices, GA London - 01 Oct 2012Anna Dahlström
Slides from my class on October 1st 2012 at General Assembly London about designing for multiple devices.
ABSTRACT
The rise in mobiles and tablets have changed the way we consume and interact with content, but also the way we design and what we base our design approach on. This class will teach you about the shift in user expectations, behaviour- and consumption patterns and what that means for designing products that will be used on multiple devices. Coming out of it you'll be equipped with guiding principles and tools to tackle the multiple device jungle.
Designing for multiple devices - GA London, 19 Nov 2012Anna Dahlström
Slides from my class on November 19th 2012 at General Assembly in London about designing for multiple devices.
ABSTRACT
The rise in mobiles and tablets have changed the way we consume and interact with content, but also the way we design and what we base our design approach on. This class will teach you about the shift in user expectations, behaviour- and consumption patterns and what that means for designing products that will be used on multiple devices. Coming out of it you'll be equipped with guiding principles and tools to tackle the multiple device jungle.
Designing for multiple devices - GA London, 14 Jan 2013Anna Dahlström
Slides from my class on January 14 at General Assembly in London about designing for multiple devices.
ABSTRACT
The rise in mobiles and tablets have changed the way we consume and interact with content, but also the way we design and what we base our design approach on. This class will teach you about the shift in user expectations, behaviour- and consumption patterns and what that means for designing products that will be used on multiple devices. Coming out of it you'll be equipped with guiding principles and tools to tackle the multiple device jungle.
Understanding UX: Designing for multiple devices - GA London, 18 Jan 2013Anna Dahlström
Slides from my 1 hour class on January 18th at General Assembly in London during the Understanding UX day.
ABSTRACT
The rise in mobiles and tablets have changed the way we consume and interact with content, but also the way we design and what we base our design approach on. This class will teach you about the shift in user expectations, behaviour- and consumption patterns and what that means for designing products that will be used on multiple devices. Coming out of it you'll be equipped with guiding principles and tools to tackle the multiple device jungle.
Designing For Multiple Devices - GA London, 04 Mar 2013Anna Dahlström
Slides from my class on the 4th of March at General Assembly in London.
ABSTRACT
The rise in mobiles and tablets have changed the way we consume and interact with content, but also the way we design and what we base our design approach on. This class will teach you about the shift in user expectations, behaviour- and consumption patterns and what that means for designing products that will be used on multiple devices. Coming out of it you'll be equipped with guiding principles and tools to tackle the multiple device jungle.
Designing For Multiple Devices - GA New York, 6 March 2013Anna Dahlström
Slides from my class on March 6th at GA in New York.
ABSTRACT
The rise in mobiles and tablets have changed the way we consume and interact with content, but also the way we design and what we base our design approach on. This class will teach you about the shift in user expectations, behaviour- and consumption patterns and what that means for designing products that will be used on multiple devices. Coming out of it you'll be equipped with guiding principles and tools to tackle the multiple device jungle.
GA London - Designing for multiple devices, 28may2012Anna Dahlström
Slides from my class on May 28 2012 at General Assembly London on designing for multiple devices.
ABSTRACT
The rise in mobiles and tablets have changed the way we consume and interact with content, but also the way we design and what we base our design approach on. This class will teach you about the shift in user expectations, behaviour- and consumption patterns and what that means for designing products that will be used on multiple devices. Coming out of it you'll be equipped with guiding principles and tools to tackle the multiple device jungle.
Designing for multiple devices, GA London - 6 Aug 2012Anna Dahlström
Slides from my class on August 6th 2012 at General Assembly London about designing for multiple devices.
ABSTRACT
The rise in mobiles and tablets have changed the way we consume and interact with content, but also the way we design and what we base our design approach on. This class will teach you about the shift in user expectations, behaviour- and consumption patterns and what that means for designing products that will be used on multiple devices. Coming out of it you'll be equipped with guiding principles and tools to tackle the multiple device jungle.
Part 2: Designing For Multiple Devices - GA London, 18 Mar 2013Anna Dahlström
Slides from my part 2 class of Designing for multiple devices run at General Assembly in London on the 18th of March 2013.
ABSTRACT
In Fundamentals for Designing for Multiple Devices, we covered the basics of responsive design and mobile apps (for both Android & iOS). We also looked at how user expectations have shifted behaviour, how consumption patterns have changed and what that has meant for designing products that will be used on multiple devices. This follow-on session will take outset in the guiding principles covered in the previous class and take a closer look at:
- common challenges faced when designing for multiple devices and how to address them
- content strategy and hierarchy across devices
- navigation patterns for responsive design
- app structures and navigation patterns
- how to test both responsive sites and apps
Presented by Stephanie Rieger at Breaking Development in Dallas, April 11 2011 and Mobilism in Amsterdam, May 12, 2011.
Context is often cited as the single most important factor in design for the mobile medium. Mobile devices are of course 'mobile', but they are also small, always on, always with us, and can instantly connect us to the people we love. Mobile services must therefore be simple, social, and well-focussed--enabling us to quickly get things done on even the smallest screens.
This is all well and good, but mobile devices have changed. They may be mobile, but many have already stopped being 'phones'—nor do they resemble what we traditionally think of as computers. This presentation will explore how our use, and perception of mobile devices is changing, and how these changes may impact how we should design for them going forward.
Some people say the web is dying, but I believe it’s just getting started. And what will kick it into overdrive is the Physical Web: the ability to discover, engage, and interact with smart devices (or that “dumb” tree over there) using nothing more than a browser.
In this presentation, we explore the impact these new capabilities may have on the way we design and think about this (increasingly near) future web.
The time is 2020. The inflection point has long passed. Most web traffic is now coming from some manner of portable device. And if Google Chairman Eric Schmidt (and many others’) predictions have come true, we will have truly reached time where “…[technology] will just be seamless. It will just be there. The web will be everything, and it will be nothing. It will be like electricity.”
This presentation challenges us to think about the role of the web going forward. What steps must we take to build a world where interactions with the web are truly “seamless”? What would a seamless web even look like? How can we ensure the web remains strong amidst all the new technologies that are on the way.
Presented on September 13 in London at Generate.
Fundamentals of Designing for Multiple Devices - GA, New York, 07 Oct 2013Anna Dahlström
Slides from my Designing for multiple devices class at General Assembly in New York on the 7th of October 2013.
The rise in smartphones and tablets has not only changed the way we consume and interact with content, but also the way we design and approach it. This class will explore the shifting of user expectations, changes in behavior and consumption patterns, and what these advancements mean for designing products across different platforms.
Takeaways:
- An understanding of how user expectations have shifted over the last few years with regards to the use of multiple devices and how this has affected behavior and consumption patterns among consumers
- The impact this has on how to approach and design products and services that will be used on multiple devices
- An overview and understanding of the difference between mobile websites vs. responsive design vs. apps and the basics of each
- Guiding principles, resources and tools to help tackle the multiple device jungle
UCD14 Talk - Anna Dahlstrom - Device Agnostic Design: How to get your content...UCD UK Ltd
Anna Dahlstrom - Device Agnostic Design: How to get your content to go anywhere
There was a time when we did glossy page designs and when those designs were pretty much what we saw in our desktop browsers. With the introduction and rise of smartphones, tablets, phablets there isn't one view of our designs anymore.
Instead, what we create needs to be able to adapt in a way that is suitable for the device as well as where and how it’s being used.
With responsive design we've learnt the basics of how to adapt content, interactions and layouts so that it works across devices. But with further developments in technology and screens, our content is going to go anywhere. As a result we need to move away from designing for specific devices to solutions that are device agnostic. For us as UX designers this means means letting content rather than devices guide layouts, and also increasingly moving away from designing and wireframing pages to focusing on the modules that those views are made up of. But there are other aspects to consider in device agnostic design.
In this talk Anna will walk through why device agnostic design matters, what it means and how we go about it.
Part 1: Fundamentals of Designing for Multiple Devices - GA London, 24 Jul 2013Anna Dahlström
Slides from the first of my 3 part series classes at General Assembly in London on the 24th of July 2013.
https://generalassemb.ly/education/designing-for-multiple-devices-3-part-series/london/2172
ABSTRACT
This introductory class will cover the basics of responsive design and mobile apps (for both Android and iOS), and how expectations and practices have changed for both.
Beyond The Hamburger Menu - MOBX, 13 Sep 2014Anna Dahlström
Slides from my talk at MOBX in Berlin on 13 Sep 2014 - http://2014.mobxcon.com/
Beyond the hamburger menu - What you need to know about designing for multiple devices.
Abstract: From myths to trends and best practice, actual usage, engagement, design patterns and interactions, we’ll go through the insights behinds the stats and take a look at the reality behind mobile and what really matters when designing for multiple devices.
Midway through a project, a client of ours recently said "One thing I'm learning is that it's ok to give up on the desktop experience once it stops making sense". This wasn't an isolated incident. In fact, i'm beginning to think desktop web sites stopped making sense quite a while ago. We've just had nothing viable to replace them with. Mobile apps have given us a glimpse, but I think they're merely a glimpse into something bigger.
Mobile isn't merely a new stage in the evolution of the web, it's not even merely a new context, it's the very early stages of an entirely new system. A system that has already started to shape our environment, affect the way we live, how we choose to connect with others, and how we're able to spend our time. A system that is also slowly unravelling our assumptions and causing us to question the very reason we build web sites, why people visit them, and where the true value of the web actually lies.
Presented by Stephanie Rieger at Breaking Development in Orlando, Florida on April 17, 2012.
Google Glass, smart watches, athletic monitoring bracelets, and even Oculus Rift, the virtual reality goggles, have triggered the imagination of mobile developers ready to explore the potential of placing a computer on the body. Researchers have been developing wearable computers for many years, but today’s miniaturized, low-cost components and powerful mobile processors have made it easy to develop devices that integrate a persons physical state, location, and gestures. These devices can solve many accessibility issues, from detecting oncoming sirens for deaf individuals to hands-free control of mobile phones, wheelchairs, and other devices. Head mounted devices track the user’s sightline, motion-based sensors track gestures and movements, and geolocation provides context specific information. This talk introduces today’s wearable computers, key research projects, and what ideas for future products.
Beyond the hamburger menu - Digital Doughnut, London 25 Nov 2014Anna Dahlström
Slides from my talk at Digital Doughnut on the 25th of November in London where I talked about 10 things you need to know about mobile.
http://events.digitaldoughnut.com/Meetups/1500/161/other/0/false
Part 3: Advanced Designing for Multiple Devices - GA London, 07 Aug 2013Anna Dahlström
Slides from the third of my 3 part series classes at General Assembly in London on the 7th of August 2013.
https://generalassemb.ly/education/designing-for-multiple-devices-3-part-series/london/2172
ABSTRACT
This 90-minute session will focus on designing for touch across devices - including hybrids - as well as the challenges and opportunities of responsive content. We will cover how to find a balance between controlling layouts and making your products as responsive as possible. By the end of the session you'll have an understanding of:
- the different ways people physically hold and interact with their devices
- how hybrid devices impact design decisions
- why the mobile context matters and what you need to consider
- how to adapt content to device layout and orientations
- using content as the basis for breakpoints rather than devices
- and a framework to use as the starting point for approaching modular and responsive design from an information architect (IA) and user experience (UX) point of view
Device Agnostic Design - UCD2014, London 25 Oct 2014Anna Dahlström
Slides from my Device Agnostic Design talk at UCD London
http://2014.ucduk.org/session/device-agnostic-design-how-to-get-your-content-to-go-anywhere/
ABSTRACT:
There was a time when we did glossy page designs and when those designs were pretty much what we saw in our desktop browsers. With the introduction and rise of smartphones, tablets, phablets there isn’t one view of our designs anymore.
Instead, what we create needs to be able to adapt in a way that is suitable for the device as well as where and how it’s being used.
With responsive design we’ve learnt the basics of how to adapt content, interactions and layouts so that it works across devices. But with further developments in technology and screens, our content is going to go anywhere. As a result we need to move away from designing for specific devices to solutions that are device agnostic. For us as UX designers this means means letting content rather than devices guide layouts, and also increasingly moving away from designing and wireframing pages to focusing on the modules that those views are made up of. But there are other aspects to consider in device agnostic design.
In this talk I walk through why device agnostic design matters, what it means and how we go about it.
GA London - Designing for multiple devices, 28may2012Anna Dahlström
Slides from my class on May 28 2012 at General Assembly London on designing for multiple devices.
ABSTRACT
The rise in mobiles and tablets have changed the way we consume and interact with content, but also the way we design and what we base our design approach on. This class will teach you about the shift in user expectations, behaviour- and consumption patterns and what that means for designing products that will be used on multiple devices. Coming out of it you'll be equipped with guiding principles and tools to tackle the multiple device jungle.
Designing for multiple devices, GA London - 6 Aug 2012Anna Dahlström
Slides from my class on August 6th 2012 at General Assembly London about designing for multiple devices.
ABSTRACT
The rise in mobiles and tablets have changed the way we consume and interact with content, but also the way we design and what we base our design approach on. This class will teach you about the shift in user expectations, behaviour- and consumption patterns and what that means for designing products that will be used on multiple devices. Coming out of it you'll be equipped with guiding principles and tools to tackle the multiple device jungle.
Part 2: Designing For Multiple Devices - GA London, 18 Mar 2013Anna Dahlström
Slides from my part 2 class of Designing for multiple devices run at General Assembly in London on the 18th of March 2013.
ABSTRACT
In Fundamentals for Designing for Multiple Devices, we covered the basics of responsive design and mobile apps (for both Android & iOS). We also looked at how user expectations have shifted behaviour, how consumption patterns have changed and what that has meant for designing products that will be used on multiple devices. This follow-on session will take outset in the guiding principles covered in the previous class and take a closer look at:
- common challenges faced when designing for multiple devices and how to address them
- content strategy and hierarchy across devices
- navigation patterns for responsive design
- app structures and navigation patterns
- how to test both responsive sites and apps
Presented by Stephanie Rieger at Breaking Development in Dallas, April 11 2011 and Mobilism in Amsterdam, May 12, 2011.
Context is often cited as the single most important factor in design for the mobile medium. Mobile devices are of course 'mobile', but they are also small, always on, always with us, and can instantly connect us to the people we love. Mobile services must therefore be simple, social, and well-focussed--enabling us to quickly get things done on even the smallest screens.
This is all well and good, but mobile devices have changed. They may be mobile, but many have already stopped being 'phones'—nor do they resemble what we traditionally think of as computers. This presentation will explore how our use, and perception of mobile devices is changing, and how these changes may impact how we should design for them going forward.
Some people say the web is dying, but I believe it’s just getting started. And what will kick it into overdrive is the Physical Web: the ability to discover, engage, and interact with smart devices (or that “dumb” tree over there) using nothing more than a browser.
In this presentation, we explore the impact these new capabilities may have on the way we design and think about this (increasingly near) future web.
The time is 2020. The inflection point has long passed. Most web traffic is now coming from some manner of portable device. And if Google Chairman Eric Schmidt (and many others’) predictions have come true, we will have truly reached time where “…[technology] will just be seamless. It will just be there. The web will be everything, and it will be nothing. It will be like electricity.”
This presentation challenges us to think about the role of the web going forward. What steps must we take to build a world where interactions with the web are truly “seamless”? What would a seamless web even look like? How can we ensure the web remains strong amidst all the new technologies that are on the way.
Presented on September 13 in London at Generate.
Fundamentals of Designing for Multiple Devices - GA, New York, 07 Oct 2013Anna Dahlström
Slides from my Designing for multiple devices class at General Assembly in New York on the 7th of October 2013.
The rise in smartphones and tablets has not only changed the way we consume and interact with content, but also the way we design and approach it. This class will explore the shifting of user expectations, changes in behavior and consumption patterns, and what these advancements mean for designing products across different platforms.
Takeaways:
- An understanding of how user expectations have shifted over the last few years with regards to the use of multiple devices and how this has affected behavior and consumption patterns among consumers
- The impact this has on how to approach and design products and services that will be used on multiple devices
- An overview and understanding of the difference between mobile websites vs. responsive design vs. apps and the basics of each
- Guiding principles, resources and tools to help tackle the multiple device jungle
UCD14 Talk - Anna Dahlstrom - Device Agnostic Design: How to get your content...UCD UK Ltd
Anna Dahlstrom - Device Agnostic Design: How to get your content to go anywhere
There was a time when we did glossy page designs and when those designs were pretty much what we saw in our desktop browsers. With the introduction and rise of smartphones, tablets, phablets there isn't one view of our designs anymore.
Instead, what we create needs to be able to adapt in a way that is suitable for the device as well as where and how it’s being used.
With responsive design we've learnt the basics of how to adapt content, interactions and layouts so that it works across devices. But with further developments in technology and screens, our content is going to go anywhere. As a result we need to move away from designing for specific devices to solutions that are device agnostic. For us as UX designers this means means letting content rather than devices guide layouts, and also increasingly moving away from designing and wireframing pages to focusing on the modules that those views are made up of. But there are other aspects to consider in device agnostic design.
In this talk Anna will walk through why device agnostic design matters, what it means and how we go about it.
Part 1: Fundamentals of Designing for Multiple Devices - GA London, 24 Jul 2013Anna Dahlström
Slides from the first of my 3 part series classes at General Assembly in London on the 24th of July 2013.
https://generalassemb.ly/education/designing-for-multiple-devices-3-part-series/london/2172
ABSTRACT
This introductory class will cover the basics of responsive design and mobile apps (for both Android and iOS), and how expectations and practices have changed for both.
Beyond The Hamburger Menu - MOBX, 13 Sep 2014Anna Dahlström
Slides from my talk at MOBX in Berlin on 13 Sep 2014 - http://2014.mobxcon.com/
Beyond the hamburger menu - What you need to know about designing for multiple devices.
Abstract: From myths to trends and best practice, actual usage, engagement, design patterns and interactions, we’ll go through the insights behinds the stats and take a look at the reality behind mobile and what really matters when designing for multiple devices.
Midway through a project, a client of ours recently said "One thing I'm learning is that it's ok to give up on the desktop experience once it stops making sense". This wasn't an isolated incident. In fact, i'm beginning to think desktop web sites stopped making sense quite a while ago. We've just had nothing viable to replace them with. Mobile apps have given us a glimpse, but I think they're merely a glimpse into something bigger.
Mobile isn't merely a new stage in the evolution of the web, it's not even merely a new context, it's the very early stages of an entirely new system. A system that has already started to shape our environment, affect the way we live, how we choose to connect with others, and how we're able to spend our time. A system that is also slowly unravelling our assumptions and causing us to question the very reason we build web sites, why people visit them, and where the true value of the web actually lies.
Presented by Stephanie Rieger at Breaking Development in Orlando, Florida on April 17, 2012.
Google Glass, smart watches, athletic monitoring bracelets, and even Oculus Rift, the virtual reality goggles, have triggered the imagination of mobile developers ready to explore the potential of placing a computer on the body. Researchers have been developing wearable computers for many years, but today’s miniaturized, low-cost components and powerful mobile processors have made it easy to develop devices that integrate a persons physical state, location, and gestures. These devices can solve many accessibility issues, from detecting oncoming sirens for deaf individuals to hands-free control of mobile phones, wheelchairs, and other devices. Head mounted devices track the user’s sightline, motion-based sensors track gestures and movements, and geolocation provides context specific information. This talk introduces today’s wearable computers, key research projects, and what ideas for future products.
Beyond the hamburger menu - Digital Doughnut, London 25 Nov 2014Anna Dahlström
Slides from my talk at Digital Doughnut on the 25th of November in London where I talked about 10 things you need to know about mobile.
http://events.digitaldoughnut.com/Meetups/1500/161/other/0/false
Part 3: Advanced Designing for Multiple Devices - GA London, 07 Aug 2013Anna Dahlström
Slides from the third of my 3 part series classes at General Assembly in London on the 7th of August 2013.
https://generalassemb.ly/education/designing-for-multiple-devices-3-part-series/london/2172
ABSTRACT
This 90-minute session will focus on designing for touch across devices - including hybrids - as well as the challenges and opportunities of responsive content. We will cover how to find a balance between controlling layouts and making your products as responsive as possible. By the end of the session you'll have an understanding of:
- the different ways people physically hold and interact with their devices
- how hybrid devices impact design decisions
- why the mobile context matters and what you need to consider
- how to adapt content to device layout and orientations
- using content as the basis for breakpoints rather than devices
- and a framework to use as the starting point for approaching modular and responsive design from an information architect (IA) and user experience (UX) point of view
Device Agnostic Design - UCD2014, London 25 Oct 2014Anna Dahlström
Slides from my Device Agnostic Design talk at UCD London
http://2014.ucduk.org/session/device-agnostic-design-how-to-get-your-content-to-go-anywhere/
ABSTRACT:
There was a time when we did glossy page designs and when those designs were pretty much what we saw in our desktop browsers. With the introduction and rise of smartphones, tablets, phablets there isn’t one view of our designs anymore.
Instead, what we create needs to be able to adapt in a way that is suitable for the device as well as where and how it’s being used.
With responsive design we’ve learnt the basics of how to adapt content, interactions and layouts so that it works across devices. But with further developments in technology and screens, our content is going to go anywhere. As a result we need to move away from designing for specific devices to solutions that are device agnostic. For us as UX designers this means means letting content rather than devices guide layouts, and also increasingly moving away from designing and wireframing pages to focusing on the modules that those views are made up of. But there are other aspects to consider in device agnostic design.
In this talk I walk through why device agnostic design matters, what it means and how we go about it.
Mobile UX 101 - current trends, behaviours, design considerations, common mistakes, platform choices and general advice for anyone entering the mobile design and development industry
Part 2: Intermediate Designing for Multiple Devices - GA London, 31 Jul 2013Anna Dahlström
Slides from the second of my 3 part series classes at General Assembly in London on the 31st of July 2013.
https://generalassemb.ly/education/designing-for-multiple-devices-3-part-series/london/2172
ABSTRACT
This follow-on session will build onto the guiding principles covered in the previous class, taking a closer look at:
- the common challenges faced when designing for multiple devices and how to address them
- content strategy and hierarchy across devices
- app structures and navigation patterns for responsive design
- how to test both responsive sites and apps
EduWeb - Building a Responsive Website for the Presidential DebateJon Liu
“Building a Responsive Website for the Presidential Debate” by Jon Liu at eduWeb Conference in Boston on July 31, 2012
Videos in presentation:
Monkey Video - http://www.ted.com/talks/frans_de_waal_do_animals_have_morals.html
Dollar Shave Club -
More people are using mobile platforms to access information - can your business afford to be left behind in an age of rapid digital transformation?
When once it was acceptable to be in the late majority when it came to adjusting your business to technological advancements, nowadays you have to lead the pack in order to be a viable business.
In the palm of the customer - mobile marketing & social mediaAndreas Beining
Social media in Norway
Smartphones in Norway
How is mobile different?
Examples of use: Location based content, Coupons, QR-codes
The future is here: methods of payment, What’s next?
It was presented at the Norwegian Business School the 19.9.2012 for Linjeforeningen for MSc i Strategic Marketing Management. A similar presentation about mobile marketing was held for Altiweb’s GoMobile! seminar the 3.5.2012 and at OMG’s breakfast seminar the 30.5.2012.
Beyond The Hamburger Menu, UX Ireland, 10 Nov 2016Anna Dahlström
Slides from my talk at UX Ireland on 10 November 2016
http://uxireland.net/sessions/index.php?session=108
Abstract:
From myths to trends and best practice, actual usage, engagement, design patterns and interactions - in this session, I will go through the insights behinds the stats and take a look at the reality behind mobile and what really matters when designing for multiple devices.
Optimising Landing Pages Through Narrative Structure - Digital Growth Unleash...Anna Dahlström
Slides from my talk at Digital Growth Unleashed in London on the 17 October 2018.
ABSTRACT
In all good stories things happen for a reason. Every prop and character that is present, every line that is spoken and song that is played has a role to play in making the story come together. In this talk Anna takes us on a journey of what we can learn from traditional storytelling methods when it comes to optimising landing pages and how narrative structure is key in ensuring we're telling the right story to the right audience, at the right time.
https://digitalgrowthunleashed.co.uk/agenda/?rmid=session57101#s-session57101
Using Storytelling to Create Experiences that Convert - Conversion Elite, Lon...Anna Dahlström
Slides from my 'Using Storytelling to Create Experience that Convert' talk at Conversion Elite on 6 June 2018
https://www.conversion-elite.co.uk/the-programme/
---
ABSTRACT
As users’ paths to conversion are becoming increasingly diverse understanding the context of our users, and the products and services we create, is ever more important. In this talk, Anna walks us through how storytelling principles and tools combined with UX and traditional conversion and optimisation approaches can be used to create better experiences for our users and healthier bottom lines for the business.
How To Use Storytelling To Craft Experiences That Engage - IIeX EU, Amsterda...Anna Dahlström
Slides from my talk at IIeX EU 2018 in Amsterdam
225331
ABSTRACT
To every great story there's a bit of magic involved. The same applies to experiences that just work and deliver the right content, interactions and notifications at the right time, and on the right device.
Drawing on tried and tested storytelling principles from film, fiction, and music and applying them to the context of UX design and business, in this talk Anna shares how we can instill a bit of magic in the work we do and thereby ensuring that we create better multi-device experiences for our users and healthier bottom lines for our businesses.
Beyond The Hamburger Menu - UX In The City Oxford, 21 Apr 2017Anna Dahlström
Slides from my talk Beyond the Hamburger Menu at UX In The City Oxford
http://uxinthecity.net/2017/oxford/sessions/index.php?session=109
ABSTRACT
From myths to trends and best practice, actual usage, engagement, design patterns and interactions - in this session, I will go through the insights behind the stats and take a look at the reality behind mobile and what really matters when designing for multiple devices.
Using Storytelling To Craft Multi-device Experiences That Convert - CXL Live,...Anna Dahlström
Slides from my talk 'Using Storytelling To Craft Multi-device Experiences' at CXL Live
https://live.conversionxl.com/
ABSTRACT
As the number of devices that we use, when, where and how we use them becomes increasingly complex, understanding and optimising the experience for what matters to the specific user, at specific points in time, is ever more important. In this talk, we’ll look at how storytelling principles and tools can be used together with traditional conversion and growth optimisation approaches to create better experiences for our customers and healthier bottom lines.
The talk will cover:
✓ how storytelling in design will help you set the right KPIs and measure the right metrics
✓ how it can help you define and assess hypotheses
✓ how it can guide you to the right data and connect it back to the experience
✓ how storytelling in design can help create the right multi-device experience and content, from the beginning
Storytelling In Design - SXSW, 13 March 2017Anna Dahlström
Slides from my two talks at SXSW 2017 about my upcoming book 'Storytelling in design'.
http://schedule.sxsw.com/2017/events/PP65833
ABSTRACT
To every great story there's a bit of magic involved and so there is to experiences that just work and deliver the right content, interactions and notifications at the right time, and on the right device.
Drawing on tried and tested storytelling principles from film, fiction, and music and applying them to the context of UX design and business, in this talk Ms. Dahlstrom shares how we can instil a bit of magic in the work we do and hereby ensure that we create better multi-device experiences for our users and healthier bottom lines for our businesses.
Storytelling In Design - DXN, Nottingham, 8 Feb 2017Anna Dahlström
Slides from my talk about Storytelling In Design at Design Exchange Nottingham on 8 Feb 2017.
http://dxnevent.com/
ABSTRACT
To every great story there's a bit of magic involved and so there is to experiences that just work and deliver the right content, interactions and nudges at the right time, and on/via the right device. Drawing on tried and tested storytelling principles from film, fiction, and music and applying them to the context of UX design, in this talk Anna shares how the increasingly complex world we’re designing for is our biggest asset and how storytelling in design can help us instil a bit of everyday magic in the work we do, for our users, and for us.
Storytelling In Design - Conversion Hotel, Texel NL, 20 Nov 2016Anna Dahlström
Slides from my talk at Conversion Hotel on 20th November 2016 about how we can apply principles from traditional storytelling to our design process to help define and create better multi-device experiences.
http://conversionhotel.com/
Slides from my talk at Generate London on the 23 September 2016 http://www.generateconf.com/london-2016 #generateconf
ABSTRACT
There was a time when we did glossy page designs and those designs were pretty much what we saw in our desktop browsers. With the rise of smartphones, tablets and smartwatches, there isn’t one view of our designs any more.
With further developments in technology and screens, our content could go anywhere. As a result we need to move away from designing for specific devices to solutions that are device-agnostic. For UX designers that means means letting content guide layouts, and moving away from designing pages to focusing on the modules that those views are made up of.
In this talk Anna will walk through why device-agnostic design matters, what it means and how we go about it.
Storytelling In Design - Funkas Tillgänglighetsdagar, 12 Apr 2016Anna Dahlström
Slides from my talk at Funkas Tillgänglighetsdagar 12 April 2016
http://www.funka.com/vi-erbjuder/funkas-tillganglighetsdagar/
ABSTRACT
As the number of devices we use on a daily basis grows, considering each device's role at different times, situations and contexts is becoming increasingly important. Our ability to control where a user is coming from and how they get around the experiences we design is fading. Yet our need to ensure we understand where they are in their journey, so that we can deliver the right content and interactions at the right time, and on the right device, is ever more important. In this talk I will look a the principles behind storytelling in design and how they can be translated onto a multi device landscape to help ensure we create better multi-device experiences for our users and healthier bottom lines for our businesses.
Storytelling For Multi-device Design - Bulgaria Web Summit, 20 Feb 2016Anna Dahlström
Slides from my talk at The Bulgaria Web Summit on 20 Feb 2016
http://bulgariawebsummit.com/
ABSTRACT
As the number of devices we use on a daily basis grows, considering each device's role at different times, situations and contexts is becoming increasingly important. Our ability to control where a user is coming from and how they get around the experiences we design is fading. Yet our need to ensure we understand where they are in their journey, so that we can deliver the right content and interactions at the right time, and on the right device, is ever more important. In this talk Anna will look a the principles behind storytelling in design and how they can be translated onto a multi device landscape to help ensure we create better multi-device experiences for our users and healthier bottom lines for our businesses.
Storytelling In A Multi Device Landscape - Amuse, Budapest 30 Oct 2015Anna Dahlström
Slides from my talk at the Amuse conference in Budapest 28 - 30 October 2015. http://amuseconf.com/ #amuseconf
ABSTRACT
As the number of devices we use are increasing, considering each device's role at different times, situations and context is becoming increasingly important. Our ability to control where a user is coming from and how they get around the experiences we design are becoming less and less. But the one we can still understand is what a user wants, and needs. In this talk I will look a the principles behind storytelling in design and how they can be translated onto a multi device landscape.
Designing Around Storytelling - Breaking Borders, Reading 18 August 2015Anna Dahlström
Slides from my talk at Breaking Borders on the 18 August. http://breakingborde.rs/past-events/engagement/
Storytelling has always played an important part in our societies throughout history. In the last few years it's gained attention as an important aspect in communicating and building engagement with a brand’s customer base. But storytelling is also an integral part of the design process. It’s a tool that not only can help us define our content and messaging, but the experience as a whole. Both across platforms and screens, and how we interact with it.
Responsivt - Inte bara för mobilen + Webbdagarna Växjö, 04 Dec 2014Anna Dahlström
Slides from my talk at Webbdagarna Växjö on the 4 December 2014.
http://www.webbdagarna.se/vaxjo-2014/program
Video (in Swedish): http://internetworld.idg.se/2.1006/1.600683/responsivt---inte-bara-for-mobilen
Abstract:
Responsiv design ses av många som ett sätt att anpassa sina sajter till att användare surfar på mobilen eller surfplattan. Men responsivt är mycket mer än så. Det är ett sätt att framtidssäkra sina digitala tjänster för en framtid med nya enheter av alla olika storlekar.
Slides from my talk at Cambridge Usability Group on the 12th of May 2014
http://www.eventbrite.co.uk/e/designing-better-ux-deliverables-tickets-11542298325
Needing to produce some kind of deliverables throughout a project is inevitable: it might be user research reports to inform senior stakeholder; usability test results to communicate to developers; sketches and wireframes to pass on to web designers.
Just as we make the products and services we design easy to use, the UX of UX is about communicating your thinking in a way that ensures that what you've defined is easy to understand for the reader. It's about adapting the work you do to the project in question and finding the right balance of making people want to look through your work whilst not spending unnecessary time on making it pretty.
Designing around storytelling - UX Oxford, 23 April 2014Anna Dahlström
Slides from my talk at UX Oxford on 23 April
http://www.meetup.com/UX-Oxford/events/172543682/
Storytelling has always played an important part in our societies throughout history. In the last few years it's gained attention as an important aspect in communicating and building engagement with a brand’s customer base. But storytelling is also an integral part of the design process. It’s a tool that not only can help us define our content and messaging, but the experience as a whole. Both across platforms and screens, and how we interact with it.
Best Practice For UX Deliverables - Eventhandler, London, 05 March 2014Anna Dahlström
TAKE THIS WORKSHOP ONLINE & GET 20% OFF WITH CODE 'SLIDESHARE'
https://school.uxfika.co/p/best-practice-for-ux-deliverables/?product_id=325265&coupon_code=SLIDESHARE
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Slides from my 'Best practice for UX deliverables' workshop that I ran for Eventhandler in London on the 05th of March 2014.
http://www.eventhandler.co.uk/events/uxnightclass-uxdeliverables3
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Please note that for copyright reasons & client privacy the examples in this presentation are slightly different than from the workshop. The examples included are for reference only in terms of what I talked through in the 'Good examples' section.
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ABSTRACT
Whilst the work we do is not meant to be hanged on a wall for people to admire, nor is meant to be put in a drawer and forgotten about. Just as we make the products and services we design easy to use, the UX of UX is about communicating your thinking in a way that ensures that what you've defined is easy to understand for the reader. It's about adapting the work you do to the project in question and finding the right balance of making people want to look through your work whilst not spending unnecessary time on making it pretty.
Who is it for?
This workshop is suitable for anyone starting out in UX, or who's worked with it for a while but is looking to improve the way they present their work.
What you'll learn
In this hands on workshop we'll walk through real life examples of why the UX of UX deliverables matter. We'll cover how who the reader is effects the way we should present our work, both on paper and verbally, and how to ensure that the work you do adds value. Coming out of the workshop you'll have practical examples and hands on experience with:
// How to adapt and sell your UX deliverable to the reader (from clients, your team, in house and outsourced developers)
// Guiding principles for creating good UX deliverables (both low and high fidelity)
// Best practice for presentations, personas, user journeys, flows, sitemaps, wireframes and other documents
// Simple, low effort but big impact tools for improving the visual presentation of your UX deliverables
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
Dive into the innovative world of smart garages with our insightful presentation, "Exploring the Future of Smart Garages." This comprehensive guide covers the latest advancements in garage technology, including automated systems, smart security features, energy efficiency solutions, and seamless integration with smart home ecosystems. Learn how these technologies are transforming traditional garages into high-tech, efficient spaces that enhance convenience, safety, and sustainability.
Ideal for homeowners, tech enthusiasts, and industry professionals, this presentation provides valuable insights into the trends, benefits, and future developments in smart garage technology. Stay ahead of the curve with our expert analysis and practical tips on implementing smart garage solutions.
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
Best of GA: Designing For Multiple Devices - Google Campus, 26 Feb 2013
1. Best of General Assembly | London 26 February 2013 | Google Campus
DESIGNING FOR MULTIPLE DEVICES
http://desktopwallpaper-s.com/19-Computers/-/Future/
Anna Dahlström
founder byflock
www.annadahlstrom.com
anna.dahlstrom@gmail.com
annadahlstrom
2. I’m Anna
IA & UX DESIGNER | SWEDISH BUT LONDON BASED
FREELANCING + WORKING ON A STARTUP
LOVES QUOTES & CHALLENGES
This is Öresundsbron, the bridge between Sweden & Denmark
www.flickr.com/photos/dahlstroms/4411448782/
3. AGENDA
1. DEVICE USAGE & PATTERNS
2. IMPLICATIONS FOR UX & DESIGN THINKING
3. BESPOKE MOBILE SITE vs. RESPONSIVE vs. AN APP
4. RESPONSIVE
5. APPS
6. PRACTICE
7. SUMMARY
8. Q & A
www.flickr.com/photos/randihausken/6857703708
4. 1. FIRST UP...
DEVICE USAGE &
PATTERNS
www.flickr.com/photos/publicenergy/1846375599
5. DEVICE: a thing defined for a specific
purpose or task & which can connect
to the internet
http://desktopwallpaper-s.com/19-Computers/-/Future/
6. THE FOCUS OF TODAY
SMARTPHONES | DESKTOP ( TABLETS) - iOS & ANDROID
http://desktopwallpaper-s.com/19-Computers/-/Future/
7. In 2009 1% of global internet traffic came
from mobiles. In 2010 4%. By the end of
2012 it was 13%.*
* Source: www.forbes.com/sites/parmyolson/2012/12/04/5-eye-opening-stats-that-show-the-world-is-going-mobile
www.flickr.com/photos/nasamarshall/6289116940
8. The average person looks at their phone
150 times a day.*
* Source: www.textually.org/textually/archives/2012/02/030229.htm
www.flickr.com/photos/jorgeq82/4732700819
9. 40% of people use their phone in the
bathroom*
* Source: http://www.lukew.com/ff/entry.asp?1500
www.flickr.com/photos/exlibris/2552107635
10. MOBILE DEVICES ARE
USED ANYWHERE
& EVERYWHERE
” The best computer is
the one you have with
you when you want
something done. “
- JACOB NIELSEN
www.flickr.com/photos/yahnyahn/2996454839
11. USAGE PATTERNS
ACROSS DEVICES
“...as devices become
more mobile, it’s not
only changing where
we read, but when. ”
- POCKET (formerly Read it Later)
www.flickr.com/photos/brandoncwarren/4236278556
15. PEAK TIMES
•When we get up
•On our way to/ just arrived at work
•Commuting home
•Post dinner
Source: http://readitlaterlist.com/blog/2011/01/is-mobile-affecting-when-we-read
16. “MOBILE USERS ARE
RUSHED &
ON THE GO”
THIS IS A MYTH
www.flickr.com/photos/theirmind/5001267661/
17. A LARGE PROPORTION OF
USAGE HAPPENS WHEN WE
HAVE TIME TO KILL
COMMUTING, WAITING BUT ALSO AT HOME
www.flickr.com/photos/anniemole/2424372024
18. THE SAME TASKS ARE
CARRIED OUT ON
SMARTPHONES AS
ON DESKTOPS
AS DEVICES & EXPERIENCE BECOME MORE
OPTIMISED USAGE & TASK EXECUTION IS
INCREASING
www.flickr.com/photos/edduddiee/4307943164
19. Three purchases are made through
eBay’s mobile applications every second.*
Source: www.juniperresearch.com/reports/mobile_payments_for_digital_&_physical_goods
www.flickr.com/photos/stuckincustoms/440157748
20. 2. THIS HAS...
IMPLICATIONS
FOR UX & DESIGN
http://www.flickr.com/photos/eyesore9/3206408088/
21. LIMITED DEVICE CAPABILITIES
USED TO MEAN LIMITED TASKS
E.G. FOCUS ON SEARCH | OPENING HOURS | REVIEWS | MENU
www.flickr.com/photos/frantaylor/4296536332
22. RESULTED IN MOBILE
SPECIFIC WEBSITES
LESS CONTENT & LINKS BACK TO THE FULL DESKTOP VERSION
DESKTOP
FULL WEBSITE
BESPOKE
CUT
DOWN
WEBSITE
BESPOKE
CUT
DOWN
WEBSITE
http://desktopwallpaper-s.com/19-Computers/-/Future/
23. PEOPLE ARE CLICKING THE
‘FULL DESKTOP VERSION’ LINK
THERE IS A REASON FOR THAT
www.flickr.com/photos/demandaj/7287174776
24. AN EQUAL &
CONTINUOS
EXPERIENCE
ACROSS DEVICES
THIS EXPECTATION WILL
ONLY GROW STRONGER
www.flickr.com/photos/joachim_s_mueller/7110473339
25. 3. A CLOSER LOOK AT...
BESPOKE
MOBILE SITES vs.
RESPONSIVE SITES
vs. APPS
http://www.flickr.com/photos/young_einstein/74097753/
26. PRIMARY REASONS
FOR A BESPOKE
MOBILE SITE
• REQUIRED FOR THE AUDIENCE
• TECHNICAL LIMITATIONS TO CMS
www.flickr.com/photos/st3f4n/3476036180
27. BEST AVOIDED
IF WE CAN
IT CAN CAUSE ALL SORTS OF
PROBLEMS
http://www.flickr.com/photos/edenandjosh/2892956576/
28. BUT WHY?
” Today's popular devices are
not tomorrow's so building
something which works on any
device is better than building
something which works on
today's devices “
- COMBINED WISE WORDS FROM @ONEXTRAPIXEL &
@TRENTWALTON
www.flickr.com/photos/lastquest/1472794031
29. THE ALTERNATIVE
IS MESSY & COSTLY
MAINTAINING DIFFERENT VERSIONS
USERS HAVING PROBLEMS FINDING
WHAT THEY ARE AFTER
(E.G. IN SEARCH)
www.flickr.com/photos/ericconstantineau/5618576278
30. CORE CONTENT SHOULD
REMAIN THE SAME BUT THE
EXPERIENCE SHOULD BE
OPTIMISED
BOTH IN DISPLAY OF CONTENT &
REGARDING USING DEVICE CAPABILITIES
www.flickr.com/photos/jmtimages/2883279193
31. MOBILE PRESENCE vs. APP?
USE ANALYTICS FOR GUIDANCE
MOSTLY DIRECT TRAFFIC
POSSIBLE ARGUMENT FOR APP
MOSTLY VIA SHARED LINKS
MOBILE WEB PRESENCE NEEDED.
AN APP ALONE WON’T CUT IT
A BIT OF BOTH
THEN CONSIDER....
www.flickr.com/photos/andwhynot/2946734025
32. WHETHER TO DO AN APP
OR NOT COMES DOWN TO...
• THE OBJECTIVE (USER & BUSINESS)
• IF THERE ARE SPECIFIC DEVICE CAPABILITIES YOU WANT TO UTILISE
• IF OFFLINE READING/USAGE IS REQUIRED
• & OF COURSE BUDGET
www.flickr.com/photos/31878512@N06/4704140020
33. DIFFERENT
TYPES OF APPS
THE MAIN TWO TYPES
NATIVE APPS (e.g. Instagram)
• MOST OPTIMISED USER EXPERIENCE
• ACCESS TO DEVICE CAPABILITIES & APIs
• BUT REQUIRES PLATFORM SPECIFIC CODE BASE
HYBRID (e.g. Facebook)
• USE OF HTML5 & JAVASRIPT
• WRAPPER TO PROVIDE NATIVE CAPABILITIES
• FEWER “VERSIONS” TO MAINTAIN
• BUT CAN BE TIME CONSUMING TO CREATE APP LIKE INTERACTIONS
• CAN'T JUST BE WRAPPED. MUST HAVE APP LIKE FUNCTIONALITIES
34. ” Money spent developing a pretty but limited
iPhone app only benefits...the few, but money
spent on the website UI would have benefitted
everyone “
- Gary Marshall on ‘The app trap’ in .net Magaizine
www.flickr.com/photos/cristiano_betta/2909483129
35. 4. THERE IS SOMETHING
CALLED...
RESPONSIVE
DESIGN
www.flickr.com/photos/taytom/5277657429
36. “ Design & development should respond to
the user’s behaviour & environment based on
screen size, platform & orientation.
[It’s]...a mix of flexible grids & layouts, images
& an intelligent use of media queries. ”
- SMASHING MAGAZINE
www.flickr.com/photos/adactio/5818096043
37. DEFINE
YOUR GRID
& BREAK
POINTS
• USE AS THE BASIS OF
YOUR PAGE LAYOUTS
• CHECKPOINT FOR
MODULE SIZES &
VARIANTS
• FIXED OR FLUID
COLUMNS
• DEFINES HOW
CONTENT WILL
BEHAVE ACROSS
DEVICES
http://foundation.zurb.com/docs/layout.php
38. DEFINE YOUR CONTENT
STACKING STRATEGY
ACROSS DEVICES & ORIENTATION
Mobile
1
2 Header
“ Content needs to be
Logo
3
Nav
choreographed to Desktop & Tablet
4
Bath
section
intro
5
Ad
ensure the intended 1
Logo
2
Header
message is preserved 4
Bath section intro
5
Ad
6
on any device and at
Types of baths
3
Nav
any width ” 6
Types of baths
7
Related 7
products Related products
- TRENT WALTON
8 Store
locator
9 Tools 8 Store
9 Tools
locator
10 10
Footer Footer
39. MOBILE VS. DESKTOP FIRST
• START LARGE OR SMALL
WHAT EVER WORKS BEST FOR YOU
• ABOUT CONTENT, PRIORITISING &
CONSIDERING HOW IT WILL WORK
ACROSS DEVICES
MOBILE VS. DESKTOP FIRST
• START LARGE OR SMALL
WHAT EVER WORKS BEST FOR YOU
• ABOUT CONTENT, PRIORITISING &
CONSIDERING HOW IT WILL WORK
ACROSS DEVICES
40. THE WEB IS
FULL OF
EXAMPLES
LOOK FOR INSPIRATION &
BEST PRACTICE
BUT DON’T BE AFRAID TO
CHALLENGE OR COME UP
WITH SOMETHING... BETTER.
http://mediaqueri.es/popular/
41. CONSIDER YOUR NAVIGATION
DIFFERENT WAYS OF OPTIMISING WITH DIFFERENT PROS & CONS
www.flickr.com/photos/tim_norris/2789759648
44. 5. WHAT ABOUT...
DOING AN APP?
http://www.flickr.com/photos/tomitapio/4053123799/in/photostream/
45. APPS ARE
FOCUSED & PERSONAL
” Small, downloadable chunks
of software, they give people
access to information in a
neatly packaged format “
- Apps on tap, The Economist Oct 8th 2011
www.flickr.com/photos/elwillo/5247084642
46. EVERY PLATFORM
IS ITS OWN
LITTLE
WORLD
WITH THEIR OWN UI
GUIDELINES THAT
USERS ARE USED TO
www.flickr.com/photos/gadl/3570118243
47. NOT AS
EASY AS JUST
ANDROID
OR iOS
FRAGMENTATION ACROSS
DIFFERENT VERSIONS &
BACKWARDS
COMPATIBILITY SHOULD
BE CONSIDERED
www.flickr.com/photos/nrkbeta/3906687294/in/photostream
48. RELATIVE NUMBER OF
ACTIVE ANDROID DEVICES
Source: http://developer.android.com/about/dashboards/index.html
www.flickr.com/photos/blakespot/4773693893
49. EXAMPLE OF ADOPTION
OF NEW iOS VERSION
Source: http://forums.macrumors.com/showthread.php?t=1347559&forceMobile=1
www.flickr.com/photos/blakespot/4773693893
50. KEY DIFFERENCES BETWEEN
DESIGNING FOR ANDROID & iOS
ANDROID iOS
FRAGMENTATION Design CONSISTENCY
DIFFERENT FOR DIFFERENT VERSIONS & UI elements & CONSISTENCY BETWEEN
HANDSETS principles VERSIONS & HANDSETS
SLOWER IMPLEMENTATION & UPTAKE Version adoption QUICK ADOPTION OF NEW
OF NEWER VERSIONS VERSIONS
HANDLED WITH EITHER SYSTEM BACK Back navigation BACK BUTTON
BUTTON (EARLIER VERSIONS) OR BACK
& UP BUTTONS (LATEST VERSION)
OPTIONS MENU USED TO HOUSE APP SETTINGS BUTTON OR 'MORE' TO
Settings etc. ACCESS APP WIDE SETTINGS &
WIDE SETTINGS & INFORMATION
INFORMATION
www.flickr.com/photos/nrkbeta/3906687294/in/photostream
53. iPhone 12:15 PM More
BASIC iOS
Customise
APP NAME
IMG Item
NAVIGATION
IMG Item
IMG Item
IMG Item
CONSISTENT ACROSS IMG Item
VERSIONS Content area
IMG Item
IMG Item
NAVIGATION BAR IMG Item
Enables navigation through the app IMG
hierarchy. Holds the back button, Home Item Item Item More
controls for managing screen content &
the title of the screen. Home Item Item Item More
BACK BUTTON
Should always take the user one step back
from where they came from & be descriptive.
TAB BAR
Can often be customised. Holds the main
sections of the app.
‘MORE’ TAB BAR ITEM
Used to hold & provide access to all other
sections of the app that don’t fit in the tab bar.
Source: http://developer.android.com/design/patterns/new-4-0.html
54. ANDROID
NAVIGATION
DIFFERENT BETWEEN
VERSIONS. IN ICE CREAM
SANDWICH:
NAVIGATION BAR
For devices that don't have the
hardware keys. Holds 'Back', 'Home'
and 'Recents'
ACTION BAR
Holds the most important action buttons for
your app (3 + overflow menu)
UP VS. BACK BUTTON
The Up button is used to navigate up one level
based on the hierarchical structure of the site.
Back is used to navigate back one step from
where you came from & as such works in
reverse chronological order.
Source: http://developer.android.com/design/patterns/new-4-0.html
55. HOW TO TAME THE BEAST?
YOU LEARN BY DOING
www.flickr.com/photos/jojoneil/6359536591
56. 6. TIME TO
PRACTICE
http://www.flickr.com/photos/kalexanderson/6302660289/
57. BESPOKE MOBILE
SITE vs RESPONSIVE
vs AN APP
CONSIDER THE FOLLOWING:
A big retail store has asked you to come up
with a Easter Hunt across London where
EXERCISE ONE offers and give aways are hidden at certain
locations. There will only be a certain
number of items available each day & they
want to be able to notify people when an
item has been found.
What do you recommend in terms of their
presence, particularly mobile & why?
5 MINUTES
www.flickr.com/photos/jojoneil/6359536591
58. MOBILE PRESENCE vs. APP?
USE ANALYTICS FOR GUIDANCE
MOSTLY DIRECT TRAFFIC
POSSIBLE ARGUMENT FOR APP
MOSTLY VIA SHARED LINKS
MOBILE WEB PRESENCE NEEDED.
AN APP ALONE WON’T CUT IT
A BIT OF BOTH
THEN CONSIDER....
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59. WHETHER TO DO AN APP
OR NOT COMES DOWN TO
• THE OBJECTIVE (USER & BUSINESS)
• IF THERE ARE SPECIFIC DEVICE CAPABILITIES YOU WANT TO UTILISE
• IF OFFLINE READING/USAGE IS REQUIRED
• & OF COURSE BUDGET
www.flickr.com/photos/31878512@N06/4704140020
60. EXERCISE ONE
BESPOKE MOBILE
SITE vs RESPONSIVE HOW WOULD MOST PEOPLE
ACCESS IT?
vs AN APP • MOSTLY DIRECT TRAFFIC
POSSIBLE ARGUMENT FOR APP
CONSIDER THE FOLLOWING: • MOSTLY VIA SHARED LINKS
MOBILE WEB PRESENCE NEEDED.
A big retail store has asked you to come AN APP ALONE WON’T CUT IT
up with a Easter Hunt across London
where offers and give aways are hidden at
certain locations. There will only be a ALSO CONSIDER...
certain number of items available each • THE OBJECTIVE (USER & BUSINESS)
day & they want to be able to notify
people when an item has been found. • IF THERE ARE SPECIFIC DEVICE
CAPABILITIES YOU WANT TO UTILISE
What do you recommend in terms of • IF OFFLINE READING/USAGE IS
their presence, particularly mobile & why? REQUIRED
5 MINUTES • & OF COURSE BUDGET
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61. BUILDING A
RESPONSIVE SITE
THEY WANT TO INCLUDE THE FOLLOWING:
• About page • Share (on FB & Twitter)
• List of offers • Login & registration
• Product pages • Overview of number of
• Notifications found & not found item
PART 1
EXERCISE TWO Pick either mobile or desktop & do a rough sketch
of what the home page should contain & how the
content should be prioritised. Where you see
appropriate include a reference to where imagery
should be used.
PART 2
Using content stacking methodology define how the
content should be prioritised on desktop & mobile.
www.flickr.com/photos/jojoneil/6359536591 10 MINUTES
62. DEFINE YOUR CONTENT
STACKING STRATEGY
ACROSS DEVICES & ORIENTATION
Mobile
1
2 Header
“ Content needs to be
Logo
3
Nav
choreographed to Desktop & Tablet
4
Bath
section
intro
5
Ad
ensure the intended 1
Logo
2
Header
message is preserved 4
Bath section intro
5
Ad
6
on any device and at
Types of baths
3
Nav
any width ” 6
Types of baths
7
Related 7
products Related products
- TRENT WALTON
8 Store
locator
9 Tools 8 Store
9 Tools
locator
10 10
Footer Footer
63. EXERCISE TWO
BUILDING A
RESPONSIVE SITE Mobile
1
2 Header
THEY WANT TO INCLUDE THE FOLLOWING:
Logo
3
Nav
• About page • Share (on FB & Twitter) 4
Bath 5
• List of offers • Login & registration Desktop & Tablet section
intro
Ad
• Product pages • Overview of number of
• Notifications
1 2
found & not found item Logo Header
4 5 6
PART 1 Bath section intro Ad Types of baths
3
Pick either mobile or desktop & do a rough sketch
Nav
of what the home page should contain & how the 7
content should be prioritised. Where you see
6
Related 7
Types of baths
8 Store products Related products
appropriate include a reference to where imagery locator
should be used. 9 Tools 8 Store
locator
9 Tools
PART 2 10
Footer
10
Footer
Using content stacking methodology define how the
content should be prioritised on desktop & mobile.
10 MINUTES
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64. BUILDING AN APP
BASED ON THE CONTENT & FUNCTIONALITY
REQUIREMENTS, CONSIDER WHAT WOULD BE
SUITABLE FOR AN APP:
• About page • Share (on FB & Twitter)
• List of offers • Login & registration
• Product pages • Overview of number of
• Notifications found & not found item
PART 1
EXERCISE THREE Define the main sections your app would have.
PART 2
Looking at the navigation how would you structure
this if you were to do an iOS app & an Android app?
Focus on the Tab bar items respectively Action bar
items & what would go in the ‘More’ respectively
‘Overflow menu’.
www.flickr.com/photos/jojoneil/6359536591
10 MINUTES
65. iPhone 12:15 PM More
BASIC iOS
Customise
APP NAME
IMG Item
NAVIGATION
IMG Item
IMG Item
IMG Item
CONSISTENT ACROSS IMG Item
VERSIONS Content area
IMG Item
IMG Item
NAVIGATION BAR IMG Item
Enables navigation through the app IMG
hierarchy. Holds the back button, Home Item Item Item More
controls for managing screen content &
the title of the screen. Home Item Item Item More
BACK BUTTON
Should always take the user one step back
from where they came from & be descriptive.
TAB BAR
Can often be customised. Holds the main
sections of the app.
‘MORE’ TAB BAR ITEM
Used to hold & provide access to all other
sections of the app that don’t fit in the tab bar.
Source: http://developer.android.com/design/patterns/new-4-0.html
66. ANDROID
NAVIGATION
DIFFERENT BETWEEN
VERSIONS. IN ICE CREAM
SANDWICH:
NAVIGATION BAR
For devices that don't have the
hardware keys. Holds 'Back', 'Home'
and 'Recents'
ACTION BAR
Holds the most important action buttons for
your app (3 + overflow menu)
UP VS. BACK BUTTON
The Up button is used to navigate up one level
based on the hierarchical structure of the site.
Back is used to navigate back one step from
where you came from & as such works in
reverse chronological order.
Source: http://developer.android.com/design/patterns/new-4-0.html
67. EXERCISE THREE
BUILDING AN APP
iPhone 12:15 PM More Customise
APP NAME
IMG Item
IMG Item
BASED ON THE CONTENT & IMG Item
FUNCTIONALITY REQUIREMENTS, IMG Item
CONSIDER WHAT WOULD BE SUITABLE IMG Item
FOR AN APP: Content area
IMG Item
• About page • Share (on FB & Twitter)
IMG Item
• List of offers • Login & registration IMG Item
• Product pages • Overview of number of IMG
Home
• Notifications
Item Item Item More
found & not found item
Home Item Item Item More
PART 1
Define the main sections your app would have.
PART 2
Looking at the navigation how would you
structure this if you were to do an iOS app &
an Android app? Focus on the Tab bar items
respectively Action bar items & what would go
in the ‘More’ respectively ‘Overflow menu’.
10 MINUTES
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68. 7. TO
SUMMARISE
http://www.flickr.com/photos/martinteschner/4569495912/
69. DEVICE USAGE &
PATTERNS
FUTURE DEVICES
The number of different devices will
only grow & we don’t know what’s
coming.
USED EVERYWHERE &
ANYWHERE
And we’re not only using them on the
go but increasingly when we have
some downtime including the sofa.
USE OF MOBILE DEVICES
Our use of mobile devices is
www.flickr.com/photos/thecaucas/2597813380 increasingly replicating that of desktop.
70. IMPLICATIONS
FOR UX &
DESIGN
THINKING
AN EQUAL & CONTINUOUS
EXPERIENCE ACROSS DEVICES
As they & the services we use
become more sophisticated &
optimised we expect more from them.
KEEP THE CORE BUT OPTIMISE
Consider the limitations but also the
opportunities with mobile devices.
www.flickr.com/photos/thecaucas/2597813380
71. WHEN
DO WHAT
BESPOKE MOBILE WEBSITE
Try to avoid it but do it if necessary
RESPONSIVE DESIGN
The most device & future “proof ”
approach right now. Use if possible.
But challenge content delivery.
APP
Base on user & business needs. Strong
argument if you require offline
reading/functionality & access to
device capabilities. Base which type
www.flickr.com/photos/thecaucas/2597813380 on objectives & stats.
72. FOR
RESPONSIVE
DEFINE YOUR GRID &
BREAKPOINTS
This is the backbone of responsive
design & content choreography.
DON’T FORGET THE
NAVIGATION
Consider the pros & cons of
different methods.
TEST & COLLABORATE
This is new grounds & we’re all
learning so work together & test as
www.flickr.com/photos/thecaucas/2597813380 you go.
73. FOR APPS
REMEMBER PLATFORM SPECIFIC
GUIDELINES
Adhering to them will make your
app easier to use.
CONSIDER BACKWARDS
COMPATIBILITY
Not everyone will be on the latest
version. Ensure you cater for the
majority.
CONSULT THE INTERNET
There are a number of great
resources for knowledge &
inspiration. Use them.
www.flickr.com/photos/thecaucas/2597813380
74. 8. BEFORE I GO...
REMEMBER THAT
www.flickr.com/photos/46355638@N00/4414640784
75. ...IT’S NOT JUST ABOUT
THE SMALLER SCREENS
BUT ALSO THE BIG ONES
www.flickr.com/photos/jolives/2889944573/
76. IT’S ABOUT
THINKING AHEAD
PLAN 5 YEARS AHEAD WITH
“FUTURE PROOFING” IN MIND
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77. IT DOESN’T
HAVE TO BREAK
THE BANK
BESIDES CONSIDER LOST
CUSTOMERS & MAINTAINING
MULTIPLE VERSIONS
http://www.flickr.com/photos/gi/5537770007/
78. BE CREATIVE & CHALLENGE
WHAT EXISTS TODAY
THAT’S WHAT MOVES US FORWARD
www.flickr.com/photos/oter/5090592214
79. CLOSER & MORE
REWARDING
COLLABORATION
BETWEEN DISCIPLINES & WITH CLIENTS
www.flickr.com/photos/stevendepolo/3378152784
80. BUT ABOVE ALL...
“ We’re not just making pretty
interfaces. We’re actually in the process of
making an environment where we’ll spend
most of our time, for the rest of our lives.
We’re the designers.We’re the builders.
What do we want that environment to feel
like? What do we want to feel like. ”
- Wilson Minor
http://www.flickr.com/photos/funch/4679422945/
81. 9. FOR THE ROAD
SOME TAKE
AWAYS
www.flickr.com/photos/st3f4n/4387291247