In this presentation we share our experience of a very interesting and challenging project, in which we developed a mobile couponing app for iPhone with the user-centered design method.
On one hand we show what we learned in the usability assessments about knowledge, mental models, expectations and users’ behaviour. Especially surprising were some insights on the usability of standard iPhone patterns recommended in the iOS human interface guidelines as well as how some users use their iPhone.
On the other hand, we give hands on tips for successful testing of mobile devices’ apps:
• How to build testable prototypes for mobile devices
• How to simulate an app with an HTML prototype
• Test setup, observation and recording on mobile devices
This document discusses the iPhone OS and its availability in Indonesia. It notes that while iPhone devices have not yet launched in Indonesia, iPod Touches running iPhone OS have sold over 2 million units. It introduces the App Store, noting there are currently no Indonesian apps, and promotes Equinox Application Development as the only registered iPhone OS developer in Indonesia. It encourages developers to begin creating apps now to take advantage of the ability to distribute to the over 12 million existing iPhone OS device users worldwide.
This document provides guidelines for designing iOS apps according to Apple's Human Interface Guidelines. It discusses principles like deference to content, clarity of UI, and using depth to communicate hierarchy. It provides recommendations for various iOS features and controls like navigation bars, table views, buttons and progress indicators. The guidelines emphasize ease of use, consistency with iOS conventions, and focusing on the user experience.
The document discusses the evolution of mobile technology and its impact on consumer behavior. It notes that in 1983 the first commercial mobile phone call was placed using a phone that cost $3,995 and weighed over 2.5 pounds. Meanwhile, technology has improved dramatically while prices have decreased significantly. The future is no longer about consumers using computers but rather using mobile devices everywhere - to check email, look up showtimes, fill prescriptions and more. Mobile access now accounts for over half of all internet traffic and there are more mobile devices than people. As a result, marketers must understand how consumers use mobile throughout the purchase process and across different experiences like awareness, consideration, intent and advocacy.
This document provides information about designing mobile apps, including:
1. It discusses tools that can be used to create mock-up designs for mobile apps, such as paper, pen, and digital mock-up tools.
2. It outlines several key differences between designing for mobile versus desktop, such as smaller screens, touch interfaces, and varying operating systems and devices.
3. It emphasizes the importance of usability testing and designing for the specific affordances and guidelines of each mobile operating system. Tailoring designs for different platforms rather than using a "one size fits all" approach is recommended.
Trivial work solution is a fast growing mobile application development company. They use the latest technologies to develop high quality iOS and Android applications. Their expertise includes integrating apps with various APIs, payment gateways, social networks, maps and more. The development process involves refining requirements, designing mockups, development, testing, and launch. They have developed applications in diverse domains such as gambling, engineering tools, social networking, home services, and more.
This document discusses the iPhone OS and its availability in Indonesia. It notes that while iPhone devices have not yet launched in Indonesia, iPod Touches running iPhone OS have sold over 2 million units. It introduces the App Store, noting there are currently no Indonesian apps, and promotes Equinox Application Development as the only registered iPhone OS developer in Indonesia. It encourages developers to begin creating apps now to take advantage of the ability to distribute to the over 12 million existing iPhone OS device users worldwide.
This document provides guidelines for designing iOS apps according to Apple's Human Interface Guidelines. It discusses principles like deference to content, clarity of UI, and using depth to communicate hierarchy. It provides recommendations for various iOS features and controls like navigation bars, table views, buttons and progress indicators. The guidelines emphasize ease of use, consistency with iOS conventions, and focusing on the user experience.
The document discusses the evolution of mobile technology and its impact on consumer behavior. It notes that in 1983 the first commercial mobile phone call was placed using a phone that cost $3,995 and weighed over 2.5 pounds. Meanwhile, technology has improved dramatically while prices have decreased significantly. The future is no longer about consumers using computers but rather using mobile devices everywhere - to check email, look up showtimes, fill prescriptions and more. Mobile access now accounts for over half of all internet traffic and there are more mobile devices than people. As a result, marketers must understand how consumers use mobile throughout the purchase process and across different experiences like awareness, consideration, intent and advocacy.
This document provides information about designing mobile apps, including:
1. It discusses tools that can be used to create mock-up designs for mobile apps, such as paper, pen, and digital mock-up tools.
2. It outlines several key differences between designing for mobile versus desktop, such as smaller screens, touch interfaces, and varying operating systems and devices.
3. It emphasizes the importance of usability testing and designing for the specific affordances and guidelines of each mobile operating system. Tailoring designs for different platforms rather than using a "one size fits all" approach is recommended.
Trivial work solution is a fast growing mobile application development company. They use the latest technologies to develop high quality iOS and Android applications. Their expertise includes integrating apps with various APIs, payment gateways, social networks, maps and more. The development process involves refining requirements, designing mockups, development, testing, and launch. They have developed applications in diverse domains such as gambling, engineering tools, social networking, home services, and more.
The iPhone radically changed the mobile phone industry in just four years by:
1) Forcing manufacturers to adopt all-screen touch displays and ditch physical keyboards.
2) Popularizing the app store model of software distribution which made discovering, installing, and updating apps seamless.
3) Mainstreaming touchscreens and motion sensors which are now expected features in mobile devices.
4) Killing the stylus and ushering in the era of touch as the primary means of input.
(1) The document provides guidelines for designing user interfaces for iOS platforms that emphasize deference to content, clarity in UI elements, and using depth cues to communicate hierarchy. It discusses colors, fonts, layout, navigation, and various other UI components.
(2) It also covers technologies like 3D Touch, Live Photos, Wallet, Apple Pay, HealthKit, extensions, HomeKit, multitasking, notifications, and accessing user data. Guidelines are given for sounds, accessibility with VoiceOver, and various UI elements like bars, buttons, and controls.
(3) The document stresses testing apps thoroughly and following standard iOS paradigms so that users instantly understand how to interact with the interface. Overall,
Rapidsoft Technologies is a specialist in everything an iPhone application development can be processed for. The company has been designing and developing groundbreaking, robust and comprehensive iPhone app solutions since the launch of App Store in 2008.
Like on Facebook
https://www.facebook.com/RapidsoftTechno
G+
https://plus.google.com/b/109035679386424718558/+Rapidsofttechnologies/posts
Follow on Twitter
https://twitter.com/Rapidsofttech
Follow on Linkedin
https://www.linkedin.com/company/rapidsoft-technologies-pvt--ltd-
This document provides an overview of iOS application development, UI/UX design, and best practices. It discusses key concepts like what UX design is, the UX design process, navigation patterns for iOS apps, use of gestures and feedback, and layout guidelines. Application types like utility, productivity and immersive apps are reviewed along with an anatomy of iOS app structure. Device specifics for iPhone 5s and 4s are also summarized.
Mobile 1UP was invited to speak at a workshop focused around development and go-to-market and strategies around the iphone platform. It is an event specifically hosted by the Stockholm School of Economics as part of the "Entrepreneurship & Coffee" after-work workshops for emerging entreprenuers in the nordic region.
Designing for Tablet Experiences (Henrik Olsen)Autodesk
Henrik Olsen's presentation from Web 2.0 Expo New York:
If you’re ready to jump into designing for tablets, this will be a great two-part workshop for you. Given the mass adoption of tablet devices over this past year,this workshop has been created to present the fundamentals of designing tablet applications as well as tablet optimized web sites. Learn from a leader in adopting classic design principles to the rapidly evolving world of tablets.
This document summarizes a workshop on designing tablet experiences. The workshop agenda covers understanding tablet hardware, operating systems, popular apps, defining needs for new apps, design considerations, and exercises for app features, functions and workflows. The goal is to help designers create engaging tablet apps by sharing best practices and having designers work through app design scenarios.
The iPhone is a smartphone designed and marketed by Apple Inc. Steve Jobs unveiled the first iPhone in 2007. Key features of iPhone models include a touchscreen display, camera, speakers, Apple's iOS operating system, and access to the App Store. Jailbreaking iPhones allows users to customize the device beyond Apple's limitations but may void the warranty. The iPhone is hugely popular and profitable, making Apple the most valuable company in the world.
The document outlines several key benefits of owning an iPhone, including its compact yet feature-rich design, inclusion of an iPod, access to hundreds of thousands of applications, high-quality camera and video recording capabilities, support for video conferencing, and ability to multitask. Syncing content between an iPhone and computer via iTunes allows users to back up purchased applications, music, and other content in case the iPhone becomes corrupted or needs to be replaced.
10 Design Commandments for Mobile App DevelopersJigyasa Makkar
Top ten design blindspots for Mobile app developers. Mostly based on my first experiences with Mobile design, as a developer.
Original deck presented at XConf 2011, ThoughtWorks, Pune.
Images used in the keynote are for illustrative purposes only.
An insight into i phone user behaviour within the app store surikate_gfkMozoo
- The average iPhone user in the UK visits the App Store 5.8 times per week, spending an average of 11.5 minutes per visit.
- Peak App Store hours are between 6-9pm daily, with over 2 million visitors during this time.
- Younger users and those in London are most likely to visit the App Store frequently.
Spectacular features of i phone 6 with compatible ios 8Nimap Infotech
Apple comes up with some really fascinating new features with the launch of iPhone 6, iPhone 6 plus and the A-watch. The sleek device with high technical specs gives a tough competition to the android fan boys...
Aneeq Anwar is a software engineer who has created documentation summarizing iOS 7 UI guidelines for designing mobile apps. The document provides guidance on layout, navigation, interactivity, animation, color, typography, terminology and more. It emphasizes deference to content, clarity, depth and instant usability. Interactive elements should have ample spacing and important content should be elevated. Animation should be subtle and consistent with built-in iOS apps. Color and text must always ensure legibility.
Recently I started cataloging all the changes I would make to Glass and wrote up a (not perfectly organized) power point presentation. More recently Google announced and released Android wear, which is very much in line with some of my suggestions, so I felt validated that my ideas were relevant and thought I should share them.
Hopefully some of my other ideas are in line w/ what Google is thinking, because a technology like a Glass is a certainty to be in your household, but not in its current form.
This presentation covers assistive technology and the SETT method to make decisions about specific devices that will be appropriate for an individual with a disability based on their needs, environment, and specific tasks to be completed.
This white paper discusses 7 necessities for building a successful mobile application:
1. Make the application intuitive through effective navigation and understanding the capabilities of the target mobile platform.
2. Incorporate tile displays, list displays, menu footers/headers, and innovative home screens to aid navigation.
3. Leverage push notifications, social media, GPS, and monetization features that users enjoy on their devices.
4. Consider scrolling, alphabetic jumping, and off-screen menus in the design to match user expectations.
The document provides examples and best practices for implementing these features on iPhone, Android, and Blackberry applications. Effective design following these principles can help ensure people adopt and continue
Promobay is a mobile app that allows merchants to create and manage digital coupons in real-time, track coupon redemption, and receive consumer data and analytics. The app gives consumers discounts and promotions from local merchants that can be redeemed directly from their smartphone. Promobay aims to disrupt traditional paper-based couponing with a fully digital and mobile solution for merchants and consumers.
Digital Solutions provides various digital marketing solutions to help companies meet changing customer needs, including guided shopping, mobile web and shopping, and mobile couponing. It also offers mobile app development, augmented reality, and ePublishing solutions. The company is based in the UK with offices in Liverpool and London. It helps European retailers and publishers communicate with customers through digital, creative, print, and finishing solutions.
The iPhone radically changed the mobile phone industry in just four years by:
1) Forcing manufacturers to adopt all-screen touch displays and ditch physical keyboards.
2) Popularizing the app store model of software distribution which made discovering, installing, and updating apps seamless.
3) Mainstreaming touchscreens and motion sensors which are now expected features in mobile devices.
4) Killing the stylus and ushering in the era of touch as the primary means of input.
(1) The document provides guidelines for designing user interfaces for iOS platforms that emphasize deference to content, clarity in UI elements, and using depth cues to communicate hierarchy. It discusses colors, fonts, layout, navigation, and various other UI components.
(2) It also covers technologies like 3D Touch, Live Photos, Wallet, Apple Pay, HealthKit, extensions, HomeKit, multitasking, notifications, and accessing user data. Guidelines are given for sounds, accessibility with VoiceOver, and various UI elements like bars, buttons, and controls.
(3) The document stresses testing apps thoroughly and following standard iOS paradigms so that users instantly understand how to interact with the interface. Overall,
Rapidsoft Technologies is a specialist in everything an iPhone application development can be processed for. The company has been designing and developing groundbreaking, robust and comprehensive iPhone app solutions since the launch of App Store in 2008.
Like on Facebook
https://www.facebook.com/RapidsoftTechno
G+
https://plus.google.com/b/109035679386424718558/+Rapidsofttechnologies/posts
Follow on Twitter
https://twitter.com/Rapidsofttech
Follow on Linkedin
https://www.linkedin.com/company/rapidsoft-technologies-pvt--ltd-
This document provides an overview of iOS application development, UI/UX design, and best practices. It discusses key concepts like what UX design is, the UX design process, navigation patterns for iOS apps, use of gestures and feedback, and layout guidelines. Application types like utility, productivity and immersive apps are reviewed along with an anatomy of iOS app structure. Device specifics for iPhone 5s and 4s are also summarized.
Mobile 1UP was invited to speak at a workshop focused around development and go-to-market and strategies around the iphone platform. It is an event specifically hosted by the Stockholm School of Economics as part of the "Entrepreneurship & Coffee" after-work workshops for emerging entreprenuers in the nordic region.
Designing for Tablet Experiences (Henrik Olsen)Autodesk
Henrik Olsen's presentation from Web 2.0 Expo New York:
If you’re ready to jump into designing for tablets, this will be a great two-part workshop for you. Given the mass adoption of tablet devices over this past year,this workshop has been created to present the fundamentals of designing tablet applications as well as tablet optimized web sites. Learn from a leader in adopting classic design principles to the rapidly evolving world of tablets.
This document summarizes a workshop on designing tablet experiences. The workshop agenda covers understanding tablet hardware, operating systems, popular apps, defining needs for new apps, design considerations, and exercises for app features, functions and workflows. The goal is to help designers create engaging tablet apps by sharing best practices and having designers work through app design scenarios.
The iPhone is a smartphone designed and marketed by Apple Inc. Steve Jobs unveiled the first iPhone in 2007. Key features of iPhone models include a touchscreen display, camera, speakers, Apple's iOS operating system, and access to the App Store. Jailbreaking iPhones allows users to customize the device beyond Apple's limitations but may void the warranty. The iPhone is hugely popular and profitable, making Apple the most valuable company in the world.
The document outlines several key benefits of owning an iPhone, including its compact yet feature-rich design, inclusion of an iPod, access to hundreds of thousands of applications, high-quality camera and video recording capabilities, support for video conferencing, and ability to multitask. Syncing content between an iPhone and computer via iTunes allows users to back up purchased applications, music, and other content in case the iPhone becomes corrupted or needs to be replaced.
10 Design Commandments for Mobile App DevelopersJigyasa Makkar
Top ten design blindspots for Mobile app developers. Mostly based on my first experiences with Mobile design, as a developer.
Original deck presented at XConf 2011, ThoughtWorks, Pune.
Images used in the keynote are for illustrative purposes only.
An insight into i phone user behaviour within the app store surikate_gfkMozoo
- The average iPhone user in the UK visits the App Store 5.8 times per week, spending an average of 11.5 minutes per visit.
- Peak App Store hours are between 6-9pm daily, with over 2 million visitors during this time.
- Younger users and those in London are most likely to visit the App Store frequently.
Spectacular features of i phone 6 with compatible ios 8Nimap Infotech
Apple comes up with some really fascinating new features with the launch of iPhone 6, iPhone 6 plus and the A-watch. The sleek device with high technical specs gives a tough competition to the android fan boys...
Aneeq Anwar is a software engineer who has created documentation summarizing iOS 7 UI guidelines for designing mobile apps. The document provides guidance on layout, navigation, interactivity, animation, color, typography, terminology and more. It emphasizes deference to content, clarity, depth and instant usability. Interactive elements should have ample spacing and important content should be elevated. Animation should be subtle and consistent with built-in iOS apps. Color and text must always ensure legibility.
Recently I started cataloging all the changes I would make to Glass and wrote up a (not perfectly organized) power point presentation. More recently Google announced and released Android wear, which is very much in line with some of my suggestions, so I felt validated that my ideas were relevant and thought I should share them.
Hopefully some of my other ideas are in line w/ what Google is thinking, because a technology like a Glass is a certainty to be in your household, but not in its current form.
This presentation covers assistive technology and the SETT method to make decisions about specific devices that will be appropriate for an individual with a disability based on their needs, environment, and specific tasks to be completed.
This white paper discusses 7 necessities for building a successful mobile application:
1. Make the application intuitive through effective navigation and understanding the capabilities of the target mobile platform.
2. Incorporate tile displays, list displays, menu footers/headers, and innovative home screens to aid navigation.
3. Leverage push notifications, social media, GPS, and monetization features that users enjoy on their devices.
4. Consider scrolling, alphabetic jumping, and off-screen menus in the design to match user expectations.
The document provides examples and best practices for implementing these features on iPhone, Android, and Blackberry applications. Effective design following these principles can help ensure people adopt and continue
Promobay is a mobile app that allows merchants to create and manage digital coupons in real-time, track coupon redemption, and receive consumer data and analytics. The app gives consumers discounts and promotions from local merchants that can be redeemed directly from their smartphone. Promobay aims to disrupt traditional paper-based couponing with a fully digital and mobile solution for merchants and consumers.
Digital Solutions provides various digital marketing solutions to help companies meet changing customer needs, including guided shopping, mobile web and shopping, and mobile couponing. It also offers mobile app development, augmented reality, and ePublishing solutions. The company is based in the UK with offices in Liverpool and London. It helps European retailers and publishers communicate with customers through digital, creative, print, and finishing solutions.
Personal Branding se dedica a desarrollar la marca personal para lograr objetivos establecidos identificando y comunicando características distintivas. Mejorar la marca personal incluye tener una imagen coherente en redes sociales, un blog propio y participar en otros, destacarse siendo diferente, y ser activo, compartir y darse a conocer en redes sociales de manera creativa y honesta.
Mobile couponing used for retail marketing and market insightsSanoma
SCOUPY is a location-based mobile couponing app that has grown to 550,000 registered users. It combines traditional couponing with new mobile technologies to target users with personalized offers near their location based on their profile and behavior data. This has led to thousands of transactions between merchants and consumers. A case study showed that using SCOUPY successfully generated store traffic, transactions, and higher average customer spending for 120 stores. Going forward, SCOUPY aims to further develop targeted personalized offers and content to continue generating users and merchant clients.
All-In-One Local Internet Marketing & Advertising | www.luxinbound.comJayson Lux
WE CONNECT WOW & HOW
Our ability to connect today’s three core disciplines – technology, strategy and creativity – at the highest level is what makes us the “Right-Service Agency For The Digital Age”. We guide the digital transformation of companies and organizations by pioneering ground-breaking marketing solutions, products and business models.
We know that today no agency can do everything. Tasks and projects are becoming more complex as new technologies and specializations emerge. Those who still promise ‘Full-Service’ end up delivering only half the possible results. That’s why we concentrate on what our clients really need to be successful. This constant focus on the right priorities is what we call ‘Right-Service’.
Cheers,
Jayson Lux
This document discusses opportunities for mobile coupons and promotions through an advertising engine on the i-COOK platform. It provides statistics on mobile usage and receptiveness to mobile coupons. Different types of coupons that can be delivered through SMS, MMS, WAP push or print are described. Location-based advertising and examples of QR codes and mobile coupon case studies are also summarized.
The document discusses a mobile coupon solution that provides benefits to consumers, enterprises, and mobile network operators (MNOs). It allows consumers to receive coupons on their mobile phones based on preferences, view offers, and redeem coupons at points of sale (POS) using loyalty IDs stored on their phones. Enterprises gain marketing insights from redemption data and increased foot traffic. MNOs benefit from new revenue streams, increased traffic, and loyalty programs under their brand. The solution features include coupon creation/editing, push notifications, barcode technology, and reports. It provides a convenient and personalized couponing experience for all parties.
ReminThere is a location-based reminder mobile application created by Richard Connon for Android devices. It allows users to set reminders that will notify them when they reach a certain location or time. The app also provides "suggested events" to users as they approach locations based on their preferences. While other apps offered location-based reminders, their interfaces needed improvement and none were available for Android. The document outlines the background, aims, design and implementation of ReminThere. It also includes a business plan and evaluation of the app.
Increase mobile engagement by turning users’ feedback into solutionsNearsoft
In this webinar you will learn how to integrate information from google analytics with UX practices. This way you can learn more from your users and how they interact with your product. This will help you make data driven-decisions when developing your product.
This document discusses how to conduct usability studies on mobile devices. It provides tips for testing mobile websites and apps through usability research and eyetracking. Case studies are presented on testing the usability of a mobile website for C1000 and a TV Guide app for Ziggo on iPad. Key findings from the studies identified issues with clickable menus, button placement, and lack of titles. General tips provided include considering the user context, limiting clicks per page, and keeping mobile designs simple.
User Experience: How Closed-loop payments app stack upDaniel Baudino
1) The document compares the usability of different closed-loop mobile payment solutions through quantitative and qualitative analysis. It evaluates solutions based on the number of steps (operational inertia) and usability factors.
2) Quantitatively, solutions ranged from 2 to 6 steps. Apple Pay and an ideal NFC-enabled pass were simplest at 2 steps while Starbucks App and YOYO Wallet took 6 steps.
3) Qualitatively, unlocking, finding apps/passes, scanning barcodes, and contactless payments introduced varying levels of usability friction depending on the solution and user experience.
The document discusses different types of mobile application testing including functional testing, memory leakage testing, update testing, interrupt testing, power consumption testing, and security testing. It provides examples of each type of testing and explains their importance in thoroughly validating mobile app functionality and performance.
How Mobile Apps Can Be Used For Sales And BrandingVincent Teo
This is a presentation I gave at eTail Asia 2013 in Singapore that highlights the opportunities for brands to leverage on mobile devices and apps to drive sales and branding. There are interesting statistics that show how consumer behavior has shifted with mobile devices and insights from a survey I did on what makes a great mobile app. It also details three key rules when it comes to making mobile apps and some brand examples of great apps.
Top 10 Hidden Features of the iPhone (Everyone Should Know) (3).pdfHi- Tech Institute
Unleash your iPhone's potential! This PPT cracks open 10 secret features you never knew existed. Master hidden shortcuts, transform your camera, and unlock a world of productivity hacks. Boost your iPhone game today.
Visit us: https://www.hitechinstitute.in/mobile-repairing-course.html
The document discusses considerations for developing a mobile application versus a mobile web site. It notes that mobile apps can access native device features but have a higher development and maintenance cost. Mobile websites have a lower cost but cannot access certain device capabilities and may have a less rich user experience. The document also examines different types of mobile apps and strategies for marketing an app within app marketplaces.
Mobile Application Design & DevelopmentRonnie Liew
The mobile landscape is incredibly fragmented with a huge pool of devices and operating systems. This presentation shares tips and guidelines on how to navigate this maze and help design/develop better mobile applications.
The document discusses EyePhone, a proposed technology that would allow users to control a mobile phone using only their eyes. EyePhone tracks eye movement and blinks using the front-facing camera to navigate menus, select applications, and emulate mouse clicks. It works through four phases - eye detection, open eye template creation, eye tracking through template matching, and blink detection. Potential applications include an "EyeMenu" interface and monitoring driver safety in cars. The document concludes that EyePhone shows promise as a hands-free way to control mobile devices.
Communication Design for the Mobile ExperienceDavid Drucker
Presented to the Vancouver Chapter of the Society for Technical Communication at their May 2011 meeting. This is a discussion of issues, and strategies for creating usable, navigable, relevant content for mobile computing devices like smartphones. Included many examples and a case study.
The document discusses mobile application testing, including the types of mobile applications like web, native, and hybrid applications; different mobile platforms like Android and iOS; how to test aspects like installation, features, and network connectivity; challenges in mobile application testing like lack of devices; and how to overcome challenges using emulators and automation tools.
Concepts, strategies, and gotcha's that every marketer should be aware of from an iOS developers perspective. iOS is in high demand but is still new for most marketers and agencies. This presentation will help bridge that digital divide.
110621 Brown Bag Lunch - iPhone & Android Apps for Businesscrassi
The document discusses developing mobile apps for businesses. It covers what a mobile strategy is and why businesses should have one. It also discusses different types of apps, factors to consider when choosing a platform, and best practices for developing a great app, such as making the app fast, simple, and avoiding spamming users.
The document outlines guidelines for designing user interfaces and experiences for iOS applications. It discusses key concepts like metaphors, gestures and touch interfaces. It provides best practices for aesthetics, functionality, usefulness and sharing across apps. It also details technical specifications for iOS screens, buttons, tabs and more. The most important guidelines emphasize instant load times, orientation support, minimal elements and preparing apps to stop at any time.
EyeSee is a company that provides neuro insights through remote online testing platforms. It offers eye tracking, facial coding, and interactive shelf and UX testing platforms to provide insights for shopper marketing, advertising, and digital solutions. EyeSee aims to provide fast, cost-effective, and globally actionable insights through its online methodology of remotely testing participants using their webcams. The document provides an overview of EyeSee's general capabilities and solutions.
As smartphones evolve researchers are studying new techniques to ease the human-mobile interaction. We propose EyePhone, a novel “hand-free” interfacing system capable of driving mobile applications/functions using only the user’s eyes movement and actions (e.g., wink). EyePhone tracks the user’s eye movement across the phone’s display using the camera mounted on the front of the phone; more specifically, machine learning algorithms are used to: i) track the eye and infer its position on the mobile phone display as a user views a particular application; and ii) detect eye blinks that emulate mouse clicks to activate the target application under view. We present a prototype implementation of EyePhone on a Nokia N810, which is capable of tracking the position of the eye on the display, mapping this positions to an application that is activated by a wink. At no time does the user have to physically touch the phone display.
Mobile application testing involves testing applications created for mobile devices to ensure proper functionality and compatibility. It includes testing installation/uninstallation, network connectivity, voice/SMS handling, user interface elements, battery usage, and compatibility with other device functions. The goal is to verify the application performs as intended under different conditions and does not disrupt normal device operation.
Mobile applications (apps) are software programs designed to run on smartphones, tablets, and other mobile devices. There are four main components of mobile apps: activities, services, broadcast receivers, and content providers. Mobile app architecture usually consists of presentation, business, and data layers. The three main types of mobile apps are native apps, web-based apps, and hybrid apps. Some key factors to consider when building mobile apps include supporting multiple platforms/devices, varying screen sizes/densities, integrating phone functions, and optimizing for limited resources.
Similar to "Case Study: Mobile Couponing" or "What Users don't understand about their iPhone" (20)
Esther Brunner discusses making carousels accessible for visually impaired users. Carousels use visual prominence and motion to highlight key content, but this implicit guidance is lost for those unable to see. Instead, carousels should use words to describe content and include mechanisms to control autoplay. Following W3C recommendations like adding hidden headings can help make carousels accessible to all.
You have earned 100 Points and a bonus life - How apps and wearables change t...Zeix AG
Slides of the presentation "You have earned 100 Points and a bonus life - How apps and wearables change therapy and prevention" by Dr. Sibylle Peuker at the Life Science Forum Basel, June 18, 2015
Zeix swiss ict-fachgruppe-ux_erfolgsmessung-ux_2014-11-25Zeix AG
Input-Referat an der Veranstaltung der SwissICT Fachgruppe User Experience (25.11.2014, bei Zeix in Zürich) zum Thema «Lohnt sich User-Centered Design? Wie man gute User Experience misst.»
The document discusses how self-tracking technologies like activity trackers can help promote healthier behaviors when designed well. It notes that activity trackers work by providing a feedback loop of displaying data, interpreting it, supporting actions, and measuring progress over time. However, changing behaviors requires understanding individual contexts and motivating without scaring people. Technology must be designed to find meaningful stories in the data and connect to clinical care to truly improve health. When done carefully, self-tracking can make people healthier by helping them better understand their own health.
The Future of Healthcare – Vom Schachcomputer und Routenplaner zur personal...Zeix AG
The Future of Healthcare – Vom Schachcomputer und Routenplaner zur personalisierten Medizin (Teil 2)
Folien von Dr. Sibylle Peuker, Zeix AG
bei der „Future Of“- Konferenz am 8. Mai 2014 in Zürich
Contextual Inquiry - Weshalb beobachten besser ist als fragenZeix AG
Haben Sie alle relevanten User bei der Erhebung der Anforderungen einbezogen und trotzdem sind diese sind am Schluss unzfrieden mit dem Resultat? Meistens liegt es daran, dass die Anwender ihre Anforderungen selbst formulieren, sei es in Workshops oder in Textdokumenten. Genau das aber fällt Anwendern schwer: Sie verstehen sich zwar ausgezeichnet auf ihre Arbeit, aber sie können nur unzureichend erklären, was sie tun und was sie benötigen. Die Methode der Contextual inquiry nimmt sich genau dieses Problems an: Statt Mitarbeiter zu befragen, werden diese bei ihrer Arbeit beobachtet. Wir führen in die Methode ein und zeigen anhand von Beispielen aus dem Projektalltag, wie damit vollständige Anforderungen erhoben werden und die Falle des «Wunschkonzerts» von Anforderungen vermieden wird.
Unter dem Titel "Die richtige Information an den richtigen Ort - Applikationsdesign mit dem User" stellte Dr. Sibylle Peuker beim eHealth Summit 2013 in Bern die Entwicklungsmethode User-Centered Design vor. Kernaussage: Es fehlt an den richtigen Kommunikationsmitteln zu Projektbeginn und es wird zu früh programmiert. An einem Beispiel zeigt sie das alternative Vorgehen auf.
Orientierung im Kartendschungel: Ein Überblick über Karten und ihre UserZeix AG
Anhand der wichtigsten Karten-Use-Cases im Web gibt Benedikt Heil von Zeix einen Überblick über die aktuelle Online-Kartografie und zeigt Ergebnisse aus der User-Forschung sowie Projektbeispiele.
Wieviel Komplexität verträgt der User? Content & Verpackung in der Geovisuali...Zeix AG
Nützlichkeit und Usability erleichtern die Verwendung von Onlinekarten massgeblich. Die «geografische Relevanz» spielt dabei eine wesentliche Rolle. Referent Dr. Reichenbacher hat sich an der Universität Zürich mit mobiler Kartografie und der Relevanz von Geoinformation beschäftigt.
Kartografie 2.0: Trends der Kartennutzung und -entwicklungZeix AG
Der Beitrag von Dr. René Sieber zeigte die künftigen Möglichkeiten der Kartografie. Statt fertige Karten zu erstellen, gilt es, Tools und Szenen zu entwickeln, die kartografisch korrekte Darstellungen für eine situationsgerechte Nutzung ermöglichen.
"Case Study: Mobile Couponing" or "What Users don't understand about their iPhone"
1. EuroIA 2012 - Roma
Case Study:
What we learned when developing a mobile couponing
application …
2. EuroIA 2012 - Roma
Case Study:
… or what users don‘t understand about their iPhone
3. > About Mobile Couponing
> User-Centered Design for Mobile
> The Mobile Couponing App
> What Users don’t understand about their iPhone
4. About Mobile Couponing
Couponing in General
> Stores and small business offer special deals to their
customers.
> The goals are diverse:
> Get customers into the store.
> (and sell them additional things, once they are inside the store).
> Fill less busy timeslots.
> Sell off products on stock.
6. About Mobile Couponing
Couponing in General
> Different kinds of coupons:
> Absolute discount (€ 50.-)
> Relative discount (15%)
> Different preconditions:
> Time limitations (e.g. only on Sundays)
> Only valid for specific products
> Only valid in specific stores
> Bound to a minimal purchase amount
> Only one coupon per person
7. About Mobile Couponing
YES, couponing does work (even in Switzerland)
> Study by Mediamarkt in Switzerland:
> Verifiable increase in sales after coupon campaigns.
> ROI of couponing campaigns are 50% higher than traditional marketing
campaigns .
> study based on SMS-couponing
> For App-based couponing costs about half compared to SMS-couponing.
> Feedbacks from interviews:
> Participants respond that they buy certain goods only when prices are
reduced.
> They do switch brand and stores due to coupons and offerings.
> They do even plan their shopping trips based on coupons available.
8. About Mobile Couponing
SIX Multipay in Switzerland
> SIX Multipay ist the leading payment
provider in Switzerland.
> Processes about 8 mio. card payments per
day.
> Terminals in most shops, restaurants ticket
machines etc.
10. About Mobile Couponing
How to cash a mobile coupon
> Start mobile application
> Scan list of available coupons
> Select one coupon
> Tap on «Cash coupon»
> Read coupon code on phone display
> Type Coupon Code in terminal
11. > About Mobile Couponing
> User-Centered Design for Mobile
> The Mobile Couponing App
> What Users don’t understand about their iPhone
14. User-Centered Design for Mobile
Phase 1 – Rough Design/Scribbling (III)
> Scribbling on paper helpful for first iterations
> Very fast iterations to narrow down options
> Together with customer
> Together with implementation partner
> Good to agree on a basic concept
> E.g. application with tabbed navigation vs. application with dashboard
screen
15. User-Centered Design for Mobile
Phase 2 - Prototyping
> Axure RP 5.5 HTML prototype
> Viewport tag properly set to
> Fullscreen (without Browser Controls)
Scroll down.
> Zoom locked Use two fingers.
> iOS dashboard bookmark to the
prototype
> Prototype limitations on iPhone
> 2 finger scrolling
> With new axure versions
not an issue anymore And now up again.
17. User-Centered Design for Mobile
Phase 3 - Usability-Testing (I)
> 8 iPhone users (from expert to novice)
> Pretest interviews
> 10 tasks / scenarios
> Posttest interviews
> Push Notifications were sent during
usability test through
http://www.prowlapp.com/ 1
How to send push notifications see:
1 http://www.paessler.com/knowledgebase/en/topic/1693-how-can-i-send-push-notifications-from-prtg-to-iphones
http://www.macstories.net/reviews/my-weekend-with-prowl/
18. User-Centered Design for Mobile
Phase 3 - The iPhone Mounted Webcam
> Meccano set and
USB-Webcam
> Perfect steadiness of
the video recording
> Even if iPhone in
participant’s hand
> Reduce display
brightness of mobile
phone
19. User-Centered Design for Mobile
Phase 3 - Usability-Testing (II)
> AMCAP Cam Software
to stream webcam
Test participant video feed to test PC
with iPhone and
Webcam connected
to test PC
> PC with Techsmith
Morae for screen,
webcam feed and user
recording
21. User-Centered Design for Mobile
Phase 5 - Documentation
> Detailed specification document for
> Implementation Team
> Budget toll gate
22. > About Mobile Couponing
> User-Centered Design for Mobile
> The Mobile Couponing App
> What Users don‘t understand about their iPhone
23. The Mobile Couponing App
The result
> Easy and quick coupons overview from
different providers in one single app
> Different paths to the coupons for
different use cases
> Personalization to increase relevance of
showed coupons
24. > About Mobile Couponing
> User-Centered Design for Mobile
> The Mobile Couponing App
> What Users don’t understand about their iPhone
25. What Users don‘t understand about their iPhone
iPhoneSwitzerland
> Marketshare of Apple in Swiss smartphone market
Don‘t know /
others
no answer
n=572
Source: www.comparis.ch, February 2012
26. What Users don‘t understand about their iPhone
iPhoneSwitzerland
> Age distribution of smartphone owners
n=1202
Source: www.comparis.ch, February 2012
27. What Users don‘t understand about their iPhone
iPhoneSwitzerland
28. What Users don‘t understand about their iPhone
iPhoneSwitzerland
> Switzerland has one of the largest iPhone populations
worldwide.
> Also less «experienced» users with iPhones.
29. What Users don‘t understand about their iPhone
The Tab Bar
> 2 participants, who bought an iPhone
short time before the test.
> They did not see the Tab Bar for quite a
long time.
30. What Users don‘t understand about their iPhone
Segmented Controls (=Tab-bar 2nd Level)
> Version 1:
> Top of screen as suggested by Apple Human
Interface Guidelines
> Several participants did not see the
navigation
31. What Users don‘t understand about their iPhone
Segmented Controls (=Tab-bar 2nd Level)
> Moving the segmented
controls to the bottom of
the screen improved its
visibility
> Law of proximity
> But it is harder to hit for
people with stubby fingers
32. What Users don‘t understand about their iPhone
The Back Button Issue (I)
> Application with a standard Apple Human Interface
Guidelines tabbar navigation
33. What Users don‘t understand about their iPhone
The Back Button Issue (II)
> Navigation back hierarchically works perfeclty fine
34. What Users don‘t understand about their iPhone
The Back Button Issue (III)
> As soon as the navigation is not hierarchical some users miss
a back button
Example 1 Example 2
35. What Users don‘t understand about their iPhone
The Back Button Issue (IV)
> Various participants were looking for a
back button more than once
> Some of the participants clicked the iPhone
Home-Button repeatedly
> and closed and restarted the application
36. What Users don‘t understand about their iPhone
The Back Button Issue (V)
38. What Users don‘t understand about their iPhone
Near Search
> «Nearby» was not used by 7 participants during the test.
> Participants did not have the mental model:
> That the device knows its geo location.
> And can pass it to the application in order to show content in a
location-specific way.
39. What Users don‘t understand about their iPhone
Near Search
> Click path analysis
shows the same
picture.
> Only 6.5% of users use the
near search
40. What Users don‘t understand about their iPhone
The issue with gestures (I)
Source: Luke Wroblewski, http://www.lukew.com/ff/entry.asp?1071
41. What Users don‘t understand about their iPhone
The issue with gestures (II)
Source: Luke Wroblewski, http://www.lukew.com/ff/entry.asp?1071
42. What Users don‘t understand about their iPhone
The issue with gestures (III)
> The advantage of gestures:
> Gestures do improve the efficiecy of users.
> Gestures represent a very natural and intuitive way of interacting with
a system.
> The downside:
> Only some gestures are intuitive, others have to be learned.
> Gestures are hidden.
> Users don‘t know them and mostly only find out accidentially.
> Only users with a certain proficiency recognize gestures which they
discovered accidentially.
43. What Users don‘t understand about their iPhone
The issue with gestures (IV)
> Swipe gesture discloses delete
button
> No participant knew this gesture
> Eventhough the gesture is available
in Apple email, messages and in
most apps with list views
44. What Users don‘t understand about their iPhone
The issue with gestures (V)
> Scroll up gesture discloses search
field to search a list
> Only 1 participant knew this gesture
> Eventhough the gesture is available
in Apple email, messages and in
most apps with list views
45. What Users don‘t understand about their iPhone
The issue with gestures (VI)
> Shake the iPhone to jump directly to
the Favourites.
> No participant knew any shake
gestures.
> Shake gestures should be used very
carefully because often annoying.
46. What Users don‘t understand about their iPhone
Push Notifications
> 50% would turn push notifications on
after first app startup
> 50% had almost an «allergic» reaction
to the push notifications
> During the post interview, push
notifications were rated as the most
negative part of the app!
47. What Users don‘t understand about their iPhone
User Education on Launch (I)
> „Prefered supplier“-functionality
was kind of hard to understand.
> In the prototype:
> A Notification with User Education
about the prefered supplier
functionality was shown after first start
up of the app.
48. What Users don‘t understand about their iPhone
User Education on Launch (II)
> The notification was ignored in two
ways:
> Half of the participant just clicked it
away without reading for a second.
> The other half read it but did not
understand the message.
49. What Users don‘t understand about their iPhone
User Education examples
> User Education must be visual in order to work.
> Still then it is not sure wheter users remember the message.
Labelbox UFace Piictu Pulse
http://www.lovelyui.com/tagged/walk_throughs
http://mobile-patterns.com/edu
50. What Users don‘t understand about their iPhone
Apps???
> Pre-test interview:
How many Apps do you have installed on your iPhone?
I don‘t have any Apps.
What ist the reason, why you don‘t use Apps?
I tried it once in the beginning, but it didn‘t work.
51. The Mobile Couponing App
Thank you
> Hermann Hofstetter: @hhofstetter
> Gregor Urech: @gurech
> Zeix AG: @zeix
http://itunes.apple.com/ch/app/m
obile-coupon/id468638618?mt=8