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building mobile experiences
that don’t suck




Frédéric Developers Evangelist
Harper Microsoft Canada
         @fharper | outofcomfortzone.net
AGENDA

what we will talk about today



              BASIC PRINCIPLES OF MOBILE APP
              DESIGN

              WHAT MAKES A MOBILE APP GREAT?



              IDEAS: THE CURRENCY OF AWESOMENESS
BASIC PRINCIPLES OF MOBILE APP DESIGN

the freshman primer
BASIC PRINCIPLES OF MOBILE APP DESIGN

motivations
                                Every mobile use case can derive
                                from 3 basic motivations

                                        i’m microtasking


                                        i’m local


                                        i’m bored
BASIC PRINCIPLES OF MOBILE APP DESIGN

i’m microtasking


microtasks are short          idea capture is an example of microtasking.

bursts of activity, often
done between larger
tasks.




                              TM & © Warner Bros. Entertainment, Inc.
BASIC PRINCIPLES OF MOBILE APP DESIGN

i’m local


phones are devices of
convenience and
context and local is a
context.
BASIC PRINCIPLES OF MOBILE APP DESIGN

i’m bored


games account for the
majority of popular
paid apps across all
mobile platforms.

essentially, any app
(game or otherwise)
that can fill a time gap
addictively and with
fun is largely
successful.
BASIC PRINCIPLES OF MOBILE APP DESIGN

stating the obvious




                 ≠
BASIC PRINCIPLES OF MOBILE APP DESIGN

pc vs mobile

you can’t think of the phone as just a scaled-down desktop – if you do, you’re
missing the point (and a lot of nuances)
BASIC PRINCIPLES OF MOBILE APP DESIGN

what a desktop app looks like
BASIC PRINCIPLES OF MOBILE APP DESIGN

what we think mobile experiences looks like
BASIC PRINCIPLES OF MOBILE APP DESIGN

what mobile experiences really look like
BASIC PRINCIPLES OF MOBILE APP DESIGN

the app we’re thinking of building
BASIC PRINCIPLES OF MOBILE APP DESIGN

the app our users need
BASIC PRINCIPLES OF MOBILE APP DESIGN

but there are times when this is appropriate
BASIC PRINCIPLES OF MOBILE APP DESIGN

desktop and web application “mullet”

                                        business on the front,
                                        party in the back


                                        <translation>
                                           controls on the top,
                                           content at the bottom

                                        </translation>
BASIC PRINCIPLES OF MOBILE APP DESIGN

phone (and most tablet) apps are the “reverse
mullet”



                            party




                          business
BASIC PRINCIPLES OF MOBILE APP DESIGN

drinking our own koolaid
 in windows phone 7.5 platform, we changed the position of the url textbox to the
 bottom.




            wp7                                                 wp7.5
BASIC PRINCIPLES OF MOBILE APP DESIGN

under my thumb…
BASIC PRINCIPLES OF MOBILE APP DESIGN

comfort zones
BASIC PRINCIPLES OF MOBILE APP DESIGN

case study: foursquare for windows phone 7
BASIC PRINCIPLES OF MOBILE APP DESIGN

hey – down in the front!
BASIC PRINCIPLES OF MOBILE APP DESIGN

may we suggest a simple fix…
Hockey and mullets go hand in
           hand
Offside!
A simple change…
Much better!
BASIC PRINCIPLES OF MOBILE APP DESIGN

fitt’s law

                           𝐷
     𝑇 = 𝑎 + 𝑏 ∙ 𝑙𝑜𝑔2 (1 + )
                           𝑊
             T: Average time taken to complete the movement
             a: Start/stop time of the device
             b: Inherent speed of the device
             D: Distance from the starting point to target center
             W: Width of target, measured along axis of motion
BASIC PRINCIPLES OF MOBILE APP DESIGN

fitt’s law, translated

                           𝐷
     𝑇 = 𝑎 + 𝑏 ∙ 𝑙𝑜𝑔2 (1 + )
                           𝑊
      the bigger and closer a target is, the easier it
      is to hit.
      well, duh.
BASIC PRINCIPLES OF MOBILE APP DESIGN

so, how big is a finger, anyway?




                                            26 pixels / 7mm
    44 pixels / 7mm                        (wp7 exceptional
  (iPhone minimum)                             minimum)
                                            34 pixels / 9mm
                                        (general wp7 minimum)
BASIC PRINCIPLES OF MOBILE APP DESIGN

ladies and gentlemen, introducing fittsquare!
       original                   fittsquare




                                               made the map
                                               bigger



                                               nice, big targets
                                               for oft-used
                                               tasks; the most
                                               important task
                                               gets the biggest
                                               target
WHAT MAKES A MOBILE APP GREAT

engineering meets design
WHAT MAKES A MOBILE APP GREAT

outside of genetics, cloning is boring



            ≠                   ≠       ≠


                   ∴                ≠       qed
WHAT MAKES A MOBILE APP GREAT

differentiate your experience
panorama in wp7
                                shallow experience
                                expansive
                                artistic




                                           pivot in wp7

           deeper experience
           data-driven
           informational
WHAT MAKES A MOBILE APP GREAT

stay within the paradigm of the platform


         every platform has its own unique “flavour” and style




         consistency of experience between native activities and 3rd party
         apps enjoyable for user




         predictability is not a dirty word - intuitive user interfaces are
         usually better suited to user experience
WHAT MAKES A MOBILE APP GREAT

app function bars


                       for main tasks, use on-screen controls




                       For oft-used tasks, use the app function bar




                       for rarer tasks, use a secondary menu
WHAT MAKES A MOBILE APP GREAT

gestures – packaged confusion

            remember that many users are reluctant to use them




            many gestures can’t be used in one-handed scenarios




            consider offering single-digit alternatives to gestures
            (this does not mean replace gestures in your app)




            gestures need to be thumb-friendly
WHAT MAKES A MOBILE APP GREAT

experience informs gestures




 etch-a-sketch: shake   Compass/spirit level:    guitar simulator:
 to clear canvas        roll device in various   multi-finger for
                        directions               chords
WHAT MAKES A MOBILE APP GREAT

separate apps, separate meaning for shake

            urban spoon: shake means to randomize the result




            facebook: load new content




            pcalc: clear the current calculation




            etch-a-sketch: clear the canvas
WHAT MAKES A MOBILE APP GREAT

paving the cowpaths

                                design gesture interactions
                                according to patterns people
                                already follow


                                watch for:

                                      unsuccessful gesture
                                      attempts

                                      Repetitive, time-
                                      consuming actions
WHAT MAKES A MOBILE APP GREAT

input – users don’t want to deal with it
text input is a pain in the best of circumstances, so give users the quickest way to
get out of it.
IDEAS: THE CURRENCY OF AWESOMENESS

making users awesome in the moment
IDEAS: THE CURRENCY OF AWESOMENESS

remember the three motivations

                    i’m multitasking




                    i’m local




                    i’m bored
IDEAS: THE CURRENCY OF AWESOMENESS

mobile is the seventh mass media
according to tomi ahonen, the seven mass media are, in chronological order of
creation:



                        print
                        sound recordings
                        cinema
                        radio
                        television
                        internet
                        mobile
IDEAS: THE CURRENCY OF AWESOMENESS

mobile means personal
IDEAS: THE CURRENCY OF AWESOMENESS

take an existing concept and tweak it



                        many social networking apps are about helping
                        you find out where your friends are, presumably so
                        you can join them


                        what about a social networking app that helped
                        you avoid people, such as your ex?

                           I give you…ex-factor!
IDEAS: THE CURRENCY OF AWESOMENESS

sometimes all you need is a disguise




here’s a dirty little secret: fighting games like street fighter and mortal kombat
are essentially rock-paper-scissors.
IDEAS: THE CURRENCY OF AWESOMENESS

think you could write the next solitaire?




                        solitaire was written to help familiarize people with
                        mouse technique

                        maybe it’s time to write a game to familiarize
                        people with phone gestures!
IDEAS: THE CURRENCY OF AWESOMENESS

the design philosophy of great apps…
…isn’t all that different across the competitive mobile platforms.

great apps:

                don’t make us think about their interfaces



                deal with complex tasks, but insulate us from that complexity



                make accomplishing our goals easier



                help users be awesome in the moment
IDEAS: THE CURRENCY OF AWESOMENESS

help users be awesome in the moment


                            think of games like rock band and dance
                            central, which give people the chance to be
                            stars

                            think of apps that let sports fans call up players’
                            stats while they’re at the game


                            think of the kitchen, a place typically without a
                            computer, but a need for info available on the
                            net
BUILDING MOBILE EXPERIENCES THAT DON’T SUCK

Question?

            Frédéric Harper




            Developers Evangelist @ Microsoft Canada




            fredh@microsoft.com
            @fharper




            http://webnotwar.ca
            http://outofcomfortzone.net

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Confoo 2012-03-01 - Building mobile experiences that don't suck

  • 1. building mobile experiences that don’t suck Frédéric Developers Evangelist Harper Microsoft Canada @fharper | outofcomfortzone.net
  • 2. AGENDA what we will talk about today BASIC PRINCIPLES OF MOBILE APP DESIGN WHAT MAKES A MOBILE APP GREAT? IDEAS: THE CURRENCY OF AWESOMENESS
  • 3. BASIC PRINCIPLES OF MOBILE APP DESIGN the freshman primer
  • 4. BASIC PRINCIPLES OF MOBILE APP DESIGN motivations Every mobile use case can derive from 3 basic motivations i’m microtasking i’m local i’m bored
  • 5. BASIC PRINCIPLES OF MOBILE APP DESIGN i’m microtasking microtasks are short idea capture is an example of microtasking. bursts of activity, often done between larger tasks. TM & © Warner Bros. Entertainment, Inc.
  • 6. BASIC PRINCIPLES OF MOBILE APP DESIGN i’m local phones are devices of convenience and context and local is a context.
  • 7. BASIC PRINCIPLES OF MOBILE APP DESIGN i’m bored games account for the majority of popular paid apps across all mobile platforms. essentially, any app (game or otherwise) that can fill a time gap addictively and with fun is largely successful.
  • 8. BASIC PRINCIPLES OF MOBILE APP DESIGN stating the obvious ≠
  • 9. BASIC PRINCIPLES OF MOBILE APP DESIGN pc vs mobile you can’t think of the phone as just a scaled-down desktop – if you do, you’re missing the point (and a lot of nuances)
  • 10. BASIC PRINCIPLES OF MOBILE APP DESIGN what a desktop app looks like
  • 11. BASIC PRINCIPLES OF MOBILE APP DESIGN what we think mobile experiences looks like
  • 12. BASIC PRINCIPLES OF MOBILE APP DESIGN what mobile experiences really look like
  • 13. BASIC PRINCIPLES OF MOBILE APP DESIGN the app we’re thinking of building
  • 14. BASIC PRINCIPLES OF MOBILE APP DESIGN the app our users need
  • 15. BASIC PRINCIPLES OF MOBILE APP DESIGN but there are times when this is appropriate
  • 16. BASIC PRINCIPLES OF MOBILE APP DESIGN desktop and web application “mullet” business on the front, party in the back <translation> controls on the top, content at the bottom </translation>
  • 17. BASIC PRINCIPLES OF MOBILE APP DESIGN phone (and most tablet) apps are the “reverse mullet” party business
  • 18. BASIC PRINCIPLES OF MOBILE APP DESIGN drinking our own koolaid in windows phone 7.5 platform, we changed the position of the url textbox to the bottom. wp7 wp7.5
  • 19. BASIC PRINCIPLES OF MOBILE APP DESIGN under my thumb…
  • 20. BASIC PRINCIPLES OF MOBILE APP DESIGN comfort zones
  • 21. BASIC PRINCIPLES OF MOBILE APP DESIGN case study: foursquare for windows phone 7
  • 22. BASIC PRINCIPLES OF MOBILE APP DESIGN hey – down in the front!
  • 23. BASIC PRINCIPLES OF MOBILE APP DESIGN may we suggest a simple fix…
  • 24. Hockey and mullets go hand in hand
  • 28. BASIC PRINCIPLES OF MOBILE APP DESIGN fitt’s law 𝐷 𝑇 = 𝑎 + 𝑏 ∙ 𝑙𝑜𝑔2 (1 + ) 𝑊 T: Average time taken to complete the movement a: Start/stop time of the device b: Inherent speed of the device D: Distance from the starting point to target center W: Width of target, measured along axis of motion
  • 29. BASIC PRINCIPLES OF MOBILE APP DESIGN fitt’s law, translated 𝐷 𝑇 = 𝑎 + 𝑏 ∙ 𝑙𝑜𝑔2 (1 + ) 𝑊 the bigger and closer a target is, the easier it is to hit. well, duh.
  • 30. BASIC PRINCIPLES OF MOBILE APP DESIGN so, how big is a finger, anyway? 26 pixels / 7mm 44 pixels / 7mm (wp7 exceptional (iPhone minimum) minimum) 34 pixels / 9mm (general wp7 minimum)
  • 31. BASIC PRINCIPLES OF MOBILE APP DESIGN ladies and gentlemen, introducing fittsquare! original fittsquare made the map bigger nice, big targets for oft-used tasks; the most important task gets the biggest target
  • 32. WHAT MAKES A MOBILE APP GREAT engineering meets design
  • 33. WHAT MAKES A MOBILE APP GREAT outside of genetics, cloning is boring ≠ ≠ ≠ ∴ ≠ qed
  • 34. WHAT MAKES A MOBILE APP GREAT differentiate your experience panorama in wp7 shallow experience expansive artistic pivot in wp7 deeper experience data-driven informational
  • 35. WHAT MAKES A MOBILE APP GREAT stay within the paradigm of the platform every platform has its own unique “flavour” and style consistency of experience between native activities and 3rd party apps enjoyable for user predictability is not a dirty word - intuitive user interfaces are usually better suited to user experience
  • 36. WHAT MAKES A MOBILE APP GREAT app function bars for main tasks, use on-screen controls For oft-used tasks, use the app function bar for rarer tasks, use a secondary menu
  • 37. WHAT MAKES A MOBILE APP GREAT gestures – packaged confusion remember that many users are reluctant to use them many gestures can’t be used in one-handed scenarios consider offering single-digit alternatives to gestures (this does not mean replace gestures in your app) gestures need to be thumb-friendly
  • 38. WHAT MAKES A MOBILE APP GREAT experience informs gestures etch-a-sketch: shake Compass/spirit level: guitar simulator: to clear canvas roll device in various multi-finger for directions chords
  • 39. WHAT MAKES A MOBILE APP GREAT separate apps, separate meaning for shake urban spoon: shake means to randomize the result facebook: load new content pcalc: clear the current calculation etch-a-sketch: clear the canvas
  • 40. WHAT MAKES A MOBILE APP GREAT paving the cowpaths design gesture interactions according to patterns people already follow watch for: unsuccessful gesture attempts Repetitive, time- consuming actions
  • 41. WHAT MAKES A MOBILE APP GREAT input – users don’t want to deal with it text input is a pain in the best of circumstances, so give users the quickest way to get out of it.
  • 42. IDEAS: THE CURRENCY OF AWESOMENESS making users awesome in the moment
  • 43. IDEAS: THE CURRENCY OF AWESOMENESS remember the three motivations i’m multitasking i’m local i’m bored
  • 44. IDEAS: THE CURRENCY OF AWESOMENESS mobile is the seventh mass media according to tomi ahonen, the seven mass media are, in chronological order of creation: print sound recordings cinema radio television internet mobile
  • 45. IDEAS: THE CURRENCY OF AWESOMENESS mobile means personal
  • 46. IDEAS: THE CURRENCY OF AWESOMENESS take an existing concept and tweak it many social networking apps are about helping you find out where your friends are, presumably so you can join them what about a social networking app that helped you avoid people, such as your ex? I give you…ex-factor!
  • 47. IDEAS: THE CURRENCY OF AWESOMENESS sometimes all you need is a disguise here’s a dirty little secret: fighting games like street fighter and mortal kombat are essentially rock-paper-scissors.
  • 48. IDEAS: THE CURRENCY OF AWESOMENESS think you could write the next solitaire? solitaire was written to help familiarize people with mouse technique maybe it’s time to write a game to familiarize people with phone gestures!
  • 49. IDEAS: THE CURRENCY OF AWESOMENESS the design philosophy of great apps… …isn’t all that different across the competitive mobile platforms. great apps: don’t make us think about their interfaces deal with complex tasks, but insulate us from that complexity make accomplishing our goals easier help users be awesome in the moment
  • 50. IDEAS: THE CURRENCY OF AWESOMENESS help users be awesome in the moment think of games like rock band and dance central, which give people the chance to be stars think of apps that let sports fans call up players’ stats while they’re at the game think of the kitchen, a place typically without a computer, but a need for info available on the net
  • 51. BUILDING MOBILE EXPERIENCES THAT DON’T SUCK Question? Frédéric Harper Developers Evangelist @ Microsoft Canada fredh@microsoft.com @fharper http://webnotwar.ca http://outofcomfortzone.net