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Farah Nuraini
Designing for Mobile UX
Workshop
Designing for
Mobile UX
Farah Nuraini
farah.nuraini@gmail.com
43% people use a smartphone.
65% people access the internet via smartphone
Smartphone has become our primary needs
How?
• Offer solution to problems that people have
• Pay attention to UX so people could use it easily
without creating new problem
However…
Not every problem is
solved by app
Does the problem need to be solved?
Is it urgent?
Is it the root cause or just a byproduct?
What to do?
We need to validate the problem
Design Process
1 2 3 4
Research Analysis &
Synthesis
Develop
Solution
Testing
Research
Validate Problem
1 2 3 4
Research
Research
• Observe and empathize with people and their
conditions
Research
Why Research
• To get inspiration on making new innovation
• To understand better about our potential users
Research
Survey
Share a set of questions to certain group of people to get insight
from their answers.
Pros
• Can get lots of data
from many participants
• Breadth information
Cons
• Sometimes unreliable
• Cannot get deeper
information than what
we ask
Research
User Interview
Selecting some candidates (around 4 candidates per user
segments) based on certain criteria and have conversations with
them
Pros
• Can elaborate our
questions when participant
says something interesting
• Deeper information
Cons
• Exhausted Resources
(energy, time, etc.)
• Must sync the schedule
Research
Ethnographic Research
Researchers go to the places where people whom they study
do their activities. Could be high or low efforts.
Pros
• Can see what our target users
normally do in their real environment
• rich information
Cons
• Take times
• Not quite flexible place
• Need to gain trusts from the people we observe
Research
And many more…
stakeholder research, competitor analysis, etc.
Analysis & Synthesis
Validate Problem
1 2 3 4
Analysis & Synthesis
Analysis & Synthesis
Analysis: the procedure by which we break down an
intellectual or substantial whole into parts or components
Swedish Morphological Society
Synthesis: combine separate elements or components in
order to form a coherent conclusion.
Analysis & Synthesis
Analysis + Synthesis
Data Insights
Analysis & Synthesis
Analysis & Synthesis
• Persona
• User Journey
Analysis & Synthesis
Persona
• Persona is archetype of a certain group of people,
modeled as a specific person based on research.
• Proto-persona is persona which built based on
hypothesis as a base for persona.
Analysis & Synthesis
Why persona?
• Build empathy
• Focused target user
• Easier communication to prioritize which problem
need to be solved
• As a base for defending an argument
Analysis & Synthesis
Component in Persona
• Picture + Name + Quote
• Demographic
• Background
to empathize know what we would help
know how we would help
• User Goals and Needs
• Behavior
• Limitation
• etc.
Source: Content Marketing Institute
Analysis & Synthesis
User Journey
User Journey is a series of steps that describes the
journey of a user by representing the different
touchpoint that characterize user’s interaction with the
service
Analysis & Synthesis
Why User Journey?
• Identify problem that need to be solved
• Identify opportunities for innovation or improvement
• Show how user do their activities and interact with
system
• Highlight different user segments experience
Analysis & Synthesis
User Journey
Elements in User Journey
• Stage — Phases that users always go through to reach their goal
• Motivation — What users try to achieve in certain stage
• Touchpoints — Points of interactions between user and system
where user try to reach goal
• Emotion — What user feels when interacts with system
• Problems — the cause of negative emotion
• Opportunities — Possibility ways to solve the problems
ShopifyNation
Design Solutions
Develop Solution
1 2 3 4
Design Solution
Solve problems while considering understandability,
usability, distinction, aesthetics of the solution
An Introduction to Service Design: How to Have Your Cake and Eat It Too
Design Solution
Design
• Sketch: Basic concept on how the app will work
• Wireframe: Visual guide that represents the outline of
interfaces
• Mockup: static design representation of UI
Design Solution
Design
• Start with Minimum Viable Product (MVP)
• Start with sketching
Design Solution
Why sketching?
• makes you think and work faster
• easier to refine
• low cost to change
• perfect for brainstorming
Design Solution
Brainstorming
come up with creative solutions to problems quickly
https://developers.google.com/design-
sprint/downloads/DesignSprintMethods.pdf
Further study:
Testing
Validate Solution
1 2 3 4
Testing
Why Testing
• To learn more about your users
• To discover critical design issues
• To refine your solution ideas as soon as possible
Testing
Level of Fidelity
• low — concept design on paper
• middle — solution in form of wireframe
• high — design with color
Testing
User Testing
• Concept testing—sketch
• Solution Testing—wireframe/paper prototype
• look & feel testing — complete UI with colors and
micro interaction
Testing
What to prepare?
• Target — what criteria of participants will be your target?
• Goal(s) — what do you want to test?
• Method(s) — Define how you would inquire the answer
from participants (Observation? Question?)
• Scenario — Story which you tell the participants so they
could imagine the real situation.
• Stakeholders — who need to know the results?
• Equipment needed
Testing
Scenario
• Do not directly tell users what they have to do with
UI
“You are going to Pluit from Kebayoran by bus.
You wait for the bus at the bus stop close to
your house. How do you know when the next
bus arrive?”
“Open the map from homepage.”
Testing
Research Questions
• Ask open-ended questions
• Make sure you ask just about enough questions
Testing
Tips in conducting testing
• Prepare your script
• Do pilot testing
• Bring observer with you
• Guide user to do their task when they get
distracted.
Further study: https://library.gv.com/get-better-data-from-user-studies-16-interviewing-tips-328d305c3
Testing
Solution
works?
Final notes…
Reminder
To solve problems we need to:
• research
• analyze & synthesize
• design solution
• test
This process can be done as simple as possible based on
your need and resources.
Exercise
Exercise
• Find opportunities according to each problems (5
minutes)
• Discuss with your group to pick one opportunities
you want to develop (10 minutes)
• Sketch the solution based on one of the
opportunities you find in the user journey you have
created (20 minutes)
Exercise
• define one test question and test with someone
from another group (15 minutes)
Exercise
Presentation Time!

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Designing Mobile UX

  • 1. Growth Hacking Asia Growth Hacking Asia @GrowthHackAsia Growth Hacking Indonesia Powered by Farah Nuraini Designing for Mobile UX Workshop
  • 2. Designing for Mobile UX Farah Nuraini farah.nuraini@gmail.com
  • 3. 43% people use a smartphone.
  • 4. 65% people access the internet via smartphone
  • 5. Smartphone has become our primary needs
  • 6. How? • Offer solution to problems that people have • Pay attention to UX so people could use it easily without creating new problem
  • 8. Not every problem is solved by app
  • 9. Does the problem need to be solved? Is it urgent? Is it the root cause or just a byproduct?
  • 10. What to do? We need to validate the problem
  • 11.
  • 12. Design Process 1 2 3 4 Research Analysis & Synthesis Develop Solution Testing
  • 14. Research Research • Observe and empathize with people and their conditions
  • 15. Research Why Research • To get inspiration on making new innovation • To understand better about our potential users
  • 16. Research Survey Share a set of questions to certain group of people to get insight from their answers. Pros • Can get lots of data from many participants • Breadth information Cons • Sometimes unreliable • Cannot get deeper information than what we ask
  • 17. Research User Interview Selecting some candidates (around 4 candidates per user segments) based on certain criteria and have conversations with them Pros • Can elaborate our questions when participant says something interesting • Deeper information Cons • Exhausted Resources (energy, time, etc.) • Must sync the schedule
  • 18. Research Ethnographic Research Researchers go to the places where people whom they study do their activities. Could be high or low efforts. Pros • Can see what our target users normally do in their real environment • rich information Cons • Take times • Not quite flexible place • Need to gain trusts from the people we observe
  • 19. Research And many more… stakeholder research, competitor analysis, etc.
  • 20. Analysis & Synthesis Validate Problem 1 2 3 4
  • 21. Analysis & Synthesis Analysis & Synthesis Analysis: the procedure by which we break down an intellectual or substantial whole into parts or components Swedish Morphological Society Synthesis: combine separate elements or components in order to form a coherent conclusion.
  • 22. Analysis & Synthesis Analysis + Synthesis Data Insights
  • 23. Analysis & Synthesis Analysis & Synthesis • Persona • User Journey
  • 24. Analysis & Synthesis Persona • Persona is archetype of a certain group of people, modeled as a specific person based on research. • Proto-persona is persona which built based on hypothesis as a base for persona.
  • 25. Analysis & Synthesis Why persona? • Build empathy • Focused target user • Easier communication to prioritize which problem need to be solved • As a base for defending an argument
  • 26. Analysis & Synthesis Component in Persona • Picture + Name + Quote • Demographic • Background to empathize know what we would help know how we would help • User Goals and Needs • Behavior • Limitation • etc.
  • 28. Analysis & Synthesis User Journey User Journey is a series of steps that describes the journey of a user by representing the different touchpoint that characterize user’s interaction with the service
  • 29. Analysis & Synthesis Why User Journey? • Identify problem that need to be solved • Identify opportunities for innovation or improvement • Show how user do their activities and interact with system • Highlight different user segments experience
  • 30. Analysis & Synthesis User Journey Elements in User Journey • Stage — Phases that users always go through to reach their goal • Motivation — What users try to achieve in certain stage • Touchpoints — Points of interactions between user and system where user try to reach goal • Emotion — What user feels when interacts with system • Problems — the cause of negative emotion • Opportunities — Possibility ways to solve the problems
  • 33. Design Solution Solve problems while considering understandability, usability, distinction, aesthetics of the solution An Introduction to Service Design: How to Have Your Cake and Eat It Too
  • 34. Design Solution Design • Sketch: Basic concept on how the app will work • Wireframe: Visual guide that represents the outline of interfaces • Mockup: static design representation of UI
  • 35. Design Solution Design • Start with Minimum Viable Product (MVP) • Start with sketching
  • 36. Design Solution Why sketching? • makes you think and work faster • easier to refine • low cost to change • perfect for brainstorming
  • 37. Design Solution Brainstorming come up with creative solutions to problems quickly https://developers.google.com/design- sprint/downloads/DesignSprintMethods.pdf Further study:
  • 39. Testing Why Testing • To learn more about your users • To discover critical design issues • To refine your solution ideas as soon as possible
  • 40. Testing Level of Fidelity • low — concept design on paper • middle — solution in form of wireframe • high — design with color
  • 41. Testing User Testing • Concept testing—sketch • Solution Testing—wireframe/paper prototype • look & feel testing — complete UI with colors and micro interaction
  • 42. Testing What to prepare? • Target — what criteria of participants will be your target? • Goal(s) — what do you want to test? • Method(s) — Define how you would inquire the answer from participants (Observation? Question?) • Scenario — Story which you tell the participants so they could imagine the real situation. • Stakeholders — who need to know the results? • Equipment needed
  • 43. Testing Scenario • Do not directly tell users what they have to do with UI “You are going to Pluit from Kebayoran by bus. You wait for the bus at the bus stop close to your house. How do you know when the next bus arrive?” “Open the map from homepage.”
  • 44. Testing Research Questions • Ask open-ended questions • Make sure you ask just about enough questions
  • 45. Testing Tips in conducting testing • Prepare your script • Do pilot testing • Bring observer with you • Guide user to do their task when they get distracted. Further study: https://library.gv.com/get-better-data-from-user-studies-16-interviewing-tips-328d305c3
  • 48. Reminder To solve problems we need to: • research • analyze & synthesize • design solution • test This process can be done as simple as possible based on your need and resources.
  • 50. Exercise • Find opportunities according to each problems (5 minutes) • Discuss with your group to pick one opportunities you want to develop (10 minutes)
  • 51. • Sketch the solution based on one of the opportunities you find in the user journey you have created (20 minutes) Exercise
  • 52. • define one test question and test with someone from another group (15 minutes) Exercise

Editor's Notes

  1. no wonder people target the smartphone because it is easier to reach them by building mobile app compared to desktop software. So many people build mobile application, that for one type of app, there would be 20 more similar app. So what would make people will use our product and also get standout?
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