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Designing the Mobile Experience
           Joseph Dickerson
Agenda
Agenda

✤   Foundations
Agenda

✤   Foundations
✤   User-Centered Design
Agenda

✤   Foundations
✤   User-Centered Design
    ✤   Case study
Agenda

✤   Foundations
✤   User-Centered Design
    ✤   Case study
✤   The Design Process
Agenda

✤   Foundations
✤   User-Centered Design
    ✤   Case study
✤   The Design Process
✤   Usability testing
Agenda

✤   Foundations
✤   User-Centered Design
    ✤   Case study
✤   The Design Process
✤   Usability testing
✤   Some things to keep in mind...
Agenda

✤   Foundations
✤   User-Centered Design
    ✤   Case study
✤   The Design Process
✤   Usability testing
✤   Some things to keep in mind...
✤   Final Thoughts/Q&A
About me

✤   My name's Joe Dickerson
✤   User Experience Architect, Fiserv
    ✤   International and Fortune 500 financial services company based out of
        the US
    ✤   Member of Fiserv’ Innovation and Experimentation Team
✤   10+ years doing user-centered design and research
✤   In Australia working on the redesign of Westpac's online and mobile
    presence
Foundations
Foundations

✤   First, know what you are designing
Foundations

✤   First, know what you are designing

    ✤   What are your business drivers?
Foundations

✤   First, know what you are designing

    ✤   What are your business drivers?

    ✤   Who are your customers?
Foundations

✤   First, know what you are designing

    ✤   What are your business drivers?

    ✤   Who are your customers?

    ✤   What are you trying to do?
Foundations

✤   First, know what you are designing

    ✤   What are your business drivers?

    ✤   Who are your customers?

    ✤   What are you trying to do?

    ✤   What is your “Vision”?
Foundations

✤   First, know what you are designing

    ✤   What are your business drivers?

    ✤   Who are your customers?

    ✤   What are you trying to do?

    ✤   What is your “Vision”?

✤   If you don’t know what you are doing, then how can you make sure
    you’ve designed it right?
User-centered design
User-centered design

✤   Second, know your users
User-centered design

✤   Second, know your users
    ✤   Know what is important to them, how they use their devices
User-centered design

✤   Second, know your users
    ✤   Know what is important to them, how they use their devices
✤   How?
User-centered design

✤   Second, know your users
    ✤   Know what is important to them, how they use their devices
✤   How?
    ✤   User Interviews
User-centered design

✤   Second, know your users
    ✤   Know what is important to them, how they use their devices
✤   How?
    ✤   User Interviews
    ✤   Collaborative design “sketchstorms”
User-centered design

✤   Second, know your users
    ✤   Know what is important to them, how they use their devices
✤   How?
    ✤   User Interviews
    ✤   Collaborative design “sketchstorms”
    ✤   Observational research (Ethnographic study)
User-centered design

✤   Second, know your users
    ✤   Know what is important to them, how they use their devices
✤   How?
    ✤   User Interviews
    ✤   Collaborative design “sketchstorms”
    ✤   Observational research (Ethnographic study)
✤   Be open-minded, listen, and be prepared to be surprised...
User-centered design

✤   A comment from one of our interview
    subjects during a research project:

    ✤   “I love my phone, it does everything I
        need it to do. I could not think about
        using another one. It’s perfect for me.”

✤   Talking about a smart phone, or the iPhone?

    ✤   …No.
User-centered design

✤   A comment from one of our interview
    subjects during a research project:

    ✤   “I love my phone, it does everything I
        need it to do. I could not think about
        using another one. It’s perfect for me.”

✤   Talking about a smart phone, or the iPhone?

    ✤   …No.
Case study
Mobile Diary Study


✤   Interviewed 30 individuals in 4 different states
✤   20 of these interview subjects documented their mobile usage over a week
✤   Over a week we cataloged and analysed the results
    ✤   Identified usage patterns
    ✤   Created representative personas
✤   Used all of this as a reference and an input into our design
The design process
The design process


✤   Sketch
The design process


✤   Sketch

✤   Test
The design process


✤   Sketch

✤   Test

✤   Revise
The design process


✤   Sketch

✤   Test

✤   Revise

✤   Iterate
The design process


✤   Sketch

✤   Test

✤   Revise

✤   Iterate

✤   Try and Fail, successfully.
Design tools
Design tools

✤   Paper
Design tools

✤   Paper

✤   Visio/Omnigraffle
Design tools

✤   Paper

✤   Visio/Omnigraffle

✤   Powerpoint/Keynote
Design tools

✤   Paper

✤   Visio/Omnigraffle

✤   Powerpoint/Keynote

✤   Photoshop/Axure RP
Design tools

✤   Paper

✤   Visio/Omnigraffle

✤   Powerpoint/Keynote

✤   Photoshop/Axure RP

✤   Code
Design tools

✤   Paper

✤   Visio/Omnigraffle

✤   Powerpoint/Keynote

✤   Photoshop/Axure RP

✤   Code

✤   Whatever tool works best for you - there is no magic bullet that makes your
    designs better
Usability Testing - Methods
Usability Testing - Methods

✤   Test your design!
Usability Testing - Methods

✤   Test your design!
✤   Test Methods
Usability Testing - Methods

✤   Test your design!
✤   Test Methods
    ✤   Test on paper with a paper prototype
Usability Testing - Methods

✤   Test your design!
✤   Test Methods
    ✤   Test on paper with a paper prototype
    ✤   Test on computer, using Keynote/powerpoint/Axure
Usability Testing - Methods

✤   Test your design!
✤   Test Methods
    ✤   Test on paper with a paper prototype
    ✤   Test on computer, using Keynote/powerpoint/Axure
    ✤   Test on device - mockup/prototype (use camera roll)
Usability Testing - Methods

✤   Test your design!
✤   Test Methods
    ✤   Test on paper with a paper prototype
    ✤   Test on computer, using Keynote/powerpoint/Axure
    ✤   Test on device - mockup/prototype (use camera roll)
    ✤   Test on device - compiled code
Usability Testing - Methods

✤   Test your design!
✤   Test Methods
    ✤   Test on paper with a paper prototype
    ✤   Test on computer, using Keynote/powerpoint/Axure
    ✤   Test on device - mockup/prototype (use camera roll)
    ✤   Test on device - compiled code
        ✤   Works great if you are using an agile process
Usability Testing - Tools
Usability Testing - Tools

✤   Silverback (for Mac)
    ✤   Captures the screen and the webcam video
Usability Testing - Tools

✤   Silverback (for Mac)
    ✤   Captures the screen and the webcam video
✤   Morae (for PC)
    ✤   Great for devise testing
    ✤   You can use a web or video camera to capture the device
Usability Testing - Tools

✤   Silverback (for Mac)
    ✤   Captures the screen and the webcam video
✤   Morae (for PC)
    ✤   Great for devise testing
    ✤   You can use a web or video camera to capture the device
✤   Blueprint for the iPad
    ✤   Lets you create clickable prototypes that can "run" on the device
Some things to keep in mind..
Platforms
✤   There’s three major platforms, and a multitude of devices

✤   Should you target one platform, or many? App or Web?

✤   Focus on your customers and where they are - and let that drive your
    decision

✤   Design knowing the constraints - and the usability issues - of the platform
“Experience Sensitivity”
“Experience Sensitivity”

✤   Users are slow to praise, but quick to complain... and they’ll do it publicly
    ✤   Twitter
    ✤   Facebook
    ✤   Etc.
“Experience Sensitivity”

✤   Users are slow to praise, but quick to complain... and they’ll do it publicly
    ✤   Twitter
    ✤   Facebook
    ✤   Etc.
✤   Expectations matter
    ✤   The “baseline” has shifted, and continues to do so
    ✤   Users are less patient - and they expect a responsive app that “just
        works”
The baseline has shifted...




        “History don’t repeat, but it sure does rhyme.”
Design for the
“Immediacy of Now”
Design for the
“Immediacy of Now”
✤   The Immediacy of Now: The need for users to quickly accomplish an
    urgent task.
Design for the
“Immediacy of Now”
✤   The Immediacy of Now: The need for users to quickly accomplish an
    urgent task.
✤   Mobile usage is often urgent and focused
    ✤   Understand and support this mode
    ✤   Context matters
Design for the
“Immediacy of Now”
✤   The Immediacy of Now: The need for users to quickly accomplish an
    urgent task.
✤   Mobile usage is often urgent and focused
    ✤   Understand and support this mode
    ✤   Context matters
✤   Design to support the user’s core need, and don’t add superfluous
    functionality that distracts from this core
Design for the
“Immediacy of Now”
✤   The Immediacy of Now: The need for users to quickly accomplish an
    urgent task.
✤   Mobile usage is often urgent and focused
    ✤   Understand and support this mode
    ✤   Context matters
✤   Design to support the user’s core need, and don’t add superfluous
    functionality that distracts from this core
✤   If you don’t know what that core need you’re servicing is, then what are
    you creating?
“Ego-driven design”
“Ego-driven design”

✤   Many mobile and web apps appeal to user’s sense of self-importance, and
    self-worth

    ✤   Twitter

    ✤   Quora

    ✤   Instagram
“Ego-driven design”

✤   Many mobile and web apps appeal to user’s sense of self-importance, and
    self-worth

    ✤   Twitter

    ✤   Quora

    ✤   Instagram

✤   This is a huge opportunity to tap into

    ✤   Make the app you are designing personal
On design documentation
On design documentation


✤   Focus on designing the optimal experience - not on documentation
    ✤   Document as much as you need to, and no more
    ✤   Use whatever tool allows you to be most efficient at documenting your
        design
On design documentation


✤   Focus on designing the optimal experience - not on documentation
    ✤   Document as much as you need to, and no more
    ✤   Use whatever tool allows you to be most efficient at documenting your
        design
✤   Great article: Lean UX: Getting Out of the Deliverables Business
    ✤   http://tinyurl.com/3dctgls
In closing...
In closing...



✤   “Great artists ship”
In closing...



✤   “Great artists ship”
    ✤   ... but they don’t ship before they’re
        done.
In closing...



✤   “Great artists ship”
    ✤   ... but they don’t ship before they’re
        done.
✤   Example: the Color app
The future is not what
it used to be...




     23rd Century    21st Century
Thank You!



✤   http://www.josephdickerson.com

✤   Twitter: Josephdickerson

    ✤   ...or you can just Google me...

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Designing the mobile experience

  • 1. Designing the Mobile Experience Joseph Dickerson
  • 3. Agenda ✤ Foundations
  • 4. Agenda ✤ Foundations ✤ User-Centered Design
  • 5. Agenda ✤ Foundations ✤ User-Centered Design ✤ Case study
  • 6. Agenda ✤ Foundations ✤ User-Centered Design ✤ Case study ✤ The Design Process
  • 7. Agenda ✤ Foundations ✤ User-Centered Design ✤ Case study ✤ The Design Process ✤ Usability testing
  • 8. Agenda ✤ Foundations ✤ User-Centered Design ✤ Case study ✤ The Design Process ✤ Usability testing ✤ Some things to keep in mind...
  • 9. Agenda ✤ Foundations ✤ User-Centered Design ✤ Case study ✤ The Design Process ✤ Usability testing ✤ Some things to keep in mind... ✤ Final Thoughts/Q&A
  • 10. About me ✤ My name's Joe Dickerson ✤ User Experience Architect, Fiserv ✤ International and Fortune 500 financial services company based out of the US ✤ Member of Fiserv’ Innovation and Experimentation Team ✤ 10+ years doing user-centered design and research ✤ In Australia working on the redesign of Westpac's online and mobile presence
  • 12. Foundations ✤ First, know what you are designing
  • 13. Foundations ✤ First, know what you are designing ✤ What are your business drivers?
  • 14. Foundations ✤ First, know what you are designing ✤ What are your business drivers? ✤ Who are your customers?
  • 15. Foundations ✤ First, know what you are designing ✤ What are your business drivers? ✤ Who are your customers? ✤ What are you trying to do?
  • 16. Foundations ✤ First, know what you are designing ✤ What are your business drivers? ✤ Who are your customers? ✤ What are you trying to do? ✤ What is your “Vision”?
  • 17. Foundations ✤ First, know what you are designing ✤ What are your business drivers? ✤ Who are your customers? ✤ What are you trying to do? ✤ What is your “Vision”? ✤ If you don’t know what you are doing, then how can you make sure you’ve designed it right?
  • 19. User-centered design ✤ Second, know your users
  • 20. User-centered design ✤ Second, know your users ✤ Know what is important to them, how they use their devices
  • 21. User-centered design ✤ Second, know your users ✤ Know what is important to them, how they use their devices ✤ How?
  • 22. User-centered design ✤ Second, know your users ✤ Know what is important to them, how they use their devices ✤ How? ✤ User Interviews
  • 23. User-centered design ✤ Second, know your users ✤ Know what is important to them, how they use their devices ✤ How? ✤ User Interviews ✤ Collaborative design “sketchstorms”
  • 24. User-centered design ✤ Second, know your users ✤ Know what is important to them, how they use their devices ✤ How? ✤ User Interviews ✤ Collaborative design “sketchstorms” ✤ Observational research (Ethnographic study)
  • 25. User-centered design ✤ Second, know your users ✤ Know what is important to them, how they use their devices ✤ How? ✤ User Interviews ✤ Collaborative design “sketchstorms” ✤ Observational research (Ethnographic study) ✤ Be open-minded, listen, and be prepared to be surprised...
  • 26. User-centered design ✤ A comment from one of our interview subjects during a research project: ✤ “I love my phone, it does everything I need it to do. I could not think about using another one. It’s perfect for me.” ✤ Talking about a smart phone, or the iPhone? ✤ …No.
  • 27. User-centered design ✤ A comment from one of our interview subjects during a research project: ✤ “I love my phone, it does everything I need it to do. I could not think about using another one. It’s perfect for me.” ✤ Talking about a smart phone, or the iPhone? ✤ …No.
  • 29. Mobile Diary Study ✤ Interviewed 30 individuals in 4 different states ✤ 20 of these interview subjects documented their mobile usage over a week ✤ Over a week we cataloged and analysed the results ✤ Identified usage patterns ✤ Created representative personas ✤ Used all of this as a reference and an input into our design
  • 30.
  • 31.
  • 34. The design process ✤ Sketch ✤ Test
  • 35. The design process ✤ Sketch ✤ Test ✤ Revise
  • 36. The design process ✤ Sketch ✤ Test ✤ Revise ✤ Iterate
  • 37. The design process ✤ Sketch ✤ Test ✤ Revise ✤ Iterate ✤ Try and Fail, successfully.
  • 40. Design tools ✤ Paper ✤ Visio/Omnigraffle
  • 41. Design tools ✤ Paper ✤ Visio/Omnigraffle ✤ Powerpoint/Keynote
  • 42. Design tools ✤ Paper ✤ Visio/Omnigraffle ✤ Powerpoint/Keynote ✤ Photoshop/Axure RP
  • 43. Design tools ✤ Paper ✤ Visio/Omnigraffle ✤ Powerpoint/Keynote ✤ Photoshop/Axure RP ✤ Code
  • 44. Design tools ✤ Paper ✤ Visio/Omnigraffle ✤ Powerpoint/Keynote ✤ Photoshop/Axure RP ✤ Code ✤ Whatever tool works best for you - there is no magic bullet that makes your designs better
  • 46. Usability Testing - Methods ✤ Test your design!
  • 47. Usability Testing - Methods ✤ Test your design! ✤ Test Methods
  • 48. Usability Testing - Methods ✤ Test your design! ✤ Test Methods ✤ Test on paper with a paper prototype
  • 49. Usability Testing - Methods ✤ Test your design! ✤ Test Methods ✤ Test on paper with a paper prototype ✤ Test on computer, using Keynote/powerpoint/Axure
  • 50. Usability Testing - Methods ✤ Test your design! ✤ Test Methods ✤ Test on paper with a paper prototype ✤ Test on computer, using Keynote/powerpoint/Axure ✤ Test on device - mockup/prototype (use camera roll)
  • 51. Usability Testing - Methods ✤ Test your design! ✤ Test Methods ✤ Test on paper with a paper prototype ✤ Test on computer, using Keynote/powerpoint/Axure ✤ Test on device - mockup/prototype (use camera roll) ✤ Test on device - compiled code
  • 52. Usability Testing - Methods ✤ Test your design! ✤ Test Methods ✤ Test on paper with a paper prototype ✤ Test on computer, using Keynote/powerpoint/Axure ✤ Test on device - mockup/prototype (use camera roll) ✤ Test on device - compiled code ✤ Works great if you are using an agile process
  • 54. Usability Testing - Tools ✤ Silverback (for Mac) ✤ Captures the screen and the webcam video
  • 55. Usability Testing - Tools ✤ Silverback (for Mac) ✤ Captures the screen and the webcam video ✤ Morae (for PC) ✤ Great for devise testing ✤ You can use a web or video camera to capture the device
  • 56. Usability Testing - Tools ✤ Silverback (for Mac) ✤ Captures the screen and the webcam video ✤ Morae (for PC) ✤ Great for devise testing ✤ You can use a web or video camera to capture the device ✤ Blueprint for the iPad ✤ Lets you create clickable prototypes that can "run" on the device
  • 57. Some things to keep in mind..
  • 58. Platforms ✤ There’s three major platforms, and a multitude of devices ✤ Should you target one platform, or many? App or Web? ✤ Focus on your customers and where they are - and let that drive your decision ✤ Design knowing the constraints - and the usability issues - of the platform
  • 60. “Experience Sensitivity” ✤ Users are slow to praise, but quick to complain... and they’ll do it publicly ✤ Twitter ✤ Facebook ✤ Etc.
  • 61. “Experience Sensitivity” ✤ Users are slow to praise, but quick to complain... and they’ll do it publicly ✤ Twitter ✤ Facebook ✤ Etc. ✤ Expectations matter ✤ The “baseline” has shifted, and continues to do so ✤ Users are less patient - and they expect a responsive app that “just works”
  • 62. The baseline has shifted... “History don’t repeat, but it sure does rhyme.”
  • 64. Design for the “Immediacy of Now” ✤ The Immediacy of Now: The need for users to quickly accomplish an urgent task.
  • 65. Design for the “Immediacy of Now” ✤ The Immediacy of Now: The need for users to quickly accomplish an urgent task. ✤ Mobile usage is often urgent and focused ✤ Understand and support this mode ✤ Context matters
  • 66. Design for the “Immediacy of Now” ✤ The Immediacy of Now: The need for users to quickly accomplish an urgent task. ✤ Mobile usage is often urgent and focused ✤ Understand and support this mode ✤ Context matters ✤ Design to support the user’s core need, and don’t add superfluous functionality that distracts from this core
  • 67. Design for the “Immediacy of Now” ✤ The Immediacy of Now: The need for users to quickly accomplish an urgent task. ✤ Mobile usage is often urgent and focused ✤ Understand and support this mode ✤ Context matters ✤ Design to support the user’s core need, and don’t add superfluous functionality that distracts from this core ✤ If you don’t know what that core need you’re servicing is, then what are you creating?
  • 69. “Ego-driven design” ✤ Many mobile and web apps appeal to user’s sense of self-importance, and self-worth ✤ Twitter ✤ Quora ✤ Instagram
  • 70. “Ego-driven design” ✤ Many mobile and web apps appeal to user’s sense of self-importance, and self-worth ✤ Twitter ✤ Quora ✤ Instagram ✤ This is a huge opportunity to tap into ✤ Make the app you are designing personal
  • 72. On design documentation ✤ Focus on designing the optimal experience - not on documentation ✤ Document as much as you need to, and no more ✤ Use whatever tool allows you to be most efficient at documenting your design
  • 73. On design documentation ✤ Focus on designing the optimal experience - not on documentation ✤ Document as much as you need to, and no more ✤ Use whatever tool allows you to be most efficient at documenting your design ✤ Great article: Lean UX: Getting Out of the Deliverables Business ✤ http://tinyurl.com/3dctgls
  • 75. In closing... ✤ “Great artists ship”
  • 76. In closing... ✤ “Great artists ship” ✤ ... but they don’t ship before they’re done.
  • 77. In closing... ✤ “Great artists ship” ✤ ... but they don’t ship before they’re done. ✤ Example: the Color app
  • 78. The future is not what it used to be... 23rd Century 21st Century
  • 79. Thank You! ✤ http://www.josephdickerson.com ✤ Twitter: Josephdickerson ✤ ...or you can just Google me...

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