Slides from the first of my 3 part series classes at General Assembly in London on the 24th of July 2013.
https://generalassemb.ly/education/designing-for-multiple-devices-3-part-series/london/2172
ABSTRACT
This introductory class will cover the basics of responsive design and mobile apps (for both Android and iOS), and how expectations and practices have changed for both.
Fundamentals of Designing for Multiple Devices - GA, New York, 07 Oct 2013Anna Dahlström
Slides from my Designing for multiple devices class at General Assembly in New York on the 7th of October 2013.
The rise in smartphones and tablets has not only changed the way we consume and interact with content, but also the way we design and approach it. This class will explore the shifting of user expectations, changes in behavior and consumption patterns, and what these advancements mean for designing products across different platforms.
Takeaways:
- An understanding of how user expectations have shifted over the last few years with regards to the use of multiple devices and how this has affected behavior and consumption patterns among consumers
- The impact this has on how to approach and design products and services that will be used on multiple devices
- An overview and understanding of the difference between mobile websites vs. responsive design vs. apps and the basics of each
- Guiding principles, resources and tools to help tackle the multiple device jungle
Designing for multiple devices, GA London - 01 Oct 2012Anna Dahlström
Slides from my class on October 1st 2012 at General Assembly London about designing for multiple devices.
ABSTRACT
The rise in mobiles and tablets have changed the way we consume and interact with content, but also the way we design and what we base our design approach on. This class will teach you about the shift in user expectations, behaviour- and consumption patterns and what that means for designing products that will be used on multiple devices. Coming out of it you'll be equipped with guiding principles and tools to tackle the multiple device jungle.
Best of GA: Designing For Multiple Devices - Google Campus, 26 Feb 2013Anna Dahlström
Slides from my 1 hour class on February 26th at Google Campus in London during the 'Best of GA' event.
ABSTRACT
The rise in mobiles and tablets have changed the way we consume and interact with content, but also the way we design and what we base our design approach on. This class will teach you about the shift in user expectations, behaviour- and consumption patterns and what that means for designing products that will be used on multiple devices. Coming out of it you'll be equipped with guiding principles and tools to tackle the multiple device jungle.
GA London - Designing for multiple devices, 28may2012Anna Dahlström
Slides from my class on May 28 2012 at General Assembly London on designing for multiple devices.
ABSTRACT
The rise in mobiles and tablets have changed the way we consume and interact with content, but also the way we design and what we base our design approach on. This class will teach you about the shift in user expectations, behaviour- and consumption patterns and what that means for designing products that will be used on multiple devices. Coming out of it you'll be equipped with guiding principles and tools to tackle the multiple device jungle.
Designing for multiple devices - GA, New York 08 Oct 2012Anna Dahlström
Slides from my class on October 8th 2012 at General Assembly in New York about designing for multiple devices.
ABSTRACT
The rise in mobiles and tablets have changed the way we consume and interact with content, but also the way we design and what we base our design approach on. This class will teach you about the shift in user expectations, behaviour- and consumption patterns and what that means for designing products that will be used on multiple devices. Coming out of it you'll be equipped with guiding principles and tools to tackle the multiple device jungle.
Designing for multiple devices - GA London, 19 Nov 2012Anna Dahlström
Slides from my class on November 19th 2012 at General Assembly in London about designing for multiple devices.
ABSTRACT
The rise in mobiles and tablets have changed the way we consume and interact with content, but also the way we design and what we base our design approach on. This class will teach you about the shift in user expectations, behaviour- and consumption patterns and what that means for designing products that will be used on multiple devices. Coming out of it you'll be equipped with guiding principles and tools to tackle the multiple device jungle.
UCD14 Talk - Anna Dahlstrom - Device Agnostic Design: How to get your content...UCD UK Ltd
Anna Dahlstrom - Device Agnostic Design: How to get your content to go anywhere
There was a time when we did glossy page designs and when those designs were pretty much what we saw in our desktop browsers. With the introduction and rise of smartphones, tablets, phablets there isn't one view of our designs anymore.
Instead, what we create needs to be able to adapt in a way that is suitable for the device as well as where and how it’s being used.
With responsive design we've learnt the basics of how to adapt content, interactions and layouts so that it works across devices. But with further developments in technology and screens, our content is going to go anywhere. As a result we need to move away from designing for specific devices to solutions that are device agnostic. For us as UX designers this means means letting content rather than devices guide layouts, and also increasingly moving away from designing and wireframing pages to focusing on the modules that those views are made up of. But there are other aspects to consider in device agnostic design.
In this talk Anna will walk through why device agnostic design matters, what it means and how we go about it.
Designing For Multiple Devices - GA New York, 6 March 2013Anna Dahlström
Slides from my class on March 6th at GA in New York.
ABSTRACT
The rise in mobiles and tablets have changed the way we consume and interact with content, but also the way we design and what we base our design approach on. This class will teach you about the shift in user expectations, behaviour- and consumption patterns and what that means for designing products that will be used on multiple devices. Coming out of it you'll be equipped with guiding principles and tools to tackle the multiple device jungle.
Fundamentals of Designing for Multiple Devices - GA, New York, 07 Oct 2013Anna Dahlström
Slides from my Designing for multiple devices class at General Assembly in New York on the 7th of October 2013.
The rise in smartphones and tablets has not only changed the way we consume and interact with content, but also the way we design and approach it. This class will explore the shifting of user expectations, changes in behavior and consumption patterns, and what these advancements mean for designing products across different platforms.
Takeaways:
- An understanding of how user expectations have shifted over the last few years with regards to the use of multiple devices and how this has affected behavior and consumption patterns among consumers
- The impact this has on how to approach and design products and services that will be used on multiple devices
- An overview and understanding of the difference between mobile websites vs. responsive design vs. apps and the basics of each
- Guiding principles, resources and tools to help tackle the multiple device jungle
Designing for multiple devices, GA London - 01 Oct 2012Anna Dahlström
Slides from my class on October 1st 2012 at General Assembly London about designing for multiple devices.
ABSTRACT
The rise in mobiles and tablets have changed the way we consume and interact with content, but also the way we design and what we base our design approach on. This class will teach you about the shift in user expectations, behaviour- and consumption patterns and what that means for designing products that will be used on multiple devices. Coming out of it you'll be equipped with guiding principles and tools to tackle the multiple device jungle.
Best of GA: Designing For Multiple Devices - Google Campus, 26 Feb 2013Anna Dahlström
Slides from my 1 hour class on February 26th at Google Campus in London during the 'Best of GA' event.
ABSTRACT
The rise in mobiles and tablets have changed the way we consume and interact with content, but also the way we design and what we base our design approach on. This class will teach you about the shift in user expectations, behaviour- and consumption patterns and what that means for designing products that will be used on multiple devices. Coming out of it you'll be equipped with guiding principles and tools to tackle the multiple device jungle.
GA London - Designing for multiple devices, 28may2012Anna Dahlström
Slides from my class on May 28 2012 at General Assembly London on designing for multiple devices.
ABSTRACT
The rise in mobiles and tablets have changed the way we consume and interact with content, but also the way we design and what we base our design approach on. This class will teach you about the shift in user expectations, behaviour- and consumption patterns and what that means for designing products that will be used on multiple devices. Coming out of it you'll be equipped with guiding principles and tools to tackle the multiple device jungle.
Designing for multiple devices - GA, New York 08 Oct 2012Anna Dahlström
Slides from my class on October 8th 2012 at General Assembly in New York about designing for multiple devices.
ABSTRACT
The rise in mobiles and tablets have changed the way we consume and interact with content, but also the way we design and what we base our design approach on. This class will teach you about the shift in user expectations, behaviour- and consumption patterns and what that means for designing products that will be used on multiple devices. Coming out of it you'll be equipped with guiding principles and tools to tackle the multiple device jungle.
Designing for multiple devices - GA London, 19 Nov 2012Anna Dahlström
Slides from my class on November 19th 2012 at General Assembly in London about designing for multiple devices.
ABSTRACT
The rise in mobiles and tablets have changed the way we consume and interact with content, but also the way we design and what we base our design approach on. This class will teach you about the shift in user expectations, behaviour- and consumption patterns and what that means for designing products that will be used on multiple devices. Coming out of it you'll be equipped with guiding principles and tools to tackle the multiple device jungle.
UCD14 Talk - Anna Dahlstrom - Device Agnostic Design: How to get your content...UCD UK Ltd
Anna Dahlstrom - Device Agnostic Design: How to get your content to go anywhere
There was a time when we did glossy page designs and when those designs were pretty much what we saw in our desktop browsers. With the introduction and rise of smartphones, tablets, phablets there isn't one view of our designs anymore.
Instead, what we create needs to be able to adapt in a way that is suitable for the device as well as where and how it’s being used.
With responsive design we've learnt the basics of how to adapt content, interactions and layouts so that it works across devices. But with further developments in technology and screens, our content is going to go anywhere. As a result we need to move away from designing for specific devices to solutions that are device agnostic. For us as UX designers this means means letting content rather than devices guide layouts, and also increasingly moving away from designing and wireframing pages to focusing on the modules that those views are made up of. But there are other aspects to consider in device agnostic design.
In this talk Anna will walk through why device agnostic design matters, what it means and how we go about it.
Designing For Multiple Devices - GA New York, 6 March 2013Anna Dahlström
Slides from my class on March 6th at GA in New York.
ABSTRACT
The rise in mobiles and tablets have changed the way we consume and interact with content, but also the way we design and what we base our design approach on. This class will teach you about the shift in user expectations, behaviour- and consumption patterns and what that means for designing products that will be used on multiple devices. Coming out of it you'll be equipped with guiding principles and tools to tackle the multiple device jungle.
Live streaming: Designing For Multiple Devices - GA, New York, 14 March 2013Anna Dahlström
Slides from my 1 hour live streaming class on March 14th at GA in New York
ABSTRACT
The rise in mobiles and tablets have changed the way we consume and interact with content, but also the way we design and what we base our design approach on. This class will teach you about the shift in user expectations, behaviour- and consumption patterns and what that means for designing products that will be used on multiple devices. Coming out of it you'll be equipped with guiding principles and tools to tackle the multiple device jungle.
Designing For Multiple Devices - GA London, 04 Mar 2013Anna Dahlström
Slides from my class on the 4th of March at General Assembly in London.
ABSTRACT
The rise in mobiles and tablets have changed the way we consume and interact with content, but also the way we design and what we base our design approach on. This class will teach you about the shift in user expectations, behaviour- and consumption patterns and what that means for designing products that will be used on multiple devices. Coming out of it you'll be equipped with guiding principles and tools to tackle the multiple device jungle.
Designing for multiple devices, GA London - 6 Aug 2012Anna Dahlström
Slides from my class on August 6th 2012 at General Assembly London about designing for multiple devices.
ABSTRACT
The rise in mobiles and tablets have changed the way we consume and interact with content, but also the way we design and what we base our design approach on. This class will teach you about the shift in user expectations, behaviour- and consumption patterns and what that means for designing products that will be used on multiple devices. Coming out of it you'll be equipped with guiding principles and tools to tackle the multiple device jungle.
Next-Gen Beacons: Understanding the Physical WebwonderMakr
What if every object at your event had the ability to talk to or notify your guests and bring them deeper into your activation, with one simple click? That's the idea behind the Physical Web, an open-source platform meant to give every object a URL via a simple beacon that does not require an app, just the Chrome browser. Learn how the Physical Web, a more cost-effective solution than a traditional proximity-based beacon + app deployment, will redefine how we interact with objects within event footprints and the world around us.
PRESENTED AT EVENTTECH 2016 (http://eventtech.eventmarketer.com/)
PRESENTATION COMPILED BY:
Mark Stewart
President & Chief Innovation Officer
wonderMakr
https://www.wondermakr.com
CREDITS AND THANKS:
@scottjensen
https://google.github.io/physical-web/
https://bkon.com/resources/
Designing for multiple devices - GA London, 14 Jan 2013Anna Dahlström
Slides from my class on January 14 at General Assembly in London about designing for multiple devices.
ABSTRACT
The rise in mobiles and tablets have changed the way we consume and interact with content, but also the way we design and what we base our design approach on. This class will teach you about the shift in user expectations, behaviour- and consumption patterns and what that means for designing products that will be used on multiple devices. Coming out of it you'll be equipped with guiding principles and tools to tackle the multiple device jungle.
Video Here: https://www.youtube.com/watch?v=n6SetGQYWSs
Google Glass, Samsung Gear, MetaWatch, Fitbit Flex, and a whole host of other devices are weaving a connectivity web with a similar underlying pattern: the smartphone is emerging as the mobile mainframe. Our phones are powerful, always-on, always-connected machines that pipe data to and from these terminals (or devices). The result is an amazing collection of capabilities and experiences for the user.
I’ve spent the last few months diving into the world of the mobile mainframe, bouncing between platforms and devices. I’d like to share my own journey, highlight the powerful experiences this model provides, discuss the downsides of the mobile mainframe as it stands today, and make some outlandish predictions about the future as I see it.
Part 2: Intermediate Designing for Multiple Devices - GA London, 31 Jul 2013Anna Dahlström
Slides from the second of my 3 part series classes at General Assembly in London on the 31st of July 2013.
https://generalassemb.ly/education/designing-for-multiple-devices-3-part-series/london/2172
ABSTRACT
This follow-on session will build onto the guiding principles covered in the previous class, taking a closer look at:
- the common challenges faced when designing for multiple devices and how to address them
- content strategy and hierarchy across devices
- app structures and navigation patterns for responsive design
- how to test both responsive sites and apps
More people are using mobile platforms to access information - can your business afford to be left behind in an age of rapid digital transformation?
When once it was acceptable to be in the late majority when it came to adjusting your business to technological advancements, nowadays you have to lead the pack in order to be a viable business.
Understanding UX: Designing for multiple devices - GA London, 18 Jan 2013Anna Dahlström
Slides from my 1 hour class on January 18th at General Assembly in London during the Understanding UX day.
ABSTRACT
The rise in mobiles and tablets have changed the way we consume and interact with content, but also the way we design and what we base our design approach on. This class will teach you about the shift in user expectations, behaviour- and consumption patterns and what that means for designing products that will be used on multiple devices. Coming out of it you'll be equipped with guiding principles and tools to tackle the multiple device jungle.
Artificially Intelligent Design(er). The End of User Experience as we know it?Agnieszka Maria Walorska
Die Tech-Giganzen wie Google, Facebook, IBM, Microsoft und Amazon haben allesamt Künstliche Intelligenz (AI) nicht nur zu einer wichtigen strategischen Priorität erklärt, sondern auch immer neue Meilensteine auf diesem Gebiet erreicht. Das Besondere an diesen Meilensteinen ist aber, dass statt die Fortschritte ausschließlich für die Verbesserung eigener Produkte zu verwenden weniger, sie ihre Technologien auch allen anderen Unternehmen und Organisationen zur Verfügung stellen.
Da die AI dadurch in immer mehr Produkten eingesetzt wird, wird sie auch einen immer größeren Einfluss auf unser Verständnis von Customer Experience und User Interfaces haben. Bereits jetzt gewöhnen wir uns an die ersten AI-nahen Ansätze, wie etwa Personalisierung und Conversional Interfaces.
Der Ansatz von "Zero UI" oder "No UI" geht noch einen Schritt weiter. Dank maschinellem Sehen (computer vision) und Spracherkennung verstehen Computer nun auch menschliche Kommunikationsformen wie Sprache, Mimik und Gesten. Damit kann auf grafische Benutzeroberflächen verzichtet werden, die sich als limitierender Faktor in der Bedienung immer kleinerer Geräte wie Smart Watches oder Heimautomatisierungssysteme (z.B. Google Nest) erweisen.
Nachdem Apple mit Siri vorgelegt hat, haben nahezu alle Tech-Giganten ihre eignen Sprachassistenten entwickelt, die durch eine Reihe von AI-Komponenten proaktive Nutzererfahrungen ermöglichen: Google Now Microsoft Cortana, Facebook M, Amazon Echo. Es gibt sogar bereits Barbie-Puppen, die mit der menschlichen Sprache interagieren.
Auch wenn es kontraintuitiv erscheint: Durch AI angereicherte User Experience kann einen großen Schritt in der Vermenschlichung der Mensch-Maschine-Interaktion darstellen. Ein Ziel von guter User Experience ist, kontinuierlich mehr über den Kunden herauszufinden um die Nutzerfreundlichkeit und „joy of use" zu steigern und gleichzeitig Fehler und Frustrationen zu minimieren. Künstliche Intelligenz kann dazu sehr nützlich sein.
Aber gibt es auch eine Kehrseite dieser Entwicklung? Welche Konsequenzen hat das künstlich intelligente Design auf unsere Privatsphäre und Selbstbestimmung? Bedeutet AI womöglich das Ende von Design und Designern, wie wir sie kennen?
Privacy vs. Convenience. Challenges for UX with Privacy and PersonalizationAgnieszka Maria Walorska
Several major data breaches and leaks about online surveillance have raised the awareness and need for online privacy. On the other side, our usage of wearables, smartphones and Internet of Things leads to the generation of an increasing amount of data. Even very sensitive data, like the information about our location or body functions recorded by different sensors. And we are very much willing to provide these data, if we’re expecting certain benefits: personalized traffic information, temperature regulation based on my own preferences, fitness progress etc. We enjoy the convenience of products, which rely on data personalization.
Additionally, most providers of digital products are not necessarily interested in making privacy settings transparent and accessible – as user data is their most precious asset. And they know – when faced with the choice between privacy and convenience users usually pick the latter. But do privacy and convenience really have to be contradicting concepts? Is it possible (and desirable) to ensure protection of privacy while providing great user experience?
Google Glass, smart watches, athletic monitoring bracelets, and even Oculus Rift, the virtual reality goggles, have triggered the imagination of mobile developers ready to explore the potential of placing a computer on the body. Researchers have been developing wearable computers for many years, but today’s miniaturized, low-cost components and powerful mobile processors have made it easy to develop devices that integrate a persons physical state, location, and gestures. These devices can solve many accessibility issues, from detecting oncoming sirens for deaf individuals to hands-free control of mobile phones, wheelchairs, and other devices. Head mounted devices track the user’s sightline, motion-based sensors track gestures and movements, and geolocation provides context specific information. This talk introduces today’s wearable computers, key research projects, and what ideas for future products.
Part 2: Designing For Multiple Devices - GA London, 18 Mar 2013Anna Dahlström
Slides from my part 2 class of Designing for multiple devices run at General Assembly in London on the 18th of March 2013.
ABSTRACT
In Fundamentals for Designing for Multiple Devices, we covered the basics of responsive design and mobile apps (for both Android & iOS). We also looked at how user expectations have shifted behaviour, how consumption patterns have changed and what that has meant for designing products that will be used on multiple devices. This follow-on session will take outset in the guiding principles covered in the previous class and take a closer look at:
- common challenges faced when designing for multiple devices and how to address them
- content strategy and hierarchy across devices
- navigation patterns for responsive design
- app structures and navigation patterns
- how to test both responsive sites and apps
Part 3: Advanced Designing for Multiple Devices - GA London, 07 Aug 2013Anna Dahlström
Slides from the third of my 3 part series classes at General Assembly in London on the 7th of August 2013.
https://generalassemb.ly/education/designing-for-multiple-devices-3-part-series/london/2172
ABSTRACT
This 90-minute session will focus on designing for touch across devices - including hybrids - as well as the challenges and opportunities of responsive content. We will cover how to find a balance between controlling layouts and making your products as responsive as possible. By the end of the session you'll have an understanding of:
- the different ways people physically hold and interact with their devices
- how hybrid devices impact design decisions
- why the mobile context matters and what you need to consider
- how to adapt content to device layout and orientations
- using content as the basis for breakpoints rather than devices
- and a framework to use as the starting point for approaching modular and responsive design from an information architect (IA) and user experience (UX) point of view
Live streaming: Designing For Multiple Devices - GA, New York, 14 March 2013Anna Dahlström
Slides from my 1 hour live streaming class on March 14th at GA in New York
ABSTRACT
The rise in mobiles and tablets have changed the way we consume and interact with content, but also the way we design and what we base our design approach on. This class will teach you about the shift in user expectations, behaviour- and consumption patterns and what that means for designing products that will be used on multiple devices. Coming out of it you'll be equipped with guiding principles and tools to tackle the multiple device jungle.
Designing For Multiple Devices - GA London, 04 Mar 2013Anna Dahlström
Slides from my class on the 4th of March at General Assembly in London.
ABSTRACT
The rise in mobiles and tablets have changed the way we consume and interact with content, but also the way we design and what we base our design approach on. This class will teach you about the shift in user expectations, behaviour- and consumption patterns and what that means for designing products that will be used on multiple devices. Coming out of it you'll be equipped with guiding principles and tools to tackle the multiple device jungle.
Designing for multiple devices, GA London - 6 Aug 2012Anna Dahlström
Slides from my class on August 6th 2012 at General Assembly London about designing for multiple devices.
ABSTRACT
The rise in mobiles and tablets have changed the way we consume and interact with content, but also the way we design and what we base our design approach on. This class will teach you about the shift in user expectations, behaviour- and consumption patterns and what that means for designing products that will be used on multiple devices. Coming out of it you'll be equipped with guiding principles and tools to tackle the multiple device jungle.
Next-Gen Beacons: Understanding the Physical WebwonderMakr
What if every object at your event had the ability to talk to or notify your guests and bring them deeper into your activation, with one simple click? That's the idea behind the Physical Web, an open-source platform meant to give every object a URL via a simple beacon that does not require an app, just the Chrome browser. Learn how the Physical Web, a more cost-effective solution than a traditional proximity-based beacon + app deployment, will redefine how we interact with objects within event footprints and the world around us.
PRESENTED AT EVENTTECH 2016 (http://eventtech.eventmarketer.com/)
PRESENTATION COMPILED BY:
Mark Stewart
President & Chief Innovation Officer
wonderMakr
https://www.wondermakr.com
CREDITS AND THANKS:
@scottjensen
https://google.github.io/physical-web/
https://bkon.com/resources/
Designing for multiple devices - GA London, 14 Jan 2013Anna Dahlström
Slides from my class on January 14 at General Assembly in London about designing for multiple devices.
ABSTRACT
The rise in mobiles and tablets have changed the way we consume and interact with content, but also the way we design and what we base our design approach on. This class will teach you about the shift in user expectations, behaviour- and consumption patterns and what that means for designing products that will be used on multiple devices. Coming out of it you'll be equipped with guiding principles and tools to tackle the multiple device jungle.
Video Here: https://www.youtube.com/watch?v=n6SetGQYWSs
Google Glass, Samsung Gear, MetaWatch, Fitbit Flex, and a whole host of other devices are weaving a connectivity web with a similar underlying pattern: the smartphone is emerging as the mobile mainframe. Our phones are powerful, always-on, always-connected machines that pipe data to and from these terminals (or devices). The result is an amazing collection of capabilities and experiences for the user.
I’ve spent the last few months diving into the world of the mobile mainframe, bouncing between platforms and devices. I’d like to share my own journey, highlight the powerful experiences this model provides, discuss the downsides of the mobile mainframe as it stands today, and make some outlandish predictions about the future as I see it.
Part 2: Intermediate Designing for Multiple Devices - GA London, 31 Jul 2013Anna Dahlström
Slides from the second of my 3 part series classes at General Assembly in London on the 31st of July 2013.
https://generalassemb.ly/education/designing-for-multiple-devices-3-part-series/london/2172
ABSTRACT
This follow-on session will build onto the guiding principles covered in the previous class, taking a closer look at:
- the common challenges faced when designing for multiple devices and how to address them
- content strategy and hierarchy across devices
- app structures and navigation patterns for responsive design
- how to test both responsive sites and apps
More people are using mobile platforms to access information - can your business afford to be left behind in an age of rapid digital transformation?
When once it was acceptable to be in the late majority when it came to adjusting your business to technological advancements, nowadays you have to lead the pack in order to be a viable business.
Understanding UX: Designing for multiple devices - GA London, 18 Jan 2013Anna Dahlström
Slides from my 1 hour class on January 18th at General Assembly in London during the Understanding UX day.
ABSTRACT
The rise in mobiles and tablets have changed the way we consume and interact with content, but also the way we design and what we base our design approach on. This class will teach you about the shift in user expectations, behaviour- and consumption patterns and what that means for designing products that will be used on multiple devices. Coming out of it you'll be equipped with guiding principles and tools to tackle the multiple device jungle.
Artificially Intelligent Design(er). The End of User Experience as we know it?Agnieszka Maria Walorska
Die Tech-Giganzen wie Google, Facebook, IBM, Microsoft und Amazon haben allesamt Künstliche Intelligenz (AI) nicht nur zu einer wichtigen strategischen Priorität erklärt, sondern auch immer neue Meilensteine auf diesem Gebiet erreicht. Das Besondere an diesen Meilensteinen ist aber, dass statt die Fortschritte ausschließlich für die Verbesserung eigener Produkte zu verwenden weniger, sie ihre Technologien auch allen anderen Unternehmen und Organisationen zur Verfügung stellen.
Da die AI dadurch in immer mehr Produkten eingesetzt wird, wird sie auch einen immer größeren Einfluss auf unser Verständnis von Customer Experience und User Interfaces haben. Bereits jetzt gewöhnen wir uns an die ersten AI-nahen Ansätze, wie etwa Personalisierung und Conversional Interfaces.
Der Ansatz von "Zero UI" oder "No UI" geht noch einen Schritt weiter. Dank maschinellem Sehen (computer vision) und Spracherkennung verstehen Computer nun auch menschliche Kommunikationsformen wie Sprache, Mimik und Gesten. Damit kann auf grafische Benutzeroberflächen verzichtet werden, die sich als limitierender Faktor in der Bedienung immer kleinerer Geräte wie Smart Watches oder Heimautomatisierungssysteme (z.B. Google Nest) erweisen.
Nachdem Apple mit Siri vorgelegt hat, haben nahezu alle Tech-Giganten ihre eignen Sprachassistenten entwickelt, die durch eine Reihe von AI-Komponenten proaktive Nutzererfahrungen ermöglichen: Google Now Microsoft Cortana, Facebook M, Amazon Echo. Es gibt sogar bereits Barbie-Puppen, die mit der menschlichen Sprache interagieren.
Auch wenn es kontraintuitiv erscheint: Durch AI angereicherte User Experience kann einen großen Schritt in der Vermenschlichung der Mensch-Maschine-Interaktion darstellen. Ein Ziel von guter User Experience ist, kontinuierlich mehr über den Kunden herauszufinden um die Nutzerfreundlichkeit und „joy of use" zu steigern und gleichzeitig Fehler und Frustrationen zu minimieren. Künstliche Intelligenz kann dazu sehr nützlich sein.
Aber gibt es auch eine Kehrseite dieser Entwicklung? Welche Konsequenzen hat das künstlich intelligente Design auf unsere Privatsphäre und Selbstbestimmung? Bedeutet AI womöglich das Ende von Design und Designern, wie wir sie kennen?
Privacy vs. Convenience. Challenges for UX with Privacy and PersonalizationAgnieszka Maria Walorska
Several major data breaches and leaks about online surveillance have raised the awareness and need for online privacy. On the other side, our usage of wearables, smartphones and Internet of Things leads to the generation of an increasing amount of data. Even very sensitive data, like the information about our location or body functions recorded by different sensors. And we are very much willing to provide these data, if we’re expecting certain benefits: personalized traffic information, temperature regulation based on my own preferences, fitness progress etc. We enjoy the convenience of products, which rely on data personalization.
Additionally, most providers of digital products are not necessarily interested in making privacy settings transparent and accessible – as user data is their most precious asset. And they know – when faced with the choice between privacy and convenience users usually pick the latter. But do privacy and convenience really have to be contradicting concepts? Is it possible (and desirable) to ensure protection of privacy while providing great user experience?
Google Glass, smart watches, athletic monitoring bracelets, and even Oculus Rift, the virtual reality goggles, have triggered the imagination of mobile developers ready to explore the potential of placing a computer on the body. Researchers have been developing wearable computers for many years, but today’s miniaturized, low-cost components and powerful mobile processors have made it easy to develop devices that integrate a persons physical state, location, and gestures. These devices can solve many accessibility issues, from detecting oncoming sirens for deaf individuals to hands-free control of mobile phones, wheelchairs, and other devices. Head mounted devices track the user’s sightline, motion-based sensors track gestures and movements, and geolocation provides context specific information. This talk introduces today’s wearable computers, key research projects, and what ideas for future products.
Part 2: Designing For Multiple Devices - GA London, 18 Mar 2013Anna Dahlström
Slides from my part 2 class of Designing for multiple devices run at General Assembly in London on the 18th of March 2013.
ABSTRACT
In Fundamentals for Designing for Multiple Devices, we covered the basics of responsive design and mobile apps (for both Android & iOS). We also looked at how user expectations have shifted behaviour, how consumption patterns have changed and what that has meant for designing products that will be used on multiple devices. This follow-on session will take outset in the guiding principles covered in the previous class and take a closer look at:
- common challenges faced when designing for multiple devices and how to address them
- content strategy and hierarchy across devices
- navigation patterns for responsive design
- app structures and navigation patterns
- how to test both responsive sites and apps
Part 3: Advanced Designing for Multiple Devices - GA London, 07 Aug 2013Anna Dahlström
Slides from the third of my 3 part series classes at General Assembly in London on the 7th of August 2013.
https://generalassemb.ly/education/designing-for-multiple-devices-3-part-series/london/2172
ABSTRACT
This 90-minute session will focus on designing for touch across devices - including hybrids - as well as the challenges and opportunities of responsive content. We will cover how to find a balance between controlling layouts and making your products as responsive as possible. By the end of the session you'll have an understanding of:
- the different ways people physically hold and interact with their devices
- how hybrid devices impact design decisions
- why the mobile context matters and what you need to consider
- how to adapt content to device layout and orientations
- using content as the basis for breakpoints rather than devices
- and a framework to use as the starting point for approaching modular and responsive design from an information architect (IA) and user experience (UX) point of view
Device Agnostic Design - UCD2014, London 25 Oct 2014Anna Dahlström
Slides from my Device Agnostic Design talk at UCD London
http://2014.ucduk.org/session/device-agnostic-design-how-to-get-your-content-to-go-anywhere/
ABSTRACT:
There was a time when we did glossy page designs and when those designs were pretty much what we saw in our desktop browsers. With the introduction and rise of smartphones, tablets, phablets there isn’t one view of our designs anymore.
Instead, what we create needs to be able to adapt in a way that is suitable for the device as well as where and how it’s being used.
With responsive design we’ve learnt the basics of how to adapt content, interactions and layouts so that it works across devices. But with further developments in technology and screens, our content is going to go anywhere. As a result we need to move away from designing for specific devices to solutions that are device agnostic. For us as UX designers this means means letting content rather than devices guide layouts, and also increasingly moving away from designing and wireframing pages to focusing on the modules that those views are made up of. But there are other aspects to consider in device agnostic design.
In this talk I walk through why device agnostic design matters, what it means and how we go about it.
A primer to mobile user experience. You'll learn:
‣ Why mobile matters
‣ What mobile is
‣ Mobile mindset
‣ Best practices & strategies
‣ Design principles
‣ UI elements & gestures
Beyond The Hamburger Menu, UX Ireland, 10 Nov 2016Anna Dahlström
Slides from my talk at UX Ireland on 10 November 2016
http://uxireland.net/sessions/index.php?session=108
Abstract:
From myths to trends and best practice, actual usage, engagement, design patterns and interactions - in this session, I will go through the insights behinds the stats and take a look at the reality behind mobile and what really matters when designing for multiple devices.
Crafting brilliant mobile experiences, goes beyond aesthetics and pixel perfect designs; it necessitates strong understanding of interactive elements, usability patterns, gestures and mobile hardware capabilities. All these, when harmonically blended, may lead to highly emotional and delightful experiences, which will target the hearts and minds of mobile users, and will ultimately keep them engaged in a mobile application.
The presentation covers most aspects of a mobile app lifecycle (starting from early Discovery stages to Store submission and on-going support) and helps designers understand and recognise mobile landscape evolution, screen limitations, huge hardware opportunities, and how to take advantage of touch interactions. Moreover, it provides best cases and practical information on core design components of a mobile app, creating an optimised information hierarchy, respecting mobile platforms usage patterns, prototyping, evaluating designs and more.
The presentation was delivered by Trebbble, a mobile strategy and development firm, in the scope of the Digitized 2014 Workshops.
Mobile UX 101 - current trends, behaviours, design considerations, common mistakes, platform choices and general advice for anyone entering the mobile design and development industry
Part 1 of a mobile trends presentation from 10/2010. Some of the data is updated from last time and the content is geared more towards advertisers and marketers.
How to Break your App - Best Practices in Mobile App TestingDaniel Knott
These are the slides from my keynote talk at the Mobile App Europe conference 2014 in Potsdam. Unfortunately, I was not able to give the talk because of sickness, but nevertheless I want to share the slides with you guys. If you have any questions, don't hesitate to get in contact with me.
Beyond The Hamburger Menu - MOBX, 13 Sep 2014Anna Dahlström
Slides from my talk at MOBX in Berlin on 13 Sep 2014 - http://2014.mobxcon.com/
Beyond the hamburger menu - What you need to know about designing for multiple devices.
Abstract: From myths to trends and best practice, actual usage, engagement, design patterns and interactions, we’ll go through the insights behinds the stats and take a look at the reality behind mobile and what really matters when designing for multiple devices.
The Drupal Apps module and the Open App Standard was built to solve a recurring problem: How can we use Drupal to package up functionality in a way that makes it simple to find, evaluate, install, and use for site builders? Apps are built on existing Drupal building blocks - modules, Features, and Kit-compliance - and can be interoperable between different Drupal distributions. But how do you know what should become an App and then how do you build one? (Presented by Frank Febbraro and James Walker)
Similar to Part 1: Fundamentals of Designing for Multiple Devices - GA London, 24 Jul 2013 (20)
Optimising Landing Pages Through Narrative Structure - Digital Growth Unleash...Anna Dahlström
Slides from my talk at Digital Growth Unleashed in London on the 17 October 2018.
ABSTRACT
In all good stories things happen for a reason. Every prop and character that is present, every line that is spoken and song that is played has a role to play in making the story come together. In this talk Anna takes us on a journey of what we can learn from traditional storytelling methods when it comes to optimising landing pages and how narrative structure is key in ensuring we're telling the right story to the right audience, at the right time.
https://digitalgrowthunleashed.co.uk/agenda/?rmid=session57101#s-session57101
Using Storytelling to Create Experiences that Convert - Conversion Elite, Lon...Anna Dahlström
Slides from my 'Using Storytelling to Create Experience that Convert' talk at Conversion Elite on 6 June 2018
https://www.conversion-elite.co.uk/the-programme/
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ABSTRACT
As users’ paths to conversion are becoming increasingly diverse understanding the context of our users, and the products and services we create, is ever more important. In this talk, Anna walks us through how storytelling principles and tools combined with UX and traditional conversion and optimisation approaches can be used to create better experiences for our users and healthier bottom lines for the business.
How To Use Storytelling To Craft Experiences That Engage - IIeX EU, Amsterda...Anna Dahlström
Slides from my talk at IIeX EU 2018 in Amsterdam
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ABSTRACT
To every great story there's a bit of magic involved. The same applies to experiences that just work and deliver the right content, interactions and notifications at the right time, and on the right device.
Drawing on tried and tested storytelling principles from film, fiction, and music and applying them to the context of UX design and business, in this talk Anna shares how we can instill a bit of magic in the work we do and thereby ensuring that we create better multi-device experiences for our users and healthier bottom lines for our businesses.
Beyond The Hamburger Menu - UX In The City Oxford, 21 Apr 2017Anna Dahlström
Slides from my talk Beyond the Hamburger Menu at UX In The City Oxford
http://uxinthecity.net/2017/oxford/sessions/index.php?session=109
ABSTRACT
From myths to trends and best practice, actual usage, engagement, design patterns and interactions - in this session, I will go through the insights behind the stats and take a look at the reality behind mobile and what really matters when designing for multiple devices.
Using Storytelling To Craft Multi-device Experiences That Convert - CXL Live,...Anna Dahlström
Slides from my talk 'Using Storytelling To Craft Multi-device Experiences' at CXL Live
https://live.conversionxl.com/
ABSTRACT
As the number of devices that we use, when, where and how we use them becomes increasingly complex, understanding and optimising the experience for what matters to the specific user, at specific points in time, is ever more important. In this talk, we’ll look at how storytelling principles and tools can be used together with traditional conversion and growth optimisation approaches to create better experiences for our customers and healthier bottom lines.
The talk will cover:
✓ how storytelling in design will help you set the right KPIs and measure the right metrics
✓ how it can help you define and assess hypotheses
✓ how it can guide you to the right data and connect it back to the experience
✓ how storytelling in design can help create the right multi-device experience and content, from the beginning
Storytelling In Design - SXSW, 13 March 2017Anna Dahlström
Slides from my two talks at SXSW 2017 about my upcoming book 'Storytelling in design'.
http://schedule.sxsw.com/2017/events/PP65833
ABSTRACT
To every great story there's a bit of magic involved and so there is to experiences that just work and deliver the right content, interactions and notifications at the right time, and on the right device.
Drawing on tried and tested storytelling principles from film, fiction, and music and applying them to the context of UX design and business, in this talk Ms. Dahlstrom shares how we can instil a bit of magic in the work we do and hereby ensure that we create better multi-device experiences for our users and healthier bottom lines for our businesses.
Storytelling In Design - DXN, Nottingham, 8 Feb 2017Anna Dahlström
Slides from my talk about Storytelling In Design at Design Exchange Nottingham on 8 Feb 2017.
http://dxnevent.com/
ABSTRACT
To every great story there's a bit of magic involved and so there is to experiences that just work and deliver the right content, interactions and nudges at the right time, and on/via the right device. Drawing on tried and tested storytelling principles from film, fiction, and music and applying them to the context of UX design, in this talk Anna shares how the increasingly complex world we’re designing for is our biggest asset and how storytelling in design can help us instil a bit of everyday magic in the work we do, for our users, and for us.
Storytelling In Design - Conversion Hotel, Texel NL, 20 Nov 2016Anna Dahlström
Slides from my talk at Conversion Hotel on 20th November 2016 about how we can apply principles from traditional storytelling to our design process to help define and create better multi-device experiences.
http://conversionhotel.com/
Slides from my talk at Generate London on the 23 September 2016 http://www.generateconf.com/london-2016 #generateconf
ABSTRACT
There was a time when we did glossy page designs and those designs were pretty much what we saw in our desktop browsers. With the rise of smartphones, tablets and smartwatches, there isn’t one view of our designs any more.
With further developments in technology and screens, our content could go anywhere. As a result we need to move away from designing for specific devices to solutions that are device-agnostic. For UX designers that means means letting content guide layouts, and moving away from designing pages to focusing on the modules that those views are made up of.
In this talk Anna will walk through why device-agnostic design matters, what it means and how we go about it.
Storytelling In Design - Funkas Tillgänglighetsdagar, 12 Apr 2016Anna Dahlström
Slides from my talk at Funkas Tillgänglighetsdagar 12 April 2016
http://www.funka.com/vi-erbjuder/funkas-tillganglighetsdagar/
ABSTRACT
As the number of devices we use on a daily basis grows, considering each device's role at different times, situations and contexts is becoming increasingly important. Our ability to control where a user is coming from and how they get around the experiences we design is fading. Yet our need to ensure we understand where they are in their journey, so that we can deliver the right content and interactions at the right time, and on the right device, is ever more important. In this talk I will look a the principles behind storytelling in design and how they can be translated onto a multi device landscape to help ensure we create better multi-device experiences for our users and healthier bottom lines for our businesses.
Storytelling For Multi-device Design - Bulgaria Web Summit, 20 Feb 2016Anna Dahlström
Slides from my talk at The Bulgaria Web Summit on 20 Feb 2016
http://bulgariawebsummit.com/
ABSTRACT
As the number of devices we use on a daily basis grows, considering each device's role at different times, situations and contexts is becoming increasingly important. Our ability to control where a user is coming from and how they get around the experiences we design is fading. Yet our need to ensure we understand where they are in their journey, so that we can deliver the right content and interactions at the right time, and on the right device, is ever more important. In this talk Anna will look a the principles behind storytelling in design and how they can be translated onto a multi device landscape to help ensure we create better multi-device experiences for our users and healthier bottom lines for our businesses.
Storytelling In A Multi Device Landscape - Amuse, Budapest 30 Oct 2015Anna Dahlström
Slides from my talk at the Amuse conference in Budapest 28 - 30 October 2015. http://amuseconf.com/ #amuseconf
ABSTRACT
As the number of devices we use are increasing, considering each device's role at different times, situations and context is becoming increasingly important. Our ability to control where a user is coming from and how they get around the experiences we design are becoming less and less. But the one we can still understand is what a user wants, and needs. In this talk I will look a the principles behind storytelling in design and how they can be translated onto a multi device landscape.
Designing Around Storytelling - Breaking Borders, Reading 18 August 2015Anna Dahlström
Slides from my talk at Breaking Borders on the 18 August. http://breakingborde.rs/past-events/engagement/
Storytelling has always played an important part in our societies throughout history. In the last few years it's gained attention as an important aspect in communicating and building engagement with a brand’s customer base. But storytelling is also an integral part of the design process. It’s a tool that not only can help us define our content and messaging, but the experience as a whole. Both across platforms and screens, and how we interact with it.
Responsivt - Inte bara för mobilen + Webbdagarna Växjö, 04 Dec 2014Anna Dahlström
Slides from my talk at Webbdagarna Växjö on the 4 December 2014.
http://www.webbdagarna.se/vaxjo-2014/program
Video (in Swedish): http://internetworld.idg.se/2.1006/1.600683/responsivt---inte-bara-for-mobilen
Abstract:
Responsiv design ses av många som ett sätt att anpassa sina sajter till att användare surfar på mobilen eller surfplattan. Men responsivt är mycket mer än så. Det är ett sätt att framtidssäkra sina digitala tjänster för en framtid med nya enheter av alla olika storlekar.
Beyond the hamburger menu - Digital Doughnut, London 25 Nov 2014Anna Dahlström
Slides from my talk at Digital Doughnut on the 25th of November in London where I talked about 10 things you need to know about mobile.
http://events.digitaldoughnut.com/Meetups/1500/161/other/0/false
Slides from my talk at Cambridge Usability Group on the 12th of May 2014
http://www.eventbrite.co.uk/e/designing-better-ux-deliverables-tickets-11542298325
Needing to produce some kind of deliverables throughout a project is inevitable: it might be user research reports to inform senior stakeholder; usability test results to communicate to developers; sketches and wireframes to pass on to web designers.
Just as we make the products and services we design easy to use, the UX of UX is about communicating your thinking in a way that ensures that what you've defined is easy to understand for the reader. It's about adapting the work you do to the project in question and finding the right balance of making people want to look through your work whilst not spending unnecessary time on making it pretty.
Designing around storytelling - UX Oxford, 23 April 2014Anna Dahlström
Slides from my talk at UX Oxford on 23 April
http://www.meetup.com/UX-Oxford/events/172543682/
Storytelling has always played an important part in our societies throughout history. In the last few years it's gained attention as an important aspect in communicating and building engagement with a brand’s customer base. But storytelling is also an integral part of the design process. It’s a tool that not only can help us define our content and messaging, but the experience as a whole. Both across platforms and screens, and how we interact with it.
You could be a professional graphic designer and still make mistakes. There is always the possibility of human error. On the other hand if you’re not a designer, the chances of making some common graphic design mistakes are even higher. Because you don’t know what you don’t know. That’s where this blog comes in. To make your job easier and help you create better designs, we have put together a list of common graphic design mistakes that you need to avoid.
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
Dive into the innovative world of smart garages with our insightful presentation, "Exploring the Future of Smart Garages." This comprehensive guide covers the latest advancements in garage technology, including automated systems, smart security features, energy efficiency solutions, and seamless integration with smart home ecosystems. Learn how these technologies are transforming traditional garages into high-tech, efficient spaces that enhance convenience, safety, and sustainability.
Ideal for homeowners, tech enthusiasts, and industry professionals, this presentation provides valuable insights into the trends, benefits, and future developments in smart garage technology. Stay ahead of the curve with our expert analysis and practical tips on implementing smart garage solutions.
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
Between Filth and Fortune- Urban Cattle Foraging Realities by Devi S Nair, An...Mansi Shah
This study examines cattle rearing in urban and rural settings, focusing on milk production and consumption. By exploring a case in Ahmedabad, it highlights the challenges and processes in dairy farming across different environments, emphasising the need for sustainable practices and the essential role of milk in daily consumption.
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
Expert Accessory Dwelling Unit (ADU) Drafting ServicesResDraft
Whether you’re looking to create a guest house, a rental unit, or a private retreat, our experienced team will design a space that complements your existing home and maximizes your investment. We provide personalized, comprehensive expert accessory dwelling unit (ADU)drafting solutions tailored to your needs, ensuring a seamless process from concept to completion.
2. I’m Anna
IA & UX DESIGNER | FREELANCE SINCE 2011
SWEDISH | IN LONDON SINCE 2006
This is me at my favourite place, Knäbäckshusen in Skåne, Sweden
Photo curtesy of my sister
7. www.flickr.com/photos/hlkljgk/5764422581
For every human that enters the world,
five mobile devices are created*
* Source: http://blogs.windows.com/ie/b/ie/archive/2013/07/17/the-companion-web-the-internet-and-how-we-use-it-is-evolving.aspx
8. www.flickr.com/photos/nasamarshall/6289116940
In 2009 1% of global internet traffic came
from mobiles. In 2010 the number was 4%.
By the end of 2012 it had risen to13%.*
* Source: www.forbes.com/sites/parmyolson/2012/12/04/5-eye-opening-stats-that-show-the-world-is-going-mobile
30. www.flickr.com/photos/mkhmarketing/8468995025
Roughly 1 in 10 people that access Facebook
each month do so from a feature phone*
* Source: www.thenextweb.com/facebook/2013/07/22/facebooks-every-phone-app-for-feature-phones-passes-100-million-monthly-active-users
33. www.flickr.com/photos/lastquest/1472794031
BUT WHY?
” Today's popular devices are
not tomorrow's so building
something which works on any
device is better than building
something which works on
today's devices “
- COMBINED WISE WORDS FROM @ONEXTRAPIXEL &
@TRENTWALTON
37. www.flickr.com/photos/31878512@N06/4704140020
WHETHERTO DO AN APP
OR NOT COMES DOWNTO...
•THE OBJECTIVE (USER & BUSINESS)
• IFTHERE ARE SPECIFIC DEVICE CAPABILITIESYOU WANTTO UTILISE
• IF OFFLINE READING/USAGE IS REQUIRED
• & OF COURSE BUDGET
38. DIFFERENT
TYPES OF APPS
THE MAINTWOTYPES
NATIVE APPS (e.g. Instagram)
• MOST OPTIMISED USER EXPERIENCE
• ACCESSTO DEVICE CAPABILITIES & APIs
• BUT REQUIRES PLATFORM SPECIFIC CODE BASE
HYBRID (e.g. old Facebook)
• USE OF HTML5 & JAVASRIPT
•WRAPPERTO PROVIDE NATIVE CAPABILITIES
• FEWER “VERSIONS” TO MAINTAIN
• BUT CAN BETIME CONSUMINGTO CREATE APP LIKE INTERACTIONS
• CAN'T JUST BE WRAPPED. MUST HAVE APP LIKE FUNCTIONALITIES
39. www.flickr.com/photos/cristiano_betta/2909483129
” Money spent developing a pretty but limited
iPhone app only benefits...the few, but money
spent on the website UI would have benefitted
everyone “
- Gary Marshall on ‘The app trap’ in .net Magaizine
41. www.flickr.com/photos/adactio/5818096043
“ Design & development should respond to
the user’s behaviour & environment based on
screen size, platform & orientation.
[It’s]...a mix of flexible grids & layouts, images
& an intelligent use of media queries. ”
- SMASHING MAGAZINE
43. “ Content needs to be choreographed to
ensure the intended message is preserved
on any device and at any width ”
-TRENT WALTONwww.flickr.com/photos/theaftershock/2811382400/
45. MOBILEVS. DESKTOP FIRST
•START LARGE OR SMALL
WHAT EVER WORKS BEST FORYOU
•ABOUT CONTENT, PRIORITISING &
CONSIDERING HOW IT WILL WORK
ACROSS DEVICES
MOBILEVS. DESKTOP FIRST
•START LARGE OR SMALL
WHAT EVER WORKS BEST FORYOU
•ABOUT CONTENT, PRIORITISING &
CONSIDERING HOW IT WILL WORK
ACROSS DEVICES
47. LIKE PLAYING REAL LIFETETRIS
PRE-DEFINED POCKETS FORTHE CONTENTTO SLOT INTO
www.flickr.com/photos/fritzon/195008860
48. www.flickr.com/photos/adactio/6153481666
80% of traffic in your analytics will often
come from 20% of devices…seems a shame
not to ensure that the site looks and works
especially well on these devices.*
* Source: www.slideshare.net/yiibu/pragmatic-responsive-design
49. THE WEB IS
FULL OF
EXAMPLES
LOOK FOR INSPIRATION &
BEST PRACTICE
BUT DON’T BE AFRAIDTO
CHALLENGE OR COME UP
WITH SOMETHING... BETTER.
http://mediaqueri.es/popular/
58. RELATIVE NUMBER OF
ACTIVE ANDROID DEVICES
Source: http://developer.android.com/about/dashboards/index.html
www.flickr.com/photos/blakespot/4773693893
59. EXAMPLE OF ADOPTION
OF NEW iOSVERSION
Source: http://forums.macrumors.com/showthread.php?t=1347559&forceMobile=1
www.flickr.com/photos/blakespot/4773693893
60. KEY DIFFERENCES BETWEEN
DESIGNING FOR ANDROID & iOS
iOS
CONSISTENCY
CONSISTENCY BETWEEN
VERSIONS & HANDSETS
QUICK ADOPTION OF NEW
VERSIONS
BACK BUTTON
SETTINGS BUTTON OR 'MORE'TO
ACCESS APP WIDE SETTINGS &
INFORMATION
ANDROID
FRAGMENTATION
DIFFERENT FOR DIFFERENTVERSIONS &
HANDSETS
SLOWER IMPLEMENTATION & UPTAKE
OF NEWERVERSIONS
HANDLED WITH EITHER SYSTEM BACK
BUTTON (EARLIERVERSIONS) OR BACK
& UP BUTTONS (LATESTVERSION)
OPTIONS MENU USEDTO HOUSE APP
WIDE SETTINGS & INFORMATION
Design
UI elements &
principles
Version adoption
Back navigation
Settings etc.
www.flickr.com/photos/nrkbeta/3906687294/in/photostream
63. Source: http://developer.android.com/design/patterns/new-4-0.html
BASIC iOS
NAVIGATION
CONSISTENT ACROSS
VERSIONS
NAVIGATION BAR
Enables navigation through the app
hierarchy. Holds the back button,
controls for managing screen content &
the title of the screen.
BACK BUTTON
Should always take the user one step back
from where they came from & be descriptive.
TAB BAR
Can often be customised. Holds the main
sections of the app.
‘MORE’ TAB BAR ITEM
Used to hold & provide access to all other
sections of the app that don’t fit in the tab bar.
Content area
MoreItemItemHome Item
iPhone 12:15 PM
APP NAME
More Customise
IMG
IMG
IMG
IMG
IMG
IMG
IMG
IMG
IMG
Item
Item
Item
Item
Item
Item
Item
Item
MoreItemItemHome Item
64. Source: http://developer.android.com/design/patterns/new-4-0.html
ANDROID
NAVIGATION
DIFFERENT BETWEEN
VERSIONS. IN ICE CREAM
SANDWICH:
NAVIGATION BAR
For devices that don't have the
hardware keys. Holds 'Back', 'Home'
and 'Recents'
ACTION BAR
Holds the most important action buttons for
your app (3 + overflow menu)
UPVS. BACK BUTTON
The Up button is used to navigate up one level
based on the hierarchical structure of the site.
Back is used to navigate back one step from
where you came from & as such works in
reverse chronological order.
68. www.flickr.com/photos/jojoneil/6359536591
BESPOKE MOBILE
SITE vs RESPONSIVE
vs AN APP
CONSIDERTHE FOLLOWING:
The city of London have asked you to come
up with a site that collates everything about
Halloween in London. The aim is to raise
awareness of events that are taking place and
to drive sales on the high street through
promoting offers from participating stores
the week leading up to Halloween.
What do you recommend in terms of their
mobile strategy and why? I.e. an app,
responsive or bespoke mobile site, or a
combination?
10 MINUTES
EXERCISE ONE
71. www.flickr.com/photos/jojoneil/6359536591
EXERCISE ONE
BESPOKE MOBILE
SITE vs RESPONSIVE
vs AN APP
CONSIDERTHE FOLLOWING:
The city of London have asked you to come
up with a site that collates everything about
Halloween in London. The aim is to raise
awareness of events that are taking place and
to drive sales on the high street through
promoting offers from participating stores
the week leading up to Halloween.
What do you recommend in terms of their
mobile strategy and why? I.e. an app,
responsive or bespoke mobile site, or a
combination?
10 MINUTES
HOW WOULD MOST PEOPLE
ACCESS IT?
•MOSTLY DIRECT TRAFFIC
POSSIBLE ARGUMENT FOR APP
•MOSTLYVIA SHARED LINKS
MOBILE WEB PRESENCE NEEDED.
AN APP ALONE WON’T CUT IT
ALSO CONSIDER...
•THE OBJECTIVE (USER & BUSINESS)
•IFTHERE ARE SPECIFIC DEVICE
CAPABILITIESYOU WANTTO UTILISE
•IF OFFLINE READING/USAGE IS
REQUIRED
• & OF COURSE BUDGET
72. www.flickr.com/photos/jojoneil/6359536591
BUILDING A
RESPONSIVE SITE
FOR THE HALLOWEEN SITE THE CLIENT
WANTS TO INCLUDE THE FOLLOWING:
•About page
• Event calendar
• Maps
• List of offers
PART 1
Pick either mobile or desktop & do a rough sketch
of what the home page should contain & how the
content should be prioritised.
PART 2
Using content stacking methodology define how the
content should be prioritised on desktop & mobile.
15 MINUTES
EXERCISETWO
• Search
• Most popular
• Login & registration
• Share functionality
73. DEFINEYOUR CONTENT
STACKING STRATEGY
ACROSS DEVICES & ORIENTATION
3
Nav
7
Related products
2 Header
4
Bath
section
intro
6
Types of baths
9 Tools
10
Footer
8 Store
locator
1
Logo
5
Ad
3
Nav
7
Related
products
2
Header
4
Bath section intro
6
Types of baths
9 Tools
10
Footer
8 Store
locator
1
Logo
5
Ad
Desktop &Tablet
Mobile
“ Content needs to be
choreographed to
ensure the intended
message is preserved
on any device and at
any width ”
-TRENT WALTON
74. www.flickr.com/photos/jojoneil/6359536591
EXERCISETWO
BUILDING A
RESPONSIVE SITE
FOR THE HALLOWEEN SITE THE CLIENT
WANTS TO INCLUDE THE FOLLOWING:
•About page
• Event calendar
• Maps
• List of offers
PART 1
Pick either mobile or desktop & do a rough sketch
of what the home page should contain & how the
content should be prioritised.
PART 2
Using content stacking methodology define how the
content should be prioritised on desktop & mobile.
15 MINUTES
3
Nav
7
Related products
2 Header
4
Bath
section
intro
6
Types of baths
9 Tools
10
Footer
8 Store
locator
1
Logo
5
Ad
3
Nav
7
Related
products
2
Header
4
Bath section intro
6
Types of baths
9 Tools
10
Footer
8 Store
locator
1
Logo
5
Ad
Desktop &Tablet
Mobile
• Search
• Most popular
• Login & registration
• Share functionality
75. www.flickr.com/photos/jojoneil/6359536591
BUILDING AN APP
BASED ON THE CONTENT & FUNCTIONALITY
REQUIREMENTS, CONSIDER WHAT WOULD BE
SUITABLE FOR AN APP:
•About page
• Event calendar
• Maps
• List of offers
PART 1
Define the main sections your app would have.
PART 2
Looking at the navigation how would you structure
this if you were to do an iOS app & an Android app?
Focus on the Tab bar items respectively Action bar
items & what would go in the ‘More’ respectively
‘Overflow menu’.
15 MINUTES
EXERCISETHREE
• Search
• Most popular
• Login & registration
• Share functionality
76. Source: http://developer.android.com/design/patterns/new-4-0.html
BASIC iOS
NAVIGATION
CONSISTENT ACROSS
VERSIONS
NAVIGATION BAR
Enables navigation through the app
hierarchy. Holds the back button,
controls for managing screen content &
the title of the screen.
BACK BUTTON
Should always take the user one step back
from where they came from & be descriptive.
TAB BAR
Can often be customised. Holds the main
sections of the app.
‘MORE’ TAB BAR ITEM
Used to hold & provide access to all other
sections of the app that don’t fit in the tab bar.
Content area
MoreItemItemHome Item
iPhone 12:15 PM
APP NAME
More Customise
IMG
IMG
IMG
IMG
IMG
IMG
IMG
IMG
IMG
Item
Item
Item
Item
Item
Item
Item
Item
MoreItemItemHome Item
77. Source: http://developer.android.com/design/patterns/new-4-0.html
ANDROID
NAVIGATION
DIFFERENT BETWEEN
VERSIONS. IN ICE CREAM
SANDWICH:
NAVIGATION BAR
For devices that don't have the
hardware keys. Holds 'Back', 'Home'
and 'Recents'
ACTION BAR
Holds the most important action buttons for
your app (3 + overflow menu)
UPVS. BACK BUTTON
The Up button is used to navigate up one level
based on the hierarchical structure of the site.
Back is used to navigate back one step from
where you came from & as such works in
reverse chronological order.
78. www.flickr.com/photos/jojoneil/6359536591
EXERCISETHREE
BUILDING AN APP
BASED ON THE CONTENT &
FUNCTIONALITY REQUIREMENTS,
CONSIDER WHAT WOULD BE SUITABLE
FOR AN APP:
•About page
• Event calendar
• Maps
• List of offers
PART 1
Define the main sections your app would have.
PART 2
Looking at the navigation how would you
structure this if you were to do an iOS app &
an Android app? Focus on the Tab bar items
respectively Action bar items & what would go
in the ‘More’ respectively ‘Overflow menu’.
15 MINUTES
• Search
• Most popular
• Login & registration
• Share functionality
Content area
MoreItemItemHome Item
iPhone 12:15 PM
APP NAME
More Customise
IMG
IMG
IMG
IMG
IMG
IMG
IMG
IMG
IMG
Item
Item
Item
Item
Item
Item
Item
Item
MoreItemItemHome Item
80. www.flickr.com/photos/thecaucas/2597813380
DEVICE USAGE &
PATTERNS
FUTURE DEVICES
The number of different devices will
only grow & we don’t know what’s
coming.
USED EVERYWHERE &
ANYWHERE
And we’re not only using them on the
go but increasingly when we have
some downtime including the sofa.
USE OF MOBILE DEVICES
Our use of mobile devices is
increasingly replicating that of desktop.
82. www.flickr.com/photos/thecaucas/2597813380
WHEN
DO WHAT
BESPOKE MOBILE WEBSITE
Try to avoid it but do it if necessary
RESPONSIVE DESIGN
The most device & future “proof”
approach right now. Use if possible.
But challenge content delivery.
APP
Base on user & business needs. Strong
argument if you require offline
reading/functionality & access to
device capabilities. Base which type
on objectives & stats.
84. www.flickr.com/photos/thecaucas/2597813380
FOR APPS
REMEMBER PLATFORM SPECIFIC
GUIDELINES
Adhering to them will make your
app easier to use.
CONSIDER BACKWARDS
COMPATIBILITY
Not everyone will be on the latest
version. Ensure you cater for the
majority.
CONSULT THE INTERNET
There are a number of great
resources for knowledge &
inspiration. Use them.
85. 8. BEFORE I GO...
REMEMBERTHAT
www.flickr.com/photos/46355638@N00/4414640784
91. - Wilson Minor
“ We’re not just making pretty
interfaces.We’re actually in the process of
making an environment where we’ll spend
most of our time, for the rest of our lives.
We’re the designers.We’re the builders.
What do we want that environment to feel
like? What do we want to feel like.
http://www.flickr.com/photos/funch/4679422945/
”
BUT ABOVE ALL...