3. Tonight's Meetup
● Socializing/Mingling
● Intros/Announcements
○ Jobs
○ Sponsorship
● Brief Presentation
○ Challenge of Mobile
○ Understanding Mobile
○ Heuristics of Mobile Design
● Workshop!
● Afterparty?
8. Challenge of Mobile
● Use is increasing
○ ~15% of internet traffic
○ Growing "66% year over year"!
● Screen sizes are small
○ But growing! And bigger screens -> more web use
● Many form factors
○ Tablets now outpace smartphone web use
○ iPhone vs Android vs Phablets
11. Understanding Mobile
● Users are distracted
○ Walking, Talking, Driving, Watching TV, etc.
● Use is intermittent
○ ~3-5 minutes. Likely to get interrupted
● Use varies greatly
○ Where are they?
○ What else are they doing right now?
○ What are they trying to accomplish?
○ What device are they on? What're its capabilities?
13. A Loose Heuristic for Mobile Design
1. Simplicity is a requirement
2. Understand, then optimize, your core value
3. "Where" is more important than "who"
4. Assume terrible dexterity
5. Footer == dead zone
6. Assume distracted, disrupted, intermittent
use
7. Good experience is a subset of performance
8. Provide an escape route
9. Test on as many devices as possible
14. I. Simplicity is a Requirement
"It seems that perfection is
reached not when there is
nothing left to add, but when
there is nothing left to take away"
- Antoine de Saint-Exupery
http://en.wikipedia.
org/wiki/File:11exupery-
inline1-500.jpg
15. I. Simplicity is a Requirement
● Mobile Design is inherently constrained
○ Screen size, bandwidth, hardware
○ Time, focus, mental energy
○ Budget?
● Every element matters
○ Every visual element adds strain
○ Every option is another decision
16. I. Simplicity is a Requirement
Simplicity as the balance
between Comprehension
and Brevity
○ Comprehension - providing
enough information to fully
understand the interface
○ Brevity - providing the
absolute minimum
information
http://www.uxbooth.com/articles/a-
loose-heuristic-for-mobile-design/
17. II. Understand, then optimize, your
Core Value Proposition
● Mobile users are different
○ Want different features
○ Want different content
○ Thus, a different core value prop
● Think about urgency
○ Even if your site/app/product/problem isn't urgent
● How can we make it as efficient as possible?
18. What do people do on Wikipedia
while on the go?
Why would anyone go to NHL.com
on their smart phone?
If I'm on my mobile device, what
information about a restaurant do I
want?
19. III. "Where" is more important than "Who"
● Environmental Psychology
● Optimize for setting, not for user type
● Most common?
○ Home
○ Transit
○ Bars
○ ...Toilet?
● "When" also kinda matters...
○ Morning? Lunch? Evening? 3am?
23. V. The footer is a dead zone
When's the last time you actually scrolled all
the way to the bottom of a mobile site?
Was there anything worthwhile down there?
I'm sorry.
24. VI. Assume distracted, disrupted,
and intermittent use
● Average use is 70 mins/day on mobile web
○ Usually in doses of 3-5 minutes
○ While doing something else
● Easily interrupted
○ By real-world events
○ By digital events
○ By connectivity issues
● Visibility of System Status
○ Let users quickly recover
● Persistence of state
○ Session variables, user profiles, etc.
25. VII. Experience is a subset of performance
● Performance matters. Especially on mobile
○ Remember: limited resources
● Excellent design is meaningless if it's slow
○ It can be beautiful, but nobody will see it
○ Remember: simplicity
● Keep an eye/mind on technology
○ CSS? HTML? JS?
■ How much? 1 KB? 10 KB? 100 KB?
○ Flash?
■ Lol
26. VII. Experience is a subset of performance
Plenty of information/guides...
27. VIII. Provide an escape route
● Sometimes people want the desktop version
○ Inertia
○ Power Users
○ Capability they know has been stripped out of mobile
● Respect the back button
○ HTML5 History
● Two choices
○ Be self-righteous
○ Be accommodating
● Minimize frustration
○ Always
29. IX. Test on as many devices as possible
● Idiosyncrasies
○ Android vs. iOS
○ Android manufacturers
○ Native browser vs. Chrome vs. Firefox vs. Opera
● Test smart
○ Impossible to test them all
○ Find what's popular, what's common, what's unique
○ Know what to test
31. A Loose Heuristic for Mobile Design
1. Simplicity is a requirement
2. Understand, then optimize, your core value
3. "Where" is more important than "who"
4. Assume terrible dexterity
5. Footer == dead zone
6. Assume distracted, disrupted, intermittent
use
7. Good experience is a subset of performance
8. Provide an escape route
9. Test on as many devices as possible
34. Tonight's Meetup
● Socializing/Mingling
● Intros/Announcements
○ Jobs
○ Sponsorship
● Brief Presentation
○ Challenge of Mobile
○ Understanding Mobile
○ Heuristics of Mobile Design
● Workshop!
● Afterparty?