Handheld apps that work by touch require you to design not only how your pixels look, but how they *feel* in the hand. This workshop explores the ergonomic challenges and interface opportunities for designing mobile touchscreen apps. Learn how fingers and thumbs turn desktop conventions on their head and require you to leave behind familiar design patterns. The workshop presents nitty-gritty "rule of thumb" design techniques that together form a framework for crafting finger-friendly interface metaphors, affordances, and gestures for a new generation of mobile apps that inform and delight. This is an intermediate to advanced workshop aimed at designers, developers, and information architects making the transition from desktop to touchscreen apps for mobile and tablet devices.
What will you learn?
■Discover the ergonomic demands of designing for touch.
■Find out how the iPad's form and size create unique design considerations.
■Devise interface metaphors that invite touch.
■Design gesture interactions, and learn techniques to help people discover unfamiliar gestures on their own.
■Learn why buttons are a hack and how to design interfaces without traditional UI controls.
■Train in gesture jiujitsu, the dark art of using awkward gestures for defensive design.
■Explore the psychology behind screen rotation and the opportunities and pitfalls it creates.
As smart devices explode, we need a new way to interact with them, you can't download an app for a vending machine you'll use just once. The Physical Web unlocks the superpower of the web, frictionless interaction, for any smart device.
Make things people want verses make people want things. Technology and the minutia of bullshit that proclaims to promote it get's uncovered and tortured by Steve Price, along with some examples of great things.
I've included these because in essence these notes are taken from the people behind some of the products and help to (I hope) expose them and their products for the nonsense they really are.
As smart devices explode, we need a new way to interact with them, you can't download an app for a vending machine you'll use just once. The Physical Web unlocks the superpower of the web, frictionless interaction, for any smart device.
Make things people want verses make people want things. Technology and the minutia of bullshit that proclaims to promote it get's uncovered and tortured by Steve Price, along with some examples of great things.
I've included these because in essence these notes are taken from the people behind some of the products and help to (I hope) expose them and their products for the nonsense they really are.
Presentation delivered at the Digital Marketing Show 2013 (www.digitalmarketingshow.co.uk)
Speaker Info:
Chris Scull, UX Consultant
020 7173 2800
www.readingroom.com
http://blog.readingroom.com/
In the same way as the web is quickly extending onto the mobile platform, we are starting to see the web moving further into the physical world. Many emerging technologies are beginning to offer physical-world inputs and outputs; multi-touch iPhones, gestural Wii controllers, RFID-driven museum interfaces, QR-coded magazines and GPS-enabled mobile phones.
These technologies have been used to create very useful services that interact with the web such as Plazes, Nokia Sports Tracker, Wattson, Tikitag and Nike Plus. But the technologies themselves often overshadow the user-experience and so far designers haven’t had language or patterns to express new ideas for these interfaces.
This talk will focus on a number of design directions for new physical interfaces. We will discuss various ideas around presence, location, context awareness, peripheral interaction as well as haptics and tangible interfaces. How do these interactions work with the web? What are the potentials and problems, and what kinds of design approaches are needed?
UX, ethnography and possibilities: for Libraries, Museums and ArchivesNed Potter
These slides are adapted from a talk I gave at the Welsh Government's Marketing Awards for the LAM sector, in 2017.
It offers a primer on UX - User Experience - and how ethnography and design might be used in the library, archive and museum worlds to better understand our users. All good marketing starts with audience insight.
The presentation covers the following:
1) An introduction to UX
2) Ethnography, with definitions and examples of 7 ethnographic techniques
3) User-centred design and Design Thinking
4) Examples of UX-led changes made at institutions in the UK and Scandinavia
5) Next Steps - if you'd like to try out UX at your own organisation
Brussels Design For Persuasion Web 2.0 TalkAmy Shuen
Title: Web 2.0 Strategy: Doing Good While Making Money
Event: DesignForPersuasion Conference, Brussels, Belgium October 1st, 2009
Power up your business with Web 2.0 and digital media network effects. Join the Fortune 50 Million small and medium size companies that successfully leverage and multiply their existing capabilities, social influence, networks and ROI (Return on Investment) through web, mobile and broadband. You will learn:
Why Web 2.0 is all about 10x speed, 10x users, 10x partners and doing it right now.
5 sure fire ways to monetize network effects from your existing user and partner base.
How Web 2.0 consumer-focused business models are morphing into Web 2.5 business innovations like Smart Planet, Smart Energy Grid, Smart Health, Gov 2.0 and global micro-lending.
Visitors and Residents: useful social media in librariesNed Potter
A keynote for the Interlend 2015 Conference. Blog post explaining these slides in more detail at: http://www.ned-potter.com/blog/visitors-and-residents-useful-social-media-in-libraries.
The Digital Natives myth is readily accepted but ultimately damaging. As students (and staff) come into our higher education system, to make blanket assumptions about their abilities with or understandings of technology based only on their date of birth is to do them a disservice.
An alternative way to explore peoples' use of the net is the Visitors and Residents model from Le Cornu and White (first brought to my attention by Donna Lanclos). I find this a proplerly useful way of thinking, which can help us as libraries provide geniunely useful social media for our users, whether they are in Visitor mode or Resident mode.
This presentation explores why the Digital Natives theory is a bust, introduces V&R, looks at the use of YouTube, Instagram, Twitter and Blogs by libraries, and provides links to more detailed papers on Digital Natives, Visitors and Residents, and other insightful viewpoints.
ICOLIS 2014: Keynote Speakers David Nicholastulipbiru64
5th International Conference On Libraries, Information And Society (ICOLIS 2014), 4-5 November 2014, The Boulevard Hotel, Kuala Lumpur. Theme: Library: Our Story, Our Time, Our Future
Keynote Speakers David Nicholas
UX for Artificial Intelligence / UXcamp Europe '17 / Berlin / Jan KorsankeJan Korsanke
/ My talk from the UXcamp Europe in Berlin. Please enjoy and feel free and don't hesitate to contact me if you have questions or want to talk about UX and AI
What is artificial intelligence, how do we create collaboration and what’s gonna happen in the future?
10 things that will change the online landscapeBart De Waele
10 things that will change the online landscape in 2012 - and how you can use them to improve your digital marketing.
Presentation for Digital Marketing First.
Knomatic CTO, Juston Western, presents on key takeaways from SXSW Interactive 2015. Video of presentation also available online at http://youtu.be/t8g2OfX87tQ
The concept of work-life balance today is obsolete. This conference took a deeper look at people, projects, products, and services that we can all leverage to try to LIVE, WORK, and PLAY BETTER.
Presentation delivered at the Digital Marketing Show 2013 (www.digitalmarketingshow.co.uk)
Speaker Info:
Chris Scull, UX Consultant
020 7173 2800
www.readingroom.com
http://blog.readingroom.com/
In the same way as the web is quickly extending onto the mobile platform, we are starting to see the web moving further into the physical world. Many emerging technologies are beginning to offer physical-world inputs and outputs; multi-touch iPhones, gestural Wii controllers, RFID-driven museum interfaces, QR-coded magazines and GPS-enabled mobile phones.
These technologies have been used to create very useful services that interact with the web such as Plazes, Nokia Sports Tracker, Wattson, Tikitag and Nike Plus. But the technologies themselves often overshadow the user-experience and so far designers haven’t had language or patterns to express new ideas for these interfaces.
This talk will focus on a number of design directions for new physical interfaces. We will discuss various ideas around presence, location, context awareness, peripheral interaction as well as haptics and tangible interfaces. How do these interactions work with the web? What are the potentials and problems, and what kinds of design approaches are needed?
UX, ethnography and possibilities: for Libraries, Museums and ArchivesNed Potter
These slides are adapted from a talk I gave at the Welsh Government's Marketing Awards for the LAM sector, in 2017.
It offers a primer on UX - User Experience - and how ethnography and design might be used in the library, archive and museum worlds to better understand our users. All good marketing starts with audience insight.
The presentation covers the following:
1) An introduction to UX
2) Ethnography, with definitions and examples of 7 ethnographic techniques
3) User-centred design and Design Thinking
4) Examples of UX-led changes made at institutions in the UK and Scandinavia
5) Next Steps - if you'd like to try out UX at your own organisation
Brussels Design For Persuasion Web 2.0 TalkAmy Shuen
Title: Web 2.0 Strategy: Doing Good While Making Money
Event: DesignForPersuasion Conference, Brussels, Belgium October 1st, 2009
Power up your business with Web 2.0 and digital media network effects. Join the Fortune 50 Million small and medium size companies that successfully leverage and multiply their existing capabilities, social influence, networks and ROI (Return on Investment) through web, mobile and broadband. You will learn:
Why Web 2.0 is all about 10x speed, 10x users, 10x partners and doing it right now.
5 sure fire ways to monetize network effects from your existing user and partner base.
How Web 2.0 consumer-focused business models are morphing into Web 2.5 business innovations like Smart Planet, Smart Energy Grid, Smart Health, Gov 2.0 and global micro-lending.
Visitors and Residents: useful social media in librariesNed Potter
A keynote for the Interlend 2015 Conference. Blog post explaining these slides in more detail at: http://www.ned-potter.com/blog/visitors-and-residents-useful-social-media-in-libraries.
The Digital Natives myth is readily accepted but ultimately damaging. As students (and staff) come into our higher education system, to make blanket assumptions about their abilities with or understandings of technology based only on their date of birth is to do them a disservice.
An alternative way to explore peoples' use of the net is the Visitors and Residents model from Le Cornu and White (first brought to my attention by Donna Lanclos). I find this a proplerly useful way of thinking, which can help us as libraries provide geniunely useful social media for our users, whether they are in Visitor mode or Resident mode.
This presentation explores why the Digital Natives theory is a bust, introduces V&R, looks at the use of YouTube, Instagram, Twitter and Blogs by libraries, and provides links to more detailed papers on Digital Natives, Visitors and Residents, and other insightful viewpoints.
ICOLIS 2014: Keynote Speakers David Nicholastulipbiru64
5th International Conference On Libraries, Information And Society (ICOLIS 2014), 4-5 November 2014, The Boulevard Hotel, Kuala Lumpur. Theme: Library: Our Story, Our Time, Our Future
Keynote Speakers David Nicholas
UX for Artificial Intelligence / UXcamp Europe '17 / Berlin / Jan KorsankeJan Korsanke
/ My talk from the UXcamp Europe in Berlin. Please enjoy and feel free and don't hesitate to contact me if you have questions or want to talk about UX and AI
What is artificial intelligence, how do we create collaboration and what’s gonna happen in the future?
10 things that will change the online landscapeBart De Waele
10 things that will change the online landscape in 2012 - and how you can use them to improve your digital marketing.
Presentation for Digital Marketing First.
Knomatic CTO, Juston Western, presents on key takeaways from SXSW Interactive 2015. Video of presentation also available online at http://youtu.be/t8g2OfX87tQ
The concept of work-life balance today is obsolete. This conference took a deeper look at people, projects, products, and services that we can all leverage to try to LIVE, WORK, and PLAY BETTER.
This presentation is from our Recruiting, Placing and Inducting Volunteers webinar and talks about good practice when recruiting, placing, and inducting volunteers into your organisation and offers some tips for how you can ensure you appropriately match volunteers to roles.
ESTE POWER POINS NOS MUESTRA COMO CONSUMIENDO ROPA DE INDITEX, AUMENTA EL MALTRATO Y EXPLOTACIÓN INFANTIL EN PAÍSES SUBDESARROLLADOS, MIENTRÁS SÓLO UNO SE BENEFICIA, INDITEX.
Join expert faculty members Joseph J. Eron, Jr., MD, and Kimberly Y. Smith, MD, MPH, for a review of the HIV highlights of this important annual conference.
Thank you for joining in! Where is a very big chance that you are curious about mobile apps and looking to find out more about it or maybe even start designing one on your own. Or, you are a mobile developer, who wants to improve your skills in mobile app design and learn awesome stuff which could definitely improve your app?
If so - that’s exactly what we’re going to do with this presentation! I’m going to help you take your first step towards the great looking and user-friendly mobile app design!
That’s what this presentation is about: taking an idea from a rough concept to a polished experience that your users will love.
Designing Websites With a Mobile First ApproachDan Moriarty
Learn about designing and building your website to be mobile first, meaning you begin at the smallest screen size available. Make your design, content, and planning decisions here, and then enhance and expand to the desktop
How to Create Insanely Cool UX Designs Using Micro-interactions?Kaspar Lavik
Attention to details can help you enhance UX. Read article to know how a web design agency uses microinteractions in web design to help you win customers.
Why "mobile first" isn't enough - Developing a better user experienceKevin Powell
"Mobile first," is a concept that serves us well as a design tool, putting constraints on our messaging, layout, etc. But to use "mobile first" as a complete mobile strategy can lead to some dangerous lines of thought.
There's a bigger picture that needs to be seen, and it's what we've always done when developing experiences for the web. We need to put the "Experience First." Then we can think about "mobile", "desktop", "lean-back", and whatever other technologies are released in the next several years. It's not about devices, it's about users and experiences.
Presentation first given at BarCamp Nashville in October of 2011.
What We Talk About When We Talk About Navigation (IA Conf 2019)Andrew Hinton
Much of what information architecture practice is expected to figure out is “the navigation.” But what if we’ve been oversimplifying the way we discuss, design, and deliver navigation — and what if that’s been the source of later pain for users and organizations for a really long time? This short talk makes the case that we’ve been conflating too many things into the rubric of “navigation”, explains how this bad habit has come to pass, and the challenges that have resulted. But fear not! We’ll also look at practical ways to overcome the problem in our own day to day work, as well as with stakeholders and team members.
Making simple, elegant solutions is HARD and often invisible. These are some of the most common things I hear come out of people’s mouths when heading for a bad UX decision.
Designing for an Augmented Reality worldthomas.purves
How “Augmented Reality” and the mobile web changes everything
Mobile broadband access and ever-smarter phones are shaking the internet out its lofty cloud and bringing the web into the real world. As a result, the old “real world”, and many old ideas and many old business models will be running out of places to hide from the pervasive influence of the net.
Meanwhile, each of our smart phones are in many ways even better than the old clunky tools we used to use to surf the net. Our mobile devices are not only connected but, also bristling with sensors like radios, cameras, microphones, GPS etc. that can directly perceive and interact with the world around you. We’re reaching a point where it’s theoretically possible to point that device at almost anything: a landmark, a product on a store shelf, your friends or a crowd of people; and draw from the cloud and your social graph as much, or perhaps more, relevant information than you ever wanted to know. Oh, and the cloud will be watching you and whatever’s around you as well.
In the new augmented reality, the web surfs you.
The goal of this talk will be to provide you with a fast paced overview of what this new “augmented” reality will mean for how we socialize, for how we sell and market physical products, for architecture, for media and entertainment, for public policy, crime, privacy and, as well, few early signals for what might be the new killer apps.
If all that is not interesting enough, I will also bring free beer.
Jon Moser's edSocialMedia Webinar: Going Mobile: How it Pertains to Social Me...edSocialMedia
Jon Moser, President and Founder of finalsite, is passionate about web trends and strategies that impact the education field. In this edSocialMedia webinar, Moser discusses how an organizations' websites should be optimized for mobile consumption. Topics include: just how mobile are we, social media on a mobile device, school website functionality, design revision for a new world, and more.
Juicy Feedback Loops
The term “juicy feedback” comes from game design where a small action produces a surprisingly large reaction. David will present six design principles that anyone can use to motivate healthy behavior. Using these principles his company, Vitality, created a wireless pill cap which is helping people take their daily medications over 90% of the time (from a baseline of 70%). David will also present a framework for tailoring behavioral change programs to offer each person an optimal mix of social feedback, reminders, accountability, education, and financial incentives.
Ready access to information is great. But many times there is confusing information, too much data, or too many options to make sense of. People can easily become frustrated or disengage if they can’t connect with the content presented to them. Nowhere is this more true than the healthcare space, where everything from personal health management charts to health insurance options-- the things that should put people at ease-- are the most overwhelming. More to the point, it isn’t enough to simply help people understand information; if we want real behavior change, people must be emotionally engaged by the information presented to them.
In this session, Speaker Stephen P. Anderson will share several examples of how we can take forms, lists and other kinds of information-- in paper or digital formats-- and redesign them to help people make informed choices and connect emotionally with the information being presented.
This presentation will look at what it’s like to implement design change within a large-scale EHR vendor, with examples of some of the challenges, techniques for building support, and opportunities for improvement.
What does it mean to experience healthcare? More often than not, the experience is more than a device, more than a piece of software, more than a caregiver, more than a place. Healthcare is most frequently experienced as a combination of people, environments, tools, and technology – in other words, a service. For a healthcare services to be successful, we need to do two things: take a holistic design approach, and design for changing needs over time. This is especially true when designing for behavior change – an increasingly common goal in healthcare – because people’s needs change as their situation evolves.
Healthcare systems claim to be acutely aware of the human condition and of people’s needs. But in their insistence on creating a system largely based on clinical research, and a passing empathy for user input, they have failed. Healthcare is not about an opportunity to change lives, it is about an obligation.
And, changing behavior isn't about knowledge. It's about human consciousness; being fully aware of one’s own existence, sensations, thoughts, surroundings, and much more. Einstein said, "No problem can be solved from the same level of consciousness that created it."
We have to radically alter the way we approach designing systems that are intended to improve the health and lives of the people we serve. This talk will focus on key insights you can use to change your state of consciousness, including:
■Understanding the critical importance of design and taking steps to make sure it has a central place at the table.
■Allowing intuition, exploration and behavioral psychology to inform the systems you design.
■Exploring the impact of motivational forces, both conscious and unconscious, on human behavior and attitudes – and designing systems that acknowledge these forces.
When you leave this talk you will have some meaningful tools that will enable you to start addressing failed systems and create a new approach that will have real impact, and result in lasting behavior change.
Research developed by the IUAV University of Venice will be presented in collaboration with the Fondazione Oncologica Trevigiana (Oncological Foundation of Treviso) and a medicine producer, the Monico spa, form Venice.
Topics of the project are: chemotherapic medicine preparation, and management, administration and design sciences for process analysis and improvement of the medicine path. In the presentation all chemotherapy steps analyzed in the Ca'Foncello Hospital in Treviso will be presented with images, interviews, and questionnaire results.
All the problems of the case study represent the starting point for design proposals that were discussed with the medical staff following the User Experience Design phase. Some of the proposals have been accepted and have been realized. The results will be shared during the presentation.
The patient of the past is not the patient of the future.
Mayo Clinic is currently engaged with the Center for Innovation in a multi-year initiative to redesign their outpatient practice, a necessary step for any large healthcare provider who hopes to be relevant and financially aligned with the future. The organizational and operational design of the current clinic has been influenced by the patient of the past and their medical needs. From our exploration, we hypothesize that today’s patient is significantly different from the patient of the past and new care models should better support the needs, goals, motivations, and emotions of these new patients. Additionally, we believe that the patient of today will continue to change, allowing us to consider a new paradigm of flexible, evolving care models that continue to adapt to the changing needs of patients.
The goal of this presentation will be to share how the current patient and patient of the future differs from the patient of the past and tie these findings to the on-going design explorations being conducted at Mayo Clinic.
Meredith DeZutter is a Senior Service Designer at the Mayo Clinic Center for Innovation. Her work focuses on designing new healthcare services, products, and experiences across the clinic by understanding the intersection and connections between existing systems with disruptive landscape drivers.
In addition to her work at Mayo Clinic, Meredith has over 15 years of global consulting experience in identifying and developing innovative design solutions for both products and systems. Meredith has led design research and strategy efforts for project teams for organizations such as Kent Hospital, Becton Dickinson, Herman Miller for Healthcare, and Thoratec Corporation, among others. Additionally, she has delivered lectures and papers on new ideas and methodologies in design research and strategy to corporations, professional societies, and exhibitions.
Meredith has a BFA in Industrial Design from Carnegie Mellon University. Prior to working at Mayo Clinic, she was the Director of Research at Ximedica as well as the Director of Design Strategy at Insight, both design consultancies focused on healthcare service design and medical products.
ACCELERATE DATA: Traditional medicine and physicians cannot scale to deliver high-quality healthcare. New technologies and models of care are key enablers to drive better health outcomes at lower cost. The proof will be in the data, but traditional research and clinical testing yield painfully slow results. Medical knowledge comes from carefully accelerating Data -- traditionally pre-clinical and human experimental data -- either to prove or disprove whether new technologies, medicines, processes or incentives are actually superior. Today, researchers and patients can capture, aggregate and communicate new types of data, yielding faster insights and patient impact.
HACK HEALTHCARE: Medicine needs more Hackers -- clever engineers and designers to re-architect healthcare systems and invent new technologies. Some areas of healthcare are not hackable and must prove experiments down a traditional plodding path. However, health professionals and engineers can accelerate medical innovation across many diseases by applying techniques from high technology to healthcare. Borrowing philosophies from Silicon Valley and MIT for rapid product design, lean startup methodologies, workflow re-engineering, novel data collection, big data analysis, and info publishing can accelerate data generation.
This session is for anyone who needs to understand the people who will become insured through the Affordable Care Act (health care reform), and anyone who needs to communicate data in compelling ways. Data presented will include demographics, use of mobile and web, and qualitative data.
■Tim will demonstrate 10 compelling ways to communicate about the newly eligible, including methods you have never used before
■As you experience these 10 techniques, you'll encounter some surprising and important insights about the newly eligible
■You will walk away with 1 compelling communication technique that will dramatically improve the impact of your presentations
If you need insight into the people who will become insured through the Affordable Care Act, or if you need powerful new ways to communicate data, this session is for you.
For a person living with a hidden disability such as diabetes, the desire for social inclusion can have a significant impact on day-to-day disease management. Insulin pumps and continuous glucose monitoring devices have and will continue to provide advanced technological solutions, however, they have been designed and marketed using a medical rather than social model. Hanky Pancreas, LLC applies principles of fashion and user-centered design to medicine by developing a series of products that transform wearable diabetes technologies into a key fashion accessory and conversation piece.
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Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
White wonder, Work developed by Eva TschoppMansi Shah
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A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
1. The Myths of
Mobile Context
Josh Clark
@globalmoxie
@globalmoxie
www.globalmoxie.com
www.globalmoxie.com
Might’ve heard about this thing called mobile?
It’s kind of a big deal. It’s super-exciting.
It’s also a GIANT pain in the ass.
All these platforms, devices, screen resolutions.
Do we target the web, native apps, some combination?
Just when we were getting our head around the web,
mobile seems to be blowing it up all over again.
Got suggestions for how to approach it.
Suggestions about how might not be thinking right way.
2. We’re all anthropologists.
Anyone who makes product/service is an anthropologist.
To provide solutions for users, have to understand
their behaviors, problems, cultures.
3. As I’ve thought about this:
realized that we too often have a simple,
even condescending view of mobile....
That every mobile user or every mobile platform
is same as the next.
We have some really stubborn myths about mobile users,
really screwing up the way we provide mobile services.
4. LOTS of mobile mindsets. These break down:
across platform,
across demographic,
across personal context.
We tend to oversimplify mobile needs,
boil them down to really simple use cases,
In doing that we risk building dumbed-down apps
that patronize our users more than help.
And worse, making our own work harder over long term.
5. So let’s look at how we REALLY use mobile apps,
to consider a better way to approach building them.
I want to dispel seven persistent myths that we have about mobile.
Let’s start with the biggest myth.
[twitter]Mobile isn’t just on the go; it’s couch, kitchen, bed, the 3-
hour layover. Where we use our phones: http://j.mp/hl1dgl[/
twitter]
6. Myth #1:
Mobile users are
rushed and distracted.
Distracted, in a rush, no attention span.
You hear: information snacking.
Design for little stunted 20 second interactions.
But look.
Mobile not just on go: couch, kitchen, bed, 3-hour layover.
[next]
Or, y’know, in the little boys’ or girls’ room.
40% admit to using phones in bathroom.
Luke Wroblewski: 60% are liars.
[next]
We’re not always in a rush on our phones.
But the assumption that we are leads to all kinds of bad decisions.
But this myth leads to kneejerk assumption
that mobile means lite version. Logical, right?
I mean, rushed users and small screen
mean mobile apps should do less.
Here’s thing: 85% expect mobile to be AT LEAST AS GOOD
as desktop.
Our job is not to willy-nilly strip out useful features.
Mobile website -> search for “full desktop site”
7. You can make GUESSES about intent, based on context.
People DO use mobile for certain things more than desktop.
As you consider your mobile app,
consider broad mindsets that cut across all mobile cultures.
What makes your app mobile?
What are most common cases to use it on go?
Wherever you are: people fire up mobile apps in
one of three mindsets.
Alibris.com
No rare books section.
Head of retail:
such a BIG PURCHASE requires more searching
than people would want to do on mobile.
Wouldn’t want to commit to the purchase on the go.
eBay: 2000 cars every week in US alone.
Several Ferraris/month on their mobile apps.
[slow] Every time you assume someone won’t want
to do something on mobile, you’re wrong.
Don’t arbitrarily remove content.
This is denying a purchase to mobile users.
Not possible to buy a rare book on this site.
But who cares, right? Mobile’s still a niche?
Get the full site when they get back to desktop.
No big deal, right?
8. 25% of US mobile web users
exclusively
use mobile web
That’s around 8% of US adults overall.
So if you care about reaching this huge swath of users,
have to care about hitting them on mobile.
Because that’s the ONLY way to reach them.
That group DEFINITELY expects to do everything on mobile.
Not everyone’s so FANCY that have >1 device.
And here’s the lesson...
[twitter]25% of US mobile internet users never or rarely use
desktop internet. http://j.mp/oZmJoO[/twitter]
9. Myth #2:
Mobile = Less
There’s a popular myth that mobile should be less than desktop,
that it should be the lite version.
Mobile is NOT less.
As we begin to do everything on our phones,
sometimes ONLY on our phones,
mobile content and features should be AT LEAST
at the same level as any other platform.
Mobile is not lite. Mobile is not less.
10. “The feature set
should be much smaller
for a mobile site
than for a desktop site.”
Just last month, Jakob Nielsen wrote to suggest that mobile IS less.
[next]
The feature set should be much smaller for a mobile site than for a desktop site,
he writes...
Offering this guideline:
A company’s full site typically includes PR information and investor relations sections...
but this info should be eliminated from the mobile site.
WHAT? [next]
Mobile users NEVER care about PR information or investor relations?
Everything about Nielsen’s guidelines are wrong and damaging.
I don’t argue his research which suggests that you shouldn’t overwhelm mobile users,
but I do argue his conclusions which is that you should just cut the content entirely.
11. Don’t confuse context
with intent.
We make too many assumptions from screen size.
[slow]You can’t confuse context with intent.
Don’t limit functionality based on screen size alone.
Using small screen ≠ wanting to do less.
Like saying that because paperbacks have smaller pages,
you have to remove entire chapters.
Mobile websites/apps should have full content/tools
May be displayed differently, its hierarchy may change.
Diff devices shift roles/importance in customer journey.
Some devices better suited to some tasks than others.
So EMPHASIZE diff content on diff devices.
Yes, plan for scenarios & use cases, but
know mobile scenarios far wider/numerous than might assume.
Core content should all be there.
Most of all, don’t arbitrarily give me LESS.
Simplicity good, but removing too much is condescending.
In fact, embrace complexity.
12. Myth #3:
Complexity is
a dirty word.
Here’s another myth, that designers should avoid complexity.
Complexity is AWESOME, gives life and apps texture.
We as designers have to embrace
complexity to allow our users to
complete difficult tasks and make sense of complex info.
People don’t want dumbed down apps,
they want uncomplicated apps.
The trick is to make complexity uncomplicated.
There’s a difference.
So, bucking the myth of the distracted user means
figuring out how to create complex yet comprehensible interfaces.
13. Uncomplicating complexity is hard to do.
It starts with figuring out what the user doesnt want/need to be exposed
to.
So, if you’re designing an app to fly an airplane, you might start here...
14. ...when your customers really want this.
What’s their goal? Help them get there as fast as they can.
15. Umbrella: The Simplest Weather Forecast
“Will I need an umbrella today?”
I’m the perfect audience for this app.
But look: for some, maybe most, pic of umbrella won’t cut it.
Weather hugely complex.
Stepfather Ken want to be exposed to all its complexity.
For him, papering over that complexity is a fail.
He would find this condescending.
Managing complexity doesn’t always or even usually
mean stripping out features until the project is toothless.
Mobile doesn’t mean less, it doesn’t mean lite.
16. Facebook iPhone app v1 started with too few features and users hated it.
Without a minimum level of features and complexity, it just wasn’t
facebook.
17. Facebook solved the complexity problem
by creating the illusion of “sub-apps”
with the dashboard grid.
18. This is the Accuweather.com iPad app,
but I’m not sure that it manages complexity in the right way.
First of all, scary.
But more important, jammed with information.
More than you need at any given time.
Don’t make me scan all this data for what I’m looking for.
Instead, let me ask for it as I need it.
Manage complexity not by presenting it all at once,
but by managing it through give and take.
19. Accuweather.com.
Actually does a better job with complex information
in small screen of iPhone app instead of iPad app.
Dense info for the current moment
[next]
Oh baby... yeah... Now we’re talking. Ken’s in hog heaven.
I’ve got dew point, I’ve got humidity, barometric pressure.
Nice start:
But how to provide all of the day’s detailed info?
20. Swipe at current conditions to move into future. [next]
Detailed conditions for 7am, and temps for later.
I ask app about 10am… by touching 10am!
Only when I ask for that info does it give it to me.
Question, answer. Ask, receive.
Requires more taps than just dumping all the data on you directly.
But each screen more digestible.
[slow] In a mobile interface, clarity trumps density.
And that gives the lie to the fourth myth.
21. Myth #4:
Extra taps and clicks
are evil
Extra taps are NOT necessarily a bad thing.
The web has given us a squeamishness about extra clicks.
[slow]
In mobile: tap quality far important than tap quantity.
As long as each tap delivers satisfaction (example),
extra taps are ok. ARE GOOD.
It invites conversation,
give and take that you can get at and explore.
22. Again, you don’t need to pour it all in at once.
Momento:
Great micro-journal, record moments of the day.
Twittering to yourself.
Can attach things to your moment
Icon for each.
But doesn’t leave much room for your moment!
Main event is content but crowded out.
Small buttons, hard on eyes and fingers.
Common problem for many Twitter apps
23. Focused entirely on single task, dedicated to post.
Secondary tools behind a secret panel.
Trouble with secret panels is that they have to be discoverable.
Latch hidden in plain sight.
In recent releases, added animation hint.
Optimize each screen for the primary task.
Secondary tools and controls
behind hidden doors and secret panels.
Clarity trumps density.
Tap quality trumps tap quantity.
SO JAKOB NIELSEN IS RIGHT...
that there should be one big idea per screen,
that mobile experiences should be sharp and focused and bit sized.
But that doesn’t mean you can’t serve lots of bites.
24. Mobile ≠ Less
Again, the idea is not to arbitrarily strip out features and content.
It’s a matter of organizing and prioritizing them.
In fact, rather than thinking that mobile means less...
25. Mobile = More
The real question is: how can I do more?
These devices can DO MORE than a desktop.
They have a camera, microphone, GPS, gyroscope, touch.
What are the opportunities for subtle insights, new features?
Gives your app or website superpowers.
Stop thinking about mobile CONTENT.
Stop thinking about what people WON’T want on mobile.
You’ll be wrong.
Instead of mobile content:
mobile devices, mobile capabilities.
What can you DO with that content?
Start with a basic website,
use feature sniffing to layer on mobile-only tools.
Touch interactions, location information, the camera.
Progressive enhancement for superpowered devices.
Progressive enhancement of a single webpage for all devices.
That brings us to the fifth myth.
26. Myth #5:
Gotta have
a mobile website
Look, you DO need your website to look great on all devices.
Desktop, phones, tablets.
And voice... how does your website SOUND?
And soon: TVs...
...and devices we haven’t even imagined yet.
For all: presentation should be different,
but not necessarily the content.
So yes, you do need great mobile EXPERIENCES.
But not a separate website.
27. There is no mobile web.
Serve same fundamental content/features to all devices,
but enhanced to suit specific devices.
Means we can’t think of different websites for different devices.
The mobile web is not some independent thing.
Back in Jan, Stephen Hay wrote a wonderful article
titled “there is no mobile web,”
and I recommend it to all of you.
[slow]
Don’t think in terms of a mobile website.
Instead: How is this single website EXPERIENCED on mobile
devices?
Web experiences, not individual web sites.
[twitter]There is no mobile web.—@stephenhay http://j.mp/
moBVcF[/twitter]
28. mobile.mysite.com
And no matter what, if I visit your website here...
...but I get bumped over here...
You’re probably doing it wrong.
The same URL for the same content,
or at least thematically similar content,
across all devices.
With appropriate shifts in presentation and capablities.
29. One web
This is the one-web idea.
Not about the user’s context in other words,
(Will they want this on mobile?)
but the device context:
What can device DO
How can the device enhance the experience?
Build by thinking about progressive enhancement.
Serve a single html page to all devices,
use media queries to design for common formats.
JS feature sniffing to layer on new functionality:
GPS, touch, voice, eventually camera accessibility, you name it.
30. One web
?
Really, Josh, for everything?
Well, don’t be dogmatic.
As always, it depends.
Makes tons of sense for a content site,
like the awesome bostonglobe.com.
But may need to have separate html for more feature-driven sites,
at least for certain broad classes of devices. Be flexible.
And there are some cases, but they’re rare,
when mobile content is really different from desktop content.
When you might build entirely separate app for mobile,
tuned to mobile’s special features of location, portability.
Few universal laws in design. Use good judgment.
[twitter]Responsive design or separate mobile website? It depends.
http://j.mp/hNA9UH #ffly[/twitter]
31. Not going to go into all the hows and whys.
Instead, I’ll point you to a pair of terrific books.
The result: a site whose content/features available on all browsers.
Typically, with a site that is most fully featured on mobile devices,
but with media tuned for lower bandwidth.
[twitter]You’ve read Ethan’s book, right? “Responsive Web Design” by @beep.
http://j.mp/k7yC0D[/twitter]
32. Not going to go into all the hows and whys.
Instead, I’ll point you to a pair of terrific books.
The result: a site whose content/features available on all browsers.
Typically, with a site that is most fully featured on mobile devices,
but with media tuned for lower bandwidth.
[twitter]You’ve read Ethan’s book, right? “Responsive Web Design” by @beep.
http://j.mp/k7yC0D[/twitter]
33. Edit, Edit, Edit
So: thematically similar content and features
across all devices.
But shouldn’t just throw the kitchen sink in there,
and put each and every thing in your mobile app.
First, it’s hard.
Hard to elegantly fit lots of features into small screen.
Business of uncomplicating complexity isn’t easy.
But more important, all those content and features
may not be so important in the first place.
So wait? This sounds contradictory, right?
Mobile should do everything, but it shouldn’t do everything?
Here’s what I mean:
Your mobile site should probably have less stuff
than your desktop site has now.
Not because it’s mobile,
but because your desktop site is full of crap.
34. Mobile first
Luke W’s mobile first mantra.
Start with small screen,
use its constraints to create a filter to help decide:
man, can we really fit this stuff in there? is it worth it?
Start with mobile and then move to desktop
after you’ve already done that hard work of
figuring out whether it’s really important to your users.
Be discerning.
In some cases, it may not be just mobile first...
[twitter]And you’ve ready @lukew’s book, too, yeah? Mobile First:
http://j.mp/pZfLKe[/twitter]
35. Mobile only
It might be mobile only.
Features that apply only to mobile devices
and their unique super powers
of sensors, location, and portability.
So this is getting kind of complicated, right?
Might mobile-only features desktop can’t support.
Might have content that’s useful but not top priority in mobile.
This is hard work.
We have tons of different platforms and contexts now.
36. This is only the beginning.
Mobile, not mobile, one web or separate web sites.
Platforms: iPhone, iPad, web, desktop apps, Android, SMS.
But also: print, television, voice, all the traditional media.
ALL THESE PLATFORMS AND CULTURES.
Thrilling but overwhelming time for all of us right now.
Avalanche. We’ve been taking them head-on, one at a time.
Android, iPad, Windows Phone, mobile website.
This seems a little scary right now, right?
Friends, just beginning. It’s only going to get worse.
More and more screens of all sizes.
Devices whose form just won’t fit our print designs.
Devices without screens at all. How do we prepare for THAT?
Step back from that whirlwind for a moment,
stop thinking so much about individual platforms,
Stop focusing so much on APPS or WEBSITES.
To deliver rich, complex experiences to all these contexts,
you have to start with your CONTENT.
37. Look across the entire range of devices and interfaces,
and seek out the commonalities.
What’s range of service you want to offer.
[next]
Floating above all these cultures, tying them together,
is you, your company, your goals, your service.
And that’s embodied digitally by your API.
38. The API runs the show
THIS is the real winner.
Not web apps or native apps or 1 platform.
Nig boy in the room is thinking about your interfaces
as spectrum of apps that plug into single wellspring
of service.
Build common back end that can serve all these interfaces,
lets you turn and pivot to each culture,
to each technology, to each device.
Not mobile first, not desktop first. Content and API first.
39. Myth #6:
Mobile is about apps
So this is the sixth myth, and it’s a big one.
Apps, apps, apps, apps, apps.
At any moment, we tend to focus on a single container:
an app, a mobile website
That’s what’s got us running in panic now, right?
Gotta have an app! Gotta get on tablets.
Gotta have that mobile website!
[slow] But an app is not a strategy. It’s just an app.
40. Your product is not
a product at all
See, your product isn’t really a product at all.
[next]
Your product is something called content.
It’s a service.
The rest are all just containers.
Stop focusing so much on APPS.
Not sustainable. Won’t keep up.
Can’t start from scratch and design every pixel
for EVERY point content touches reader.
Pull back from obsession w/presentation.
Have to start w/CONTENT.
Have to accept that your content will take many forms.
41. I’ll turn now to the famous content strategist and UX designer Bruce Lee.
42. “You put water into a cup,
it becomes the cup.
You put water into a bottle,
it becomes the bottle.
You put it in a teapot,
it becomes the teapot.”
[twitter]Content like water: design flexible content to flow anywhere. “Put water
into a cup, it becomes the cup”—Content strategist Bruce Lee[/twitter]
43. Content like water
“Empty your mind.
Be formless, shapeless,
like water.”
Content like water. Content’s going to take many forms,
flow into many different containers,
many of which we haven’t even imagined yet.
Jeremy Keith:
Build from the content out. Not from the container in.
Build common back end to serve ANY interface.
Stop thinking app, start thinking flexible content.
Came out of 90s with data locked up in legacy systems.
Now turning out of early web era with data locked up in web CMS.
Content that’s stored as HTML. Big unstructured blobs of data.
CMS has to be agnostic about these platform machinations.
Need clean content repositories to deliver
more neutrally formatted content to be displayed on ANY device.
And man we have a lot of them.
44. There’s a growing mainstream expectation that you can simply get all your
content from any device.
We expect content to flow seamlessly, follow us throughout the day.
This ad for NFL.com, crisp illustration of that shift.
[play]
We access the same content across multiple devices.
Phones, PCs, tablets, X-boxes, tv boxes
Kindle and Netflix
That expectation is going to spread to even the most modest apps.
I want my stuff everywhere.
[twitter]NFL.com knows content flows like water in an era of connected devices.
http://j.mp/nkrn7f[/twitter]
45. And this expectation is only going to grow as it gets cooked into popular
platforms.
Like this one, for example.
[twitter]Apple’s iCloud pushes content-like-water expectations into the
mainstream. http://j.mp/sFKeru[/twitter]
46. We’re all cloud developers.
That means we’re all cloud developers.
I don’t care how you build it—
native app or web app or both:
[slow]
just about every app should be a web client of some kind.
(Native apps = custom browsers.)
Future: many thin clients talking to smart web services.
Clients should all be tailored to individual devices.
But they’ll all be web clients, talking to the cloud.
Have to do thoughtful design of back end services
that will power all these devices.
EVEN DEVICES WE HAVEN’T IMAGINED YET.
47. http://futurefriend.ly
Can’t know the future, so can’t be future-proof.
But we CAN be future-friendly.
Future Friendly: resource for big-picture considerations
for managing, escaping this app-centric thinking.
Biggest lesson there, strange for a designer to say:
don’t try to control form of your content in each and every context.
You won’t be able to keep up. You can’t scale.
Old lesson of web. Separation of content/prez.
Same applies for other platforms. Apps, print, voice,
Build APIs that can send content to any platform/device.
[twitter]Mobile headaches? Don’t panic. Embrace uncertainty. Be
future friendly. http://futurefriend.ly[/twitter]
48. So what does this look like in practice?
A lot of newspapers are already moving in this direction.
Turns out news orgs good at this: structured data.
Surprising: Hard to look at newspapers and not think, they’re screwed.
From biz perspective, it’s hard. How to make $$?
Future ≠ protecting old models. Experimenting with new ones.
Unbundling content, setting it free from a fixed presentation.
There are a few leaders we can all take lessons from,
even if you’re outside news industry.
[next] The Guardian’s Open Platform. Real leader here.
Articles, pictures, videos, data sets, visualizations. Build your own newspaper.
Encouraging experimentation to create new ways to package news.
[next] USA Today’s API.
Available for past year for personal/noncommercial use.
Just opened for commercial use. Movie reviews, articles, census data.
[next] NY Times: bestseller lists, campaign finance data, article search
All these available for public use. Anybody can get at this.
But some of the best possibility is when you consume it yourself.
[next] NPR has a central API that powers all of its services.
Website, member station feeds, iPhone app, iPad app, news feeds...
By having shared, consistent, structured content repository,
NPR is able to move extremely quickly to deploy new apps
They just build these thin clients
to ask for content and display them in device-appropriate ways.
49. It’s not a product.
It’s a platform.
[slow]You’re not an app or a website. You’re a platform.
That’s idea behind what these news orgs are doing.
“We want to be OF the web, not just ON the web.”
You don’t have a product, or an app. You have a service.
That’s how to build for mobile,
but not only mobile... for the future generally.
Designers say: But ugh, Josh. Seriously?
API, Structured content, CMS?
BORING.
This isn’t our problem, right?
This is for the database nerds to figure out, right?
I’m glad you asked.
Myth seven.
[twitter]"COPE: Create Once, Publish Everywhere." How NPR created
nimble digital operation w/ savvy CMS'ing: http://j.mp/rcYeBz
#ffly[/twitter]
50. Myth #7:
Content & API
are for database nerds.
This stuff is not for database nerds.
Designers, managers, content producers,
we all have to care about this, too.
Not just care, but get involved.
It will make all of us better at our jobs if we start caring
about content design, workflow, storage, transport.
Because what I’m talking about is:
HOW TO MAINTAIN SOME CREATIVE CONTROL
with mobile.
51. “Metadata is
the new art direction.”
Ethan Resnick
@studip101
This is a quote from an extremely bright 18-year old
designer Ethan Resnick, @studip101
What he means: structure your content well,
you’ll get a foothold of creative control in this
chaotic world of connected devices.
You’ll have the hooks and flexibility you need to:
-- put content where you want it,
-- style it how you want it,
-- in ways that are appropriate to the device.
Friends, THAT’s creative control.
Creatively craft your content to fit the current context,
no matter what device someone is using.
That means we have to start driving our design
down the stack, into the content itself.
Look, visual design is as important as ever. It is.
Can’t do hand-crafted custom art direction for every platform.
Can’t design every iPad screen by hand, portrait/landscape.
Doesn’t scale, and there aren’t enough of us.
So have to focus on designing/enhancing content w/metadata.
52. Newspaper layout = editorial judgment.
Placement/size of articles provides semantic meaning.
Primary, secondary, tertiary tiers. [point out]
[slow] THERE IS CONTENT IN DESIGN CHOICES.
So: how do we cook design choices into content,
so that editorial judgment can transition platforms?
[next] Experience reminds of print, but very iPad.
Box-like presentation of Flipboard. Works.
NOT JUST A LIST OF ARTICLES.
Layout/size reflects choices of editors from print. [show]
How? THEY AUTOMATE IT.
Script reads original indesign files where print issue designed.
Reads size & placement of each article,
encodes that into metadata of the content API.
Give the robots metadata for editorial priority,
based on judgment of Guardian’s editors.
iPad app uses that info to make device-appropriate
decisions for how to place articles in app.
53. Repurpose
design
content
Here’s the thing to remember:
It’s not the DESIGN that you want to repurpose.
[next]
It’s the content. It’s the editorial sensibility.
Available anywhere your audience might want it.
The goal is not to translate literal visual design,
It’s to transfer content and meaning.
That’s what Guardian does,
very smart multiplatform strategy.
Cooks editorial information into metadata of the content,
but without shoehorning print’s design conventions into iPad.
WE DON’T DESIGN PIXELS, WE DESIGN CONTENT.
The real win... for business value,
for creative control, for empowering readers,
is to create content strategies and design strategies
that are not tied to any single presentation.
Because it’s not your app strategy,
or your desktop strategy,
54. It’s just plain strategy.
Who are you to your customers?
What do you do for them?
How can you embody that digitally
and provide that service or information wherever they might need
it?
This may seem really scary right now.
No way to keep up with all of these devices and platforms.
But this is only the beginning.
So we have to stop thinking so rigidly
about these separate independent channels.
Start thinking of them as a spectrum
across which our content flows seamlessly.
There’s no single mobile context or culture,
no single mobile platform.
[slow]
We as consumers know this.
So let’s be sure we do the same as designers.
55. ✓ Mobile ≠ rushed
✓ Mobile ≠ less
✓ Complex ≠ complicated
✓ Tap quality > tap quantity
✓ Focus for ALL platforms
✓ No such thing as mobile web
✓ Don’t think app; think service
✓ Metadata is the new art direction
All right. So what have we done here.
56. I love you guys.
@globalmoxie
www.globalmoxie.com
I love you guys, I do. So let me wrap up by saying this, gently:
Our jobs are getting harder.
We’re designing for a jillion platforms.
We are inundated by screens, a rain of little glowing rectangles.
That’s not going to change, so we can’t sweat it.
This is simply the environment we work in now.
So accept it, understand it,
know that we have to give up some control.
Het rid of stubborn myths
about how we consume content in era of connected devices.
And then, man, with that knowledge in hand:
let’s go kick some ass.
This is EXCITING.
New platforms don’t come around very often, but
We’re in a window where they’re flourishing everywhere.
And we’re the ones -- here in this room --
who get to figure out how this works.
Seriously: we have the coolest job in the world.
At one of most exciting times in history of technology,
and for that matter of culture, too.