In this presentation Christian Drehkopf and Thomas Kueber of iconmobile show examples of their experience with international mobile user research and translate the found patterns into specific design recommendations.
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.
Flat, Flat World: Depth, Meaning, and Communication in the Modern Mobile UIDonna Lichaw
Confused by flat design? So is Apple. Since the announcement of iOS 7, "flatness" in mobile user interfaces has been a hot topic of conversation. Conversations have spanned from usability to aesthetics, from praise to skepticism. The problem is that since flatness is not and never was just an aesthetic innovation, we are having the wrong conversation. In other words, yes, Apple got it all wrong.
In this talk, we'll learn about the evolution of the modern mobile OS, why and how flatness arose as a solution to what is now a century-old problem of visual representation in the age of technological reproduction. Through this journey, you will learn how and why to design interfaces for touch that are easy to use, elegant, and delightful.
The document discusses how consumer viewing habits are shifting from traditional TV to using second screens like mobile devices simultaneously. This is changing TV advertising strategies. Several TV-related mobile apps are described that aim to extend the viewing experience and create social interactions around shows. These include network, program-specific, sports, and check-in/social apps. Zeebox is discussed as an app that integrates program guides, extended content, social features, and e-commerce for shows. Both its strengths like cross-platform support and weaknesses like a confusing interface are noted.
Social Interaction Design For Augmented Reality: Patterns and Principles for ...Joe Lamantia
Augmented reality blends the real world and the Internet in real time, making many new kinds of proximity, context, and location based experiences possible for individuals and groups. Despite these many possibilities, we know from history that the long term value and impact of augmented reality for most people will depend on how well these experiences integrate with ordinary social settings, and support everyday interactions. Yet the interaction patterns and behavior we see in current AR experiences seem almost ‘anti-social’ by design. This is an important gap that design must close in order to create successful AR offerings. In other words, much like children going to school for the first time, AR must to learn to ‘play well with others’ to be valuable and successful. This presentation reviews the interaction design patterns common to augmented reality, suggests tools to help understand and improve the ’social maturity’ of AR products and applications, and shares design principles for creating genuinely social augmented experiences that integrate well with human social settings and interactions.
Second day of the week two of lectures at Aalto University School of Economics’ ITP summer programme’s Strategy and Experience. https://itp.hse.fi/
Contents: Interaction design, designing for flow, prototyping
Bazza Design - 2017 CES trends and introductionsBazza Design
The document summarizes trends seen at the 2017 Consumer Electronics Show (CES). Some of the major trends discussed include:
1) TVs continued to showcase advancements in 4K and HDR display technology. Self-driving cars and connected vehicle technologies were also prominently featured.
2) Rideable electric vehicles like hoverboards were less of a focus after safety issues in 2016. Virtual and augmented reality products were present but lacked the hype of previous years.
3) Drones of various shapes and sizes were showcased, with many mimicking the popular DJI models. Wireless audio technology reigned supreme with new wireless headphones and speakers abundant.
4) Cameras had a smaller presence than usual
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.
Flat, Flat World: Depth, Meaning, and Communication in the Modern Mobile UIDonna Lichaw
Confused by flat design? So is Apple. Since the announcement of iOS 7, "flatness" in mobile user interfaces has been a hot topic of conversation. Conversations have spanned from usability to aesthetics, from praise to skepticism. The problem is that since flatness is not and never was just an aesthetic innovation, we are having the wrong conversation. In other words, yes, Apple got it all wrong.
In this talk, we'll learn about the evolution of the modern mobile OS, why and how flatness arose as a solution to what is now a century-old problem of visual representation in the age of technological reproduction. Through this journey, you will learn how and why to design interfaces for touch that are easy to use, elegant, and delightful.
The document discusses how consumer viewing habits are shifting from traditional TV to using second screens like mobile devices simultaneously. This is changing TV advertising strategies. Several TV-related mobile apps are described that aim to extend the viewing experience and create social interactions around shows. These include network, program-specific, sports, and check-in/social apps. Zeebox is discussed as an app that integrates program guides, extended content, social features, and e-commerce for shows. Both its strengths like cross-platform support and weaknesses like a confusing interface are noted.
Social Interaction Design For Augmented Reality: Patterns and Principles for ...Joe Lamantia
Augmented reality blends the real world and the Internet in real time, making many new kinds of proximity, context, and location based experiences possible for individuals and groups. Despite these many possibilities, we know from history that the long term value and impact of augmented reality for most people will depend on how well these experiences integrate with ordinary social settings, and support everyday interactions. Yet the interaction patterns and behavior we see in current AR experiences seem almost ‘anti-social’ by design. This is an important gap that design must close in order to create successful AR offerings. In other words, much like children going to school for the first time, AR must to learn to ‘play well with others’ to be valuable and successful. This presentation reviews the interaction design patterns common to augmented reality, suggests tools to help understand and improve the ’social maturity’ of AR products and applications, and shares design principles for creating genuinely social augmented experiences that integrate well with human social settings and interactions.
Second day of the week two of lectures at Aalto University School of Economics’ ITP summer programme’s Strategy and Experience. https://itp.hse.fi/
Contents: Interaction design, designing for flow, prototyping
Bazza Design - 2017 CES trends and introductionsBazza Design
The document summarizes trends seen at the 2017 Consumer Electronics Show (CES). Some of the major trends discussed include:
1) TVs continued to showcase advancements in 4K and HDR display technology. Self-driving cars and connected vehicle technologies were also prominently featured.
2) Rideable electric vehicles like hoverboards were less of a focus after safety issues in 2016. Virtual and augmented reality products were present but lacked the hype of previous years.
3) Drones of various shapes and sizes were showcased, with many mimicking the popular DJI models. Wireless audio technology reigned supreme with new wireless headphones and speakers abundant.
4) Cameras had a smaller presence than usual
This document summarizes a presentation about designing effective mobile user experiences. It discusses understanding the context and needs of users, who are humans holding mobile devices in various situations rather than just interacting with the devices. Case studies demonstrate mapping user journeys and designing interfaces based on familiar concepts and behaviors ("memes") that have spread widely. Testing mobile designs with real users on actual devices is emphasized over desktop simulations, as mobile users appreciate experimenting with interfaces. The overall message is that good mobile design prioritizes the human experience over the technical capabilities of devices.
The document discusses best practices for mobile design. It recommends first writing an experience strategy that defines user needs, goals, and design strategies. It then notes that mobile design is challenging but important to get right through precise, thoughtful design. The document provides some dos and don'ts for mobile design, such as designing for touch, context, and common usage patterns rather than trying to design for all devices or the "lowest common denominator."
This document provides guidance on user experience design for mobile apps. It emphasizes identifying the target audience and context of use. Designs should be simple, safe, and follow conventions. Interactions need to be efficient and optimized for touchscreens. The most important task should be made very simple. Iterative testing is key to improving the design.
Digital natives, having grown up with technology, think and process information differently than previous generations. As they enter the workforce, companies will need to adapt to their preferences for sharing, collaboration, and fast-paced, visual, and interactive digital environments. Providing digital native employees with the software tools they are accustomed to using, such as social networking, wikis and blogs, will be important for companies to attract and retain top talent.
Mobile UX: We’re still human- Understanding the people behind the screen, Rea...Internet World
This document discusses designing mobile user experiences by understanding the human context. It emphasizes that mobile designers are designing for the human holding the device, not the device itself. Context factors like environment, attention level, and time availability can impact the experience. The document provides examples where understanding these human contexts helped design effective mobile experiences for a law firm website, state library app, and government tools. It also discusses principles like using mental models people are already familiar with ("memes") and testing designs with real users on actual devices.
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.
The document discusses getting started with mobile web app design. It provides resources for building apps, including frameworks like iUI and jQTouch. It emphasizes designing for specific mobile platforms, testing apps across browsers and devices, and following accessibility and usability guidelines. It also suggests building a staff app as a way to get feedback and test design concepts.
Boris Chan - AndroidTO - Becoming Social by Default on AndroidBoris Chan
The document discusses becoming social by default on Android mobile platforms. It argues that a mobile-first mindset is needed when designing experiences. Sharing content automatically raises issues around privacy, relevance and information overload that must be addressed. The document outlines how core Android experiences like the launcher, camera and maps could be redesigned to integrate social sharing by default. It predicts that innovation will increasingly happen at the platform level, and that social features may be built into the Android operating system itself in the near future.
The document discusses the evolution of the mobile web from Mozilla's perspective. It covers Mozilla's background and values, the current state of the mobile web including the rise of smartphones and tablets, a vision for experiences beyond just browsing on mobile devices, and the role of HTML5, web apps, and other technologies in realizing this vision. It also outlines 24 visions for the future of mobile, such as rapid growth, cross-platform experiences, security and privacy, and the roles of native apps versus web apps.
10 reasons why now is the perfect time to get serious about the mobile webTijs Vrolix
The document discusses 10 reasons why now is the perfect time to get serious about the mobile web. It summarizes that mobile devices are becoming more powerful and ubiquitous, social networking and location-based apps are driving mobile internet usage. It also notes that businesses are recognizing the opportunities in mobile applications and services to take advantage of new technologies enabled by smartphones.
1. The document proposes an installation project about smartphone applications and how they relate to real-world items.
2. It discusses how smartphone applications now allow users to perform tasks that previously required going to a physical location, like buying movie tickets or accessing phone directories.
3. The project aims to create a large, realistic smartphone interface that displays real-world objects to represent applications and show users how applications are based on real items and experiences.
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/
This cheat sheet provides a summary of news and trends from March 11-19, 2012. It describes a new smartphone designed for blind users called the DrawBraille Phone. It also mentions how passive social media data could help detect global crises and how the mobile game Draw Something became hugely popular. New technologies summarized include a gesture-based calculator app for iPhone and 3D printing at the nanoscale.
Creating and Planning Content for Responsive Web Designmeetcontent
Structured content and APIs allow content to be reused across different contexts and devices. Content management systems and structured markup like XML help make content nimble by defining it in a way that is well organized, described and can be easily adapted. APIs provide programmatic access to content so it can be dynamically assembled and presented in many different forms. Together, these techniques help content be freed from any single device or page and make it available anywhere.
Boris Chan - FITC SCREENS - Becoming Social By Default on MobileBoris Chan
The document discusses becoming social by default on mobile applications. It covers several key points:
1) Designing mobile applications should be mobile-first, starting from scratch rather than porting web experiences. Every design decision matters on mobile due to limited screens.
2) Latency kills mobile experiences so applications must be fast and responsive. Caching and offline functionality are also important.
3) Social features can help with discovery, distribution, personalization and providing context if integrated thoughtfully into the core mobile experience rather than as an add-on.
4) Examples like Rdio, Instagram and Uber illustrate how mobile-first, social-by-design applications are disrupting incumbents by focusing
Mobile journalism, innovation and storytelling Alison Gow
This document discusses lessons learned about mobile journalism and storytelling innovation. It notes that in the past, newsrooms were excited about new technologies but didn't adequately test them on mobile devices. It provides examples of experiments with live mobile reporting, immersive multimedia, and interactive news games. It emphasizes the importance of social curation and analytics, testing content on mobile, and involving product teams. It also lists tools and third-party apps that can help with mobile-friendly content creation and curation.
This document summarizes a presentation about designing effective mobile user experiences. It discusses understanding the context and needs of users, who are humans holding mobile devices in various situations rather than just interacting with the devices. Case studies demonstrate mapping user journeys and designing interfaces based on familiar concepts and behaviors ("memes") that have spread widely. Testing mobile designs with real users on actual devices is emphasized over desktop simulations, as mobile users appreciate experimenting with interfaces. The overall message is that good mobile design prioritizes the human experience over the technical capabilities of devices.
The document discusses best practices for mobile design. It recommends first writing an experience strategy that defines user needs, goals, and design strategies. It then notes that mobile design is challenging but important to get right through precise, thoughtful design. The document provides some dos and don'ts for mobile design, such as designing for touch, context, and common usage patterns rather than trying to design for all devices or the "lowest common denominator."
This document provides guidance on user experience design for mobile apps. It emphasizes identifying the target audience and context of use. Designs should be simple, safe, and follow conventions. Interactions need to be efficient and optimized for touchscreens. The most important task should be made very simple. Iterative testing is key to improving the design.
Digital natives, having grown up with technology, think and process information differently than previous generations. As they enter the workforce, companies will need to adapt to their preferences for sharing, collaboration, and fast-paced, visual, and interactive digital environments. Providing digital native employees with the software tools they are accustomed to using, such as social networking, wikis and blogs, will be important for companies to attract and retain top talent.
Mobile UX: We’re still human- Understanding the people behind the screen, Rea...Internet World
This document discusses designing mobile user experiences by understanding the human context. It emphasizes that mobile designers are designing for the human holding the device, not the device itself. Context factors like environment, attention level, and time availability can impact the experience. The document provides examples where understanding these human contexts helped design effective mobile experiences for a law firm website, state library app, and government tools. It also discusses principles like using mental models people are already familiar with ("memes") and testing designs with real users on actual devices.
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.
The document discusses getting started with mobile web app design. It provides resources for building apps, including frameworks like iUI and jQTouch. It emphasizes designing for specific mobile platforms, testing apps across browsers and devices, and following accessibility and usability guidelines. It also suggests building a staff app as a way to get feedback and test design concepts.
Boris Chan - AndroidTO - Becoming Social by Default on AndroidBoris Chan
The document discusses becoming social by default on Android mobile platforms. It argues that a mobile-first mindset is needed when designing experiences. Sharing content automatically raises issues around privacy, relevance and information overload that must be addressed. The document outlines how core Android experiences like the launcher, camera and maps could be redesigned to integrate social sharing by default. It predicts that innovation will increasingly happen at the platform level, and that social features may be built into the Android operating system itself in the near future.
The document discusses the evolution of the mobile web from Mozilla's perspective. It covers Mozilla's background and values, the current state of the mobile web including the rise of smartphones and tablets, a vision for experiences beyond just browsing on mobile devices, and the role of HTML5, web apps, and other technologies in realizing this vision. It also outlines 24 visions for the future of mobile, such as rapid growth, cross-platform experiences, security and privacy, and the roles of native apps versus web apps.
10 reasons why now is the perfect time to get serious about the mobile webTijs Vrolix
The document discusses 10 reasons why now is the perfect time to get serious about the mobile web. It summarizes that mobile devices are becoming more powerful and ubiquitous, social networking and location-based apps are driving mobile internet usage. It also notes that businesses are recognizing the opportunities in mobile applications and services to take advantage of new technologies enabled by smartphones.
1. The document proposes an installation project about smartphone applications and how they relate to real-world items.
2. It discusses how smartphone applications now allow users to perform tasks that previously required going to a physical location, like buying movie tickets or accessing phone directories.
3. The project aims to create a large, realistic smartphone interface that displays real-world objects to represent applications and show users how applications are based on real items and experiences.
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/
This cheat sheet provides a summary of news and trends from March 11-19, 2012. It describes a new smartphone designed for blind users called the DrawBraille Phone. It also mentions how passive social media data could help detect global crises and how the mobile game Draw Something became hugely popular. New technologies summarized include a gesture-based calculator app for iPhone and 3D printing at the nanoscale.
Creating and Planning Content for Responsive Web Designmeetcontent
Structured content and APIs allow content to be reused across different contexts and devices. Content management systems and structured markup like XML help make content nimble by defining it in a way that is well organized, described and can be easily adapted. APIs provide programmatic access to content so it can be dynamically assembled and presented in many different forms. Together, these techniques help content be freed from any single device or page and make it available anywhere.
Boris Chan - FITC SCREENS - Becoming Social By Default on MobileBoris Chan
The document discusses becoming social by default on mobile applications. It covers several key points:
1) Designing mobile applications should be mobile-first, starting from scratch rather than porting web experiences. Every design decision matters on mobile due to limited screens.
2) Latency kills mobile experiences so applications must be fast and responsive. Caching and offline functionality are also important.
3) Social features can help with discovery, distribution, personalization and providing context if integrated thoughtfully into the core mobile experience rather than as an add-on.
4) Examples like Rdio, Instagram and Uber illustrate how mobile-first, social-by-design applications are disrupting incumbents by focusing
Mobile journalism, innovation and storytelling Alison Gow
This document discusses lessons learned about mobile journalism and storytelling innovation. It notes that in the past, newsrooms were excited about new technologies but didn't adequately test them on mobile devices. It provides examples of experiments with live mobile reporting, immersive multimedia, and interactive news games. It emphasizes the importance of social curation and analytics, testing content on mobile, and involving product teams. It also lists tools and third-party apps that can help with mobile-friendly content creation and curation.
Similar to MoAbility - An iconmobile presentation at IA Konferenz 2011 (20)
Best Digital Marketing Strategy Build Your Online Presence 2024.pptxpavankumarpayexelsol
This presentation provides a comprehensive guide to the best digital marketing strategies for 2024, focusing on enhancing your online presence. Key topics include understanding and targeting your audience, building a user-friendly and mobile-responsive website, leveraging the power of social media platforms, optimizing content for search engines, and using email marketing to foster direct engagement. By adopting these strategies, you can increase brand visibility, drive traffic, generate leads, and ultimately boost sales, ensuring your business thrives in the competitive digital landscape.
2. Christian Drehkopf, Thomas Kueber
iconmobile group is one of the leading international design agencies and
technology suppliers in the mobile applications and services world.
We are neither a consultancy, nor a design agency, This integration and our track record means we can
a technology supplier or a service provider. In fact deliver on what we design: Our user experience
iconmobile is all of these things, knowing the market insights are real, relevant, and actionable.
not only from one perspective, but from a myriad of Our technology is solid, scalable, and deployable.
perspectives. We bring an unique holistic approach We deliver solutions, not slideware.
to the entire product lifecycle.
Each individual, on every team, within every
discipline, is responsible for understanding the
impact of their work on the overall project. Our teams
are passionate, talented and experts in mobile.
iconmobile 4
3. 7,113,079,000
people living on this planet
by 3:00 PM, 20.05.2011 Today !
iconmobile US Bureau of the Census 2
4. 5,300,000,000
mobile subscribers equals
77% of the world population
iconmobile International Telecommunication Union 3
5. Global mobile app downloads
have increased by
1600%
in the last three years
iconmobile research2guidance, March 2011 4
6. 500,000,000
people worldwide to use their
mobiles as metro and bus tickets
by 2015
iconmobile Juniper Research, April 2011 5
7. 2010 Iconmobile's research studies
focused on the habits of over
200 mobile phone users with different
backgrounds …
iconmobile 6
8. … on more than 3 continents.
London Berlin
New
York Paris
Milano Seoul
Los
Angeles Hong
Mumbai Kong
Atlantis
iconmobile 7
9. Global Learning: Center of mobile
innovations has changed.
both here
before
2007
epicenter of
hardware
epicenter of innovation
software
innovation
iconmobile 8
11. “Research is to see what
everybody else has seen,
and to think what nobody
else has thought.”
Albert Szent-Györgyi (Nobel Prize 1937)
iconmobile Source: http://profiles.nlm.nih.gov 10
12. Insights on mobile user behavior
– three different clusters
consumption
context
communication
iconmobile 11
13. context
“Adapt to my changing priorities,
when moving in public landscapes.“
“I love the feature to
download the news on
my device and read them
on the go when I am in
the metro.”
accessories for iPad to
carry while jogging
iconmobile 12
14. context
“Make the car become
my workstation.”
“Taxi cabs should
have cellphone
chargers.”
iconmobile 13
15. consumption
“I don‘t care about privacy,
as long as you do!“
„I don‘t like the idea of video
calls, because you never
know who looks at your face
on the other side.“
“I do not use any Facebook or
Foursquare after or before
I go to work. They do not need
to know that I leave earlier or
come late because
I am hanging out at Starbucks.“
iconmobile 14
16. consumption
“My whole device is my identity.“
“Sometimes we just sit and
see what kind of new apps
we have.”
iconmobile 15
17. consumption
“When I have some time,
let me enjoy a little prime time.“
“Now, five minutes waiting
can be fun.”
iconmobile 16
18. communication
“Make it easy to stay in touch.“
“My Facebook feed is
my personal soap
opera.”
“I keep in touch with my
wife through Email, texting
and play scrabble.”
iconmobile 17
19. communication
“Just give me a break … to focus on
the important communication.“
“I sometimes think it is
too much. I don´t want
to read over and over
again how drunken my
friends got over the
weekend.”
“I tried to detox from
Facebook.”
iconmobile 18
28. Wrap-Up “MoAbility”
Mobile needs Design abilities
“… public landscapes.“ Design for ecosystems
“… car as a workstation.” Design to control remotely
“… privacy“ Design for trustworthiness
“… identity.“ Design alive
“… prime time.“ Design with time
“… stay in touch.“ Design for light touches
“… communication.“ Design for overview in communication
iconmobile 27
29. Thank you!
Thomas Küber
Christian Drehkopf
iconmobile GmbH
Methfesselstrasse 30-36
10965 Berlin Germany
thomas.kueber@iconmobile.com
christian.drehkopf@iconmobile.com
www.iconmobile.com