This document discusses the importance of simplicity in mobile app design. It recommends focusing on utility, discoverability, and usability. Too many choices can lead to paralysis and dissatisfaction for users. The document suggests prototyping to collect user data and iterate on designs. Methods to reduce complexity discussed include removing unnecessary features, hiding features, grouping related features, and displacing features to other locations. Improving discoverability involves optimizing real estate, order, form, user expectations, and consistency. Mobile strategies to aid discoverability include help overlays, animation, and celebrating user progress.
The population of the developed world is aging. Most websites, apps, and digital devices are used by adults aged 50+ as well as by younger adults, so they should be designed accordingly. This talk, based on the presenter’s recent book, presents age-related factors that affect older adults’ ability to use digital technology, as well as design guidelines that reflect older adults’ highly varied capabilities, usage patterns, and preferences. Features:
• demographics of users of digital technology, by age,
• age-related factors affecting ability to use computers and online services,
• common design problems that decrease usability for older adults,
• design guidelines that can help designers avoid these common pitfalls.
An introduction to ergonomics for mobile UX (Ux in the City)Neil Turner
Presented at UX in the City 2016. The presentation covers why it’s so important to consider the ergonomics of a design, how we hold our devices, what our physical constraints are and how you can use this information to design digital experiences that not only look great, but feel great as well.
Introduction to user experience research (TechUK Designing Digital Health sem...Mosoco Ltd
Charts delivered to TechUK's January 2014 Designing Digital Health conference. The charts are intended to provide an introduction to the user centred design process and are aimed at non specialists, The initial set of charts are the presentation charts and the second set of charts are the explanations which were left behind for the delegates
• us·er ex·pe·ri·ence
noun
The overall experience of a person using a
product such as a mobile application, website or
computer application, especially in terms of how
easy or pleasing it is to use.
Prezentacja na temat książki Dona Normana "Design of everyday things" przygotowana na spotkanie z serii "UX Book Club".
Prezentacja z notatkami jest dostępna tutaj:
http://bit.ly/DesignOfEverdayThings
A 6 hour design jam to come up with ideas for how to create more flexible and collaborative spaces at Shure. This was an example of sometimes high tech solutions not being the right ones.
UCD from across the pond - A case study in remote UXNeil Turner
How do you design the UX for a complex website when you're based in the UK and the users, business stakeholders and the rest of the design team are in America? In this insightful case study you’ll find out what lessons I learnt from tackling this challenge in a recent role.
You’ll learn how to foster a collaborative remote team; how to use technology to carry out remote UX research, design and usability testing; and which UX tools and techniques are best suited to remote UX.
The population of the developed world is aging. Most websites, apps, and digital devices are used by adults aged 50+ as well as by younger adults, so they should be designed accordingly. This talk, based on the presenter’s recent book, presents age-related factors that affect older adults’ ability to use digital technology, as well as design guidelines that reflect older adults’ highly varied capabilities, usage patterns, and preferences. Features:
• demographics of users of digital technology, by age,
• age-related factors affecting ability to use computers and online services,
• common design problems that decrease usability for older adults,
• design guidelines that can help designers avoid these common pitfalls.
An introduction to ergonomics for mobile UX (Ux in the City)Neil Turner
Presented at UX in the City 2016. The presentation covers why it’s so important to consider the ergonomics of a design, how we hold our devices, what our physical constraints are and how you can use this information to design digital experiences that not only look great, but feel great as well.
Introduction to user experience research (TechUK Designing Digital Health sem...Mosoco Ltd
Charts delivered to TechUK's January 2014 Designing Digital Health conference. The charts are intended to provide an introduction to the user centred design process and are aimed at non specialists, The initial set of charts are the presentation charts and the second set of charts are the explanations which were left behind for the delegates
• us·er ex·pe·ri·ence
noun
The overall experience of a person using a
product such as a mobile application, website or
computer application, especially in terms of how
easy or pleasing it is to use.
Prezentacja na temat książki Dona Normana "Design of everyday things" przygotowana na spotkanie z serii "UX Book Club".
Prezentacja z notatkami jest dostępna tutaj:
http://bit.ly/DesignOfEverdayThings
A 6 hour design jam to come up with ideas for how to create more flexible and collaborative spaces at Shure. This was an example of sometimes high tech solutions not being the right ones.
UCD from across the pond - A case study in remote UXNeil Turner
How do you design the UX for a complex website when you're based in the UK and the users, business stakeholders and the rest of the design team are in America? In this insightful case study you’ll find out what lessons I learnt from tackling this challenge in a recent role.
You’ll learn how to foster a collaborative remote team; how to use technology to carry out remote UX research, design and usability testing; and which UX tools and techniques are best suited to remote UX.
Presenter: Mukund Seshadri
A very high level brief overview of the different types of Machine Learning strategies and what Product Managers need to know about incorporating ML into their Products.
"A software engineer turned Technical Product Manager. I work at Schneider Electric helping ensure Life is On across the world.
Life is too short to build products that people don't want."
Usability and User Experience Training Seminarlabecvar
This presentation describes a day-long seminar for giving participants an overview of best practices in usability design and research. Also included are several hand-on exercises to be done throughout the day to solidify participants' understanding of course concepts.
Wanted: Mobile Dev with 40 Years Experiencemattmayatadobe
The interfaces we've come to depend on for mobile UX (onscreen keyboards, pinch and zoom, speech recognition, etc.) have come directly from technology meant to make connecting even possible for people with disabilities. By learning the background behind these tools, we can make products more usable to everyone.
UXPA 2013 Annual Conference July 11, 2013 3:00 - 7:00pm ET by Cindy Lu
There has been a long debate about HTML 5 vs Native app. Native apps provide rich interactive experience and performance while Mobile Web can be designed once to run in multiple devices across various platforms. Industry experts predict that through 2014, there will be a long shift to HTML 5 from native apps as HTML 5 becomes more capable. A challenge to designers is to design a better interactive experience while the technology is still evolving. This workshop will bring together UX practitioners to discuss new ideas about designing mobile web applications.
Presentation by BBC Head of Audience Experience & Usability, Jonathan Hassell and Chris Rourke, MD of User Vision on the benefits of usability and accessibility research for the web and other digital platforms. Presented at Internet World, London, April 2009.
UXPA2019 Enhancing the User Experience for People with Disabilities: Top 10 ...UXPA International
An estimated 1.3 billion people globally report limitations in their daily activities due to a disability. When it comes to the physical world, businesses have made progress in accommodating customers with disabilities. But in the digital world, websites lack basic accessibility features such as text alternatives describing images, proper heading level structures so individuals who are blind and use screen readers can understand the content on a webpage, or captioning for multimedia content for individuals who are deaf or are hard of hearing – let alone assistive technology for customers who have trouble using mobile devices due to dexterity limitations that arise from a variety of conditions.
In this session, attendees will:
* Understand people with disabilities (PWDs) and how they use the web
* Learn about common barriers, issues and solutions
* Discover the different testing methodologies and their interdependencies
* Uncover ROI
What does it take to get from barrier-free to delightful experiences?
Meeting basic accessibility requirements is a critical first step. But let’s dream bigger. Let’s aim for accessible UX – great user experience for everyone. Creating innovations that include a more diverse range of interaction styles, and designs that are both inclusive and delightful starts by bringing together the whole team — from content to code. It means thinking about people, not just technology. It means finding allies and partners, new ways of working, making our tools really usable, and helping everyone manage change.
Updated May 2017
Versions presented at PhillyCHI, AccessU, IA Summit, Accessing Higher Ground
Julie Grundy gives an overview of user experience Design, why it's important, guiding principles, UX research overview, and tactics used by UX professionals. November 2015.
Presenter: Mukund Seshadri
A very high level brief overview of the different types of Machine Learning strategies and what Product Managers need to know about incorporating ML into their Products.
"A software engineer turned Technical Product Manager. I work at Schneider Electric helping ensure Life is On across the world.
Life is too short to build products that people don't want."
Usability and User Experience Training Seminarlabecvar
This presentation describes a day-long seminar for giving participants an overview of best practices in usability design and research. Also included are several hand-on exercises to be done throughout the day to solidify participants' understanding of course concepts.
Wanted: Mobile Dev with 40 Years Experiencemattmayatadobe
The interfaces we've come to depend on for mobile UX (onscreen keyboards, pinch and zoom, speech recognition, etc.) have come directly from technology meant to make connecting even possible for people with disabilities. By learning the background behind these tools, we can make products more usable to everyone.
UXPA 2013 Annual Conference July 11, 2013 3:00 - 7:00pm ET by Cindy Lu
There has been a long debate about HTML 5 vs Native app. Native apps provide rich interactive experience and performance while Mobile Web can be designed once to run in multiple devices across various platforms. Industry experts predict that through 2014, there will be a long shift to HTML 5 from native apps as HTML 5 becomes more capable. A challenge to designers is to design a better interactive experience while the technology is still evolving. This workshop will bring together UX practitioners to discuss new ideas about designing mobile web applications.
Presentation by BBC Head of Audience Experience & Usability, Jonathan Hassell and Chris Rourke, MD of User Vision on the benefits of usability and accessibility research for the web and other digital platforms. Presented at Internet World, London, April 2009.
UXPA2019 Enhancing the User Experience for People with Disabilities: Top 10 ...UXPA International
An estimated 1.3 billion people globally report limitations in their daily activities due to a disability. When it comes to the physical world, businesses have made progress in accommodating customers with disabilities. But in the digital world, websites lack basic accessibility features such as text alternatives describing images, proper heading level structures so individuals who are blind and use screen readers can understand the content on a webpage, or captioning for multimedia content for individuals who are deaf or are hard of hearing – let alone assistive technology for customers who have trouble using mobile devices due to dexterity limitations that arise from a variety of conditions.
In this session, attendees will:
* Understand people with disabilities (PWDs) and how they use the web
* Learn about common barriers, issues and solutions
* Discover the different testing methodologies and their interdependencies
* Uncover ROI
What does it take to get from barrier-free to delightful experiences?
Meeting basic accessibility requirements is a critical first step. But let’s dream bigger. Let’s aim for accessible UX – great user experience for everyone. Creating innovations that include a more diverse range of interaction styles, and designs that are both inclusive and delightful starts by bringing together the whole team — from content to code. It means thinking about people, not just technology. It means finding allies and partners, new ways of working, making our tools really usable, and helping everyone manage change.
Updated May 2017
Versions presented at PhillyCHI, AccessU, IA Summit, Accessing Higher Ground
Julie Grundy gives an overview of user experience Design, why it's important, guiding principles, UX research overview, and tactics used by UX professionals. November 2015.
User Interface Design: Definitions, Processes and PrinciplesMoodLabs
An introduction to User Interface Design, often called UX / UI. Presented by David Little, User Interface Designer, DDH from King's College London Digital Humanities program.
UXPA 2023: UX Fracking: Using Mixed Methods to Extract Hidden InsightsUXPA International
Users do not always accurately describe what they mean or feel. There are many reasons for this, ranging from politeness to poor introspection, to lack of sufficient technical vocabulary. Fortunately, UX researchers have tools in their trade to deduce what was really meant. We call this UX Fracking, a mixed methods approach that is optimized for extracting hidden user insights. We will illustrate the dangers of inadequate, superficial research, and how this may lead to outcomes incapable of addressing the users’ core issues. We will explore ways to avoid these pitfalls by leveraging mixed research methods to test hypotheses about the users’ intent and needs. This starts with a thorough understanding of who the user is, their goals, and how they work today, to an approach that combines surveys, interviews, and comment analysis with behavioral observation, and finally, validating the newly discovered user insights with the users themselves.
Selling UX in Your Organization - Stir Trek 2012Carol Smith
Bring The Users: Selling UX in Your Organization was presented at Stir Trek 2012 in Columbus, Ohio by Carol Smith. You are convinced that UX work will not only save time and effort, but will also increase profits. Now you need to persuade your team to integrate UX activities into your work. This presentation will give you the facts to back up your convictions. Carol provides you with clear and compelling responses to tough questions about UX and usability methods. You’ll leave with facts about the Return on Investment (ROI) of UX, how to respond to UX skeptics, and how to turn your entire team into UX advocates.
2. Agenda
• Introductions
•Why care about simplicity?
• Demo:Timbre
•The Paradox of Choice
• Exercise:Thoughtful Reduction
• Discoverability
• Questions
3. What is Simplicity?
Perfection is achieved not when there is
nothing more to add, but when there is
nothing left to take away.
— Antoine de Saint-Exupery
4. Simplicity in mobile apps
• Utility
• What problem does the product solve? Is it useful?
• Discoverability
• When the user wants to do something, can they figure out how? Are
useful features easily discovered?
• Usability
• Once a user knows what they want to do and how to do it, can they
do it efficiently, repeatedly?
5. Why care about simplicity?
• The constraints of mobile screen size
require careful consideration of what is
essential.
• 87% of people said ease of use is the most
important thing when it comes to adopting
new technologies. (Consumer Electronics Association, 2002)
6. Why care about simplicity?
• Word frequency of 5-star reviews of top
300 iOS apps
7. Why care about simplicity?
• Word frequency of 1-star reviews of top
300 iOS apps.
8. Agenda
• Introductions
•Why care about simplicity?
• Demo: Timbre
•The Paradox of Choice
• Exercise:Thoughtful Reduction
• Discoverability
• Questions
9. The Paradox of Choice
• Each element of your interface presents a
choice to the user.
10. The Paradox of Choice
• “Too many choices lead to paralysis, poor
decisions, and dissatisfaction...Too many
choices lengthen task completion time, or
keep users from completing tasks.”
— Barry Schwartz,The Paradox of Choice
• “People will complain about a visually
complex page at the sight of it. But they will
also complain if the information they need
isn't immediately available to them.”
— How visual simplicity can harm usability, guuui.com
12. Which choices are necessary?
• Think about the problem before the
solution.
• Acknowledge the difference between first
time use (“learnability”) and normal use
(“usability”). Consider intended usage
patterns.
13. Which choices are necessary?
• Collect data!
• Repeat usage is the key indicator that a
particular feature provides utility.
• Prioritize features that most people use
most frequently. Be prepared to let go of
things that are used the least.
14. Prototype & Iterate
• Data collection from actual users. Product
owners are generally poor proxies for end
users.
• Motion can’t be properly evaluated in
specifications or wireframes. (Gestures, too)
• Less uncertainty during implementation
phase.
15. Reducing Complexity
• Remove Features
• Hide Features
• Group Features
• Displace Features
— Steven Bradley, vanseodesign.com
16. Reducing Complexity
• Remove Features: Remove
what doesn’t get used and what
doesn’t add anything meaningful to
the essence of the thing you’re
designing.
17. Reducing Complexity
• Hide Features: Some things
shouldn’t be removed, but they
don’t demand our attention at
all times.
18. Reducing Complexity
• Group Features: By placing
features into logical groups, the
group becomes a quick and
easy target, and lets the user
zero in on what he/she wants
to do.
18
27. Mobile App Discoverability
• Traditional desktop software uses menus,
hovers, and right-clicks as a primary
means of discovering application features
• Mobile strategies:
• Help overlays & videos
• Animation / motion
• Celebrate progress
28. Mobile App Discoverability
• Help overlay
• Trouble writing copy for a
help overlay is often a red
flag, signifying a lack of focus.