This document outlines an agenda and content for a workshop on mobile prototyping essentials. The morning session discusses what makes mobile UX different than web design and includes exercises on identifying customer needs and ideating concepts in context. The afternoon focuses on mobile prototyping, with exercises on storyboarding, translating graphical interfaces to natural user interfaces, and creating in-screen prototypes. Throughout, the workshop emphasizes designing for the unique aspects of mobile by focusing on needs rather than solutions, understanding context, and allowing interfaces to "speak their power" through ruthless editing.
Technology as a Cultural Practice - UX AustraliaRachel Hinman
How do you design a mobile money service for people in rural Uganda who’ve never had a bank account? How do you test the usability of a mobile phone’s address book for users in rural India who’ve never had an address… yet alone an analog address book?
As cheap PCs and inexpensive mobile phones flood the global market, usability and user experience professionals will encounter more and more questions like these – questions that challenge not only our research tools and methodologies, but our fundamental assumptions about how people engage with technology. In this talk, Rachel will share insights she’s gained through creating experiences that must scale across vastly different cultures. She’ll share her thoughts on the challenges and opportunities designing for global markets will present to the user experience industry in the years to come.
In the spring of 2007, I co-lead a project that explored Internet access on mobile devices. At that time, uptake for mobile Internet content in the U.S. was dismally low. Recruiting participants that engaged with the mobile Internet for more than a few minutes once or twice a week proved extremely challenging. In order to collect the type of data needed to inform the design process and improve the user experience, we designed a PC Internet deprivation research study. Eight lucky participants used only their mobile phone to access the Internet for four days.
I co-wrote this case-study about the project with Mirjana Spasojevic of the Nokia Research Lab in Palo Alto and Pekka Isomursu of Nokia Design and presented it recently at CHI in Florence, Italy. The case study describes details of the research methodology as well as design insights and implications for development of mobile applications and services.
A lot has changed in the year since this study; the release of the iPhone in June of 2007 and Google’s Android platform in November 2007 were watershed moments for the mobile Internet – improving the experience and opening up opportunities for usage that simply didn’t exist before.
Despite these advances, I still believe most Internet experiences on mobile devices are broken and compromised, overburdened by interaction models and metaphors from the PC that simply don’t work on small devices. Yet so much of how we understand the Internet – and computing – is based on the PC legacy.
What has been exciting me most about mobile these days is that exact challenge… figuring out what metaphors and models to keep and what to leave behind as we try to prism Internet content through a myriad of devices.
How do you design a mobile money service for people in rural Uganda who’ve never had a bank account?
How do you test the usability of a mobile phone’s address book for users in rural India who’ve never had an address… yet alone an analog address book?
As cheap PCs and inexpensive mobile phones flood the global market, usability and user experience professionals will encounter more and more questions like these. Questions that challenge not only our research tools and methodologies, but our fundamental assumptions about how people engage with technology.
In this keynote, Rachel will share her thoughts on the challenges and opportunities the current cultural watershed will present to our industry as well as the metamorphosis our field must undergo in order to create great experience across different cultures.
Mobile user experience is a new frontier. Untethered from a keyboard and mouse, this rich design space is lush with opportunity to invent new and more human ways for people to interact with information. Invention requires casting off many anchors and conventions inherited from the last 50 years of computer science and traditional design and jumping head first into a new and unfamiliar design space.
In this talk, Rachel will provide:
Insight into how designers and UX professionals can navigate the unfamiliar and fast-changing mobile landscape with grace and solid thinking.
In-depth information on advanced mobile design topics UX professionals will spend the next 10+ years pioneering
Tools and frameworks necessary to begin tackling mobile UX problems in this rapidly changing design space.
Technology as a Cultural Practice - UX AustraliaRachel Hinman
How do you design a mobile money service for people in rural Uganda who’ve never had a bank account? How do you test the usability of a mobile phone’s address book for users in rural India who’ve never had an address… yet alone an analog address book?
As cheap PCs and inexpensive mobile phones flood the global market, usability and user experience professionals will encounter more and more questions like these – questions that challenge not only our research tools and methodologies, but our fundamental assumptions about how people engage with technology. In this talk, Rachel will share insights she’s gained through creating experiences that must scale across vastly different cultures. She’ll share her thoughts on the challenges and opportunities designing for global markets will present to the user experience industry in the years to come.
In the spring of 2007, I co-lead a project that explored Internet access on mobile devices. At that time, uptake for mobile Internet content in the U.S. was dismally low. Recruiting participants that engaged with the mobile Internet for more than a few minutes once or twice a week proved extremely challenging. In order to collect the type of data needed to inform the design process and improve the user experience, we designed a PC Internet deprivation research study. Eight lucky participants used only their mobile phone to access the Internet for four days.
I co-wrote this case-study about the project with Mirjana Spasojevic of the Nokia Research Lab in Palo Alto and Pekka Isomursu of Nokia Design and presented it recently at CHI in Florence, Italy. The case study describes details of the research methodology as well as design insights and implications for development of mobile applications and services.
A lot has changed in the year since this study; the release of the iPhone in June of 2007 and Google’s Android platform in November 2007 were watershed moments for the mobile Internet – improving the experience and opening up opportunities for usage that simply didn’t exist before.
Despite these advances, I still believe most Internet experiences on mobile devices are broken and compromised, overburdened by interaction models and metaphors from the PC that simply don’t work on small devices. Yet so much of how we understand the Internet – and computing – is based on the PC legacy.
What has been exciting me most about mobile these days is that exact challenge… figuring out what metaphors and models to keep and what to leave behind as we try to prism Internet content through a myriad of devices.
How do you design a mobile money service for people in rural Uganda who’ve never had a bank account?
How do you test the usability of a mobile phone’s address book for users in rural India who’ve never had an address… yet alone an analog address book?
As cheap PCs and inexpensive mobile phones flood the global market, usability and user experience professionals will encounter more and more questions like these. Questions that challenge not only our research tools and methodologies, but our fundamental assumptions about how people engage with technology.
In this keynote, Rachel will share her thoughts on the challenges and opportunities the current cultural watershed will present to our industry as well as the metamorphosis our field must undergo in order to create great experience across different cultures.
Mobile user experience is a new frontier. Untethered from a keyboard and mouse, this rich design space is lush with opportunity to invent new and more human ways for people to interact with information. Invention requires casting off many anchors and conventions inherited from the last 50 years of computer science and traditional design and jumping head first into a new and unfamiliar design space.
In this talk, Rachel will provide:
Insight into how designers and UX professionals can navigate the unfamiliar and fast-changing mobile landscape with grace and solid thinking.
In-depth information on advanced mobile design topics UX professionals will spend the next 10+ years pioneering
Tools and frameworks necessary to begin tackling mobile UX problems in this rapidly changing design space.
Update on the iterative Kokonohashi project.
The kokonohanashi (「ここの話」 lit. 'talking about here') project works locally with a combination of analogue (notebooks, pens, laminated A4 posters, wire, legwork) and open low-tech digital tools (QR codes, stripped down Wordpress, email, smart-and-not-so-smart-phones) to investigate the development of a platform for discussion about, and positive action in, city space by the people who most matter - those who experience and use the place in their everyday lives.
It is run by Tokyo-based research and creation unit a-small-lab.
Please contact Chris Berthelsen at a-small-lab with all questions, comments, ideas, requests:
chris@a-small-lab.com
Follow a-small-lab on twitter @a_small_lab
Will the Real Information Architect Please Stand Up?Gail Leija
There has been a lot of discussion over the years about what exactly information architecture is. These "Defining The Damned Thing (DTDT)" conversations have been primarily around the What, rather than the Who. But who are these people? Where do they come from? And why?
I am collecting IA "stories" and will be posting them in an extended deck soon. If you are an IA and want to share your story, please contact me at gail@gl-ue.com.
This presentation was part of the Refresh Events (http://www.refresh-events.ca/) speaker series in Toronto.
6 Rules to Designing Amazing Mobile Apps (@media 2011)Brian Fling
THE PATH TO CREATING MEMORABLE MOBILE EXPERIENCES
Building a mobile app isn’t easy. Regardless of chosen platform or technology creating a memorable mobile experience has some pretty intense challenges throughout. However if you can get it right it can have some incredible rewards and propel your brand in more ways than one. After spending ten years building mobile apps for some of the biggest companies in the world, author and mobile designer Brian Fling shares his six rules for building amazing apps that will either you get you started or improve upon your next release.
Reflecting on over 20 years of designing around mobile technology, products and services, Jason descibes some of the lessons he has learned along the way. He then uses these as a basis to help identify how these might help us identify new opportunities and tackle key challenges as we cerate new mobile solutions.
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
Presented at
FITC presents Spotlight UX/UI
Overview
The Bauhaus curriculum offered students a deep examination into the materials of its day: clay, stone, wood, metal, textiles, color, glass. In the digital age, what are the materials of user experience? Is it the lithium we extract from the ground to power our hermetically sealed devices, or is it invisible systems our devices connect us to? What are our methods for shaping the unseen, the immaterial? This talk will introduce a taxonomy—including human motivation, feedback, and conversation among others—and identify some of the properties that differentiate materials of the digital age from the past.
Objective
Identify the invisible materials of user experience—human motivation, feedback, and conversation among others—and their properties for designers to see.
Target Audience
UX designers
Five Things Audience Members Will Learn
A brief history of the Bauhaus
An introduction to the Bauhaus study of materials
A systems based definition of user experience design
Models of open and closed-loop systems and their components
Approaches to designing interactive systems
Wrangling Apps in the Smartphone Wild West (January 2011)Ginsburg Design
The goal of this talk was to present alternative ways to address the growing fragmentation in the smartphone app world. The talk starts out discussing “web” apps then dives into “native” apps.
Hyve presentation at InnoCos Europe conference in Paris, June 2011KGS Global
INSPIRING INNOVATION THROUGH CO-CREATION
Among other online co-creation tools such as crowdsourcing platforms or co-creation studies, co-creation processes are initiated by a phase of “opportunity seeking” in which the Netnography approach is applied. In contrast to quantitative, IT-driven counting of keywords and phrases through web monitoring solutions, Netnography is a qualitative research approach to analyze conversations in order to gain deep Consumer Insights and transfer them into product solutions. The presentation gives an overview of the method as well as the business benefits of the Netnography approach for generating Consumer Insights.
Practical Cases from the cosmetics industry
A toolset of co-creation and open innovation
Realizing and implementing co-creation programs form opportunities and ideas to product launch
Dr. Michael Bartl, CEO , HYVE AG.
Update on the iterative Kokonohashi project.
The kokonohanashi (「ここの話」 lit. 'talking about here') project works locally with a combination of analogue (notebooks, pens, laminated A4 posters, wire, legwork) and open low-tech digital tools (QR codes, stripped down Wordpress, email, smart-and-not-so-smart-phones) to investigate the development of a platform for discussion about, and positive action in, city space by the people who most matter - those who experience and use the place in their everyday lives.
It is run by Tokyo-based research and creation unit a-small-lab.
Please contact Chris Berthelsen at a-small-lab with all questions, comments, ideas, requests:
chris@a-small-lab.com
Follow a-small-lab on twitter @a_small_lab
Will the Real Information Architect Please Stand Up?Gail Leija
There has been a lot of discussion over the years about what exactly information architecture is. These "Defining The Damned Thing (DTDT)" conversations have been primarily around the What, rather than the Who. But who are these people? Where do they come from? And why?
I am collecting IA "stories" and will be posting them in an extended deck soon. If you are an IA and want to share your story, please contact me at gail@gl-ue.com.
This presentation was part of the Refresh Events (http://www.refresh-events.ca/) speaker series in Toronto.
6 Rules to Designing Amazing Mobile Apps (@media 2011)Brian Fling
THE PATH TO CREATING MEMORABLE MOBILE EXPERIENCES
Building a mobile app isn’t easy. Regardless of chosen platform or technology creating a memorable mobile experience has some pretty intense challenges throughout. However if you can get it right it can have some incredible rewards and propel your brand in more ways than one. After spending ten years building mobile apps for some of the biggest companies in the world, author and mobile designer Brian Fling shares his six rules for building amazing apps that will either you get you started or improve upon your next release.
Reflecting on over 20 years of designing around mobile technology, products and services, Jason descibes some of the lessons he has learned along the way. He then uses these as a basis to help identify how these might help us identify new opportunities and tackle key challenges as we cerate new mobile solutions.
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
Presented at
FITC presents Spotlight UX/UI
Overview
The Bauhaus curriculum offered students a deep examination into the materials of its day: clay, stone, wood, metal, textiles, color, glass. In the digital age, what are the materials of user experience? Is it the lithium we extract from the ground to power our hermetically sealed devices, or is it invisible systems our devices connect us to? What are our methods for shaping the unseen, the immaterial? This talk will introduce a taxonomy—including human motivation, feedback, and conversation among others—and identify some of the properties that differentiate materials of the digital age from the past.
Objective
Identify the invisible materials of user experience—human motivation, feedback, and conversation among others—and their properties for designers to see.
Target Audience
UX designers
Five Things Audience Members Will Learn
A brief history of the Bauhaus
An introduction to the Bauhaus study of materials
A systems based definition of user experience design
Models of open and closed-loop systems and their components
Approaches to designing interactive systems
Wrangling Apps in the Smartphone Wild West (January 2011)Ginsburg Design
The goal of this talk was to present alternative ways to address the growing fragmentation in the smartphone app world. The talk starts out discussing “web” apps then dives into “native” apps.
Hyve presentation at InnoCos Europe conference in Paris, June 2011KGS Global
INSPIRING INNOVATION THROUGH CO-CREATION
Among other online co-creation tools such as crowdsourcing platforms or co-creation studies, co-creation processes are initiated by a phase of “opportunity seeking” in which the Netnography approach is applied. In contrast to quantitative, IT-driven counting of keywords and phrases through web monitoring solutions, Netnography is a qualitative research approach to analyze conversations in order to gain deep Consumer Insights and transfer them into product solutions. The presentation gives an overview of the method as well as the business benefits of the Netnography approach for generating Consumer Insights.
Practical Cases from the cosmetics industry
A toolset of co-creation and open innovation
Realizing and implementing co-creation programs form opportunities and ideas to product launch
Dr. Michael Bartl, CEO , HYVE AG.
Adnace Global Trading tips about mobile user experience. Amine AGT is a senior graphic designer in Advance global trading having experience of more than 10 years in Graphic designing.
With Fashion Week to inspire us, this webinar focuses on sharing a few favorite digital trends for 2018. Instead of discussing denim separates and art-inspired prints, our team explores hot digital to keep an eye on. The webinar focuses on emerging technologies, exciting design trends and standout digital strategies to adopt in the new year.
Associate Creative Director Jessica DeJong and Chief Strategist Kalev Peekna dive into concepts that could disrupt how we think about digital experiences, as well as trends to easily fold into your 2018 marketing strategy.
Access the full recording: https://youtu.be/N_4XAsXDoYI
As the digital landscape continues to evolve, mobile is emerging as the next big initiative for many companies. How can you make mobile work for your business or your clients? What does having a digital strategy mean today? Why is mobile about more than the devices we use? What affect will new mobile devices have on social media? In our rapidly changing world concepts like "mobile" and "social media" won't matter. It will be more important to understand how our use of and interaction with digital technology has changed. For the next wave of Internet users, mobile will be their first - and for many, their only - “web” experience. They will want to interact with products and services when they want to and how they want to—and that's not always on your website.
Digital Marketing trends from SXSW Interactive 2013. BBDO New York focused in on 5 themes most relevant to Brands and Agencies by launching www.DigitalLabLive.com.
Excelling in the User Experience Economy of Today and TomorrowUserZoom
User Experience is a fast-paced, dynamic, and multi-faceted field. How do you keep up on everything that’s important to your organization, let alone get ahead of the industry curve?
Dean Barker will look at the convergence of and predictions for emerging and likely trends in technology and the UX/Usability field. He’ll discuss what it means for User Experience professionals and the best focus for our careers in the near future.
Why research lags behind the mobile explosion and what to do about it. Rethink research, rethink design, rethink methods and avoid putting online research on a phone - but create truly smart mobile research projects.
Are User Experience designers ready for the next phase of evolution within their field? How do we operate in an area of design that increasingly has no finite borders or constraints?
Here Kharis will explore the impact of body-distributed computing, and how we must evolve our thinking about just what exactly is User Experience when the separation between physical and digital interfaces evaporate.
Social media and mobile devices have combined to help create the always-with-us, always-on, always-connected campus. Not just student-to-student but, importantly, institution/faculty/staff-to-student as well as staff-to-staff. We need to look beyond the silo-ed, one-way web sites of the past towards more personal, two-way applications that take advantage of this sea change on campus. The ways in which our users will want to interact with us, the types of tasks they’ll want to complete, and the types of devices we’ll want to deliver to will just continue to proliferate.
Now is the time to reevaluate.
Using lessons learned at a large land-grant institution we’ll look at what the future friendly campus might look like, ways to plant the seed of that change and tips on how to accomplish it.
This presentation was given at the 2012 .eduGuru Summit on April 11, 2012.
Mobile market research: a new drink or old wine in a new bottle?Merlien Institute
Mobile market research: a new drink or old wine in a new bottle?
Palanivel Kuppusamy - Founder & Chief Executive Officer - iPinion Surveys
Understanding the biggest value of mobile market research. Appreciating the possibilities of engaging with customers through various channels. Understanding why mobile market research is becoming a major tool in the research tool kit. Discussing how mobile market research is shaping the future of research.
7 Alternatives to Bullet Points in PowerPointAlvis Oh
So you tried all the ways to beautify your bullet points on your pitch deck but it just got way uglier. These points are supposed to be memorable and leave a lasting impression on your audience. With these tips, you'll no longer have to spend so much time thinking how you should present your pointers.
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
You could be a professional graphic designer and still make mistakes. There is always the possibility of human error. On the other hand if you’re not a designer, the chances of making some common graphic design mistakes are even higher. Because you don’t know what you don’t know. That’s where this blog comes in. To make your job easier and help you create better designs, we have put together a list of common graphic design mistakes that you need to avoid.
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
6. Our plan for today…
8:30am - Noon
What makes mobile UX different?
Two Design/Mobile UX Exercises:
• Identifying Mobile Needs
• Ideating in the Wild
Noon – 1:30pm - LUNCH
1:30pm – 5:30pm
Mobile prototyping essentials
Three Mobile Prototyping Exercises
• Storyboarding
• Practice Ruthless Editing/Translating GUI to NUI
• Creating an In-Screen Prototype
7. 8:30am - Noon
What makes mobile UX different?
Similarities and differences between
designing for web and mobile
Three most important attributes of
great mobile experiences
A set of mobile design principles
Three mobile design activities
8. 8:30am - Noon
What makes mobile UX different?
Similarities and differences between
designing for web and mobile
Three most important attributes of
great mobile experiences
A set of mobile design principles
Three mobile design activities
9. 8:30am - Noon
What makes mobile UX different?
Similarities and differences between
designing for web and mobile
Three most important attributes of
great mobile experiences
A set of mobile design principles
Three mobile design activities
10. 8:30am - Noon
What makes mobile UX different?
Similarities and differences between
designing for web and mobile
Three most important attributes of
great mobile experiences
A set of mobile design principles
Three mobile design activities
19. Seated in a relatively predictable environment
Large screen enables multi-tasking
Keyboard and a mouse for input
19
20. Seated in a relatively predictable environment
Large screen enables multi-tasking
Keyboard and a mouse for input
20
21. Highly variable context and environment
Small screen size and limited text input
UI takes up the entire screen
Difficult to multi-task and easy to get lost
21
29. Even in situations in which aa spirit of
Even in situations in which spirit of
exploration and freedom exist, where we are
exploration and freedom exist, where faculty
free free to experiment to work beyond physical
are to experiment and work beyond physical
and social constraints, our cognitive habits
and social constraints,
our cognitive habits often get in the way.
often get in the way.
Marshall McLuhan called called it
Marshall McLuhan it “the rear-view
mirrorrear-view mirror effect,” noting that
“the effect,” noting that “We see the world
“We see the world through a rear-view mirror.
through a rear-view mirror. We march
We march backwards into future.”
backwards into the the future.”
43. “The rapid development of cell phones is killing
early cell phones much faster than it's killing any
of the early, older legacy technologies.
I think that is a real principle... something you
have to understand if you're going to be in this line
of work. It's very romantic. It's very fast moving.
You are building dead lumps of plastic.
When people come out and they show you an
iPhone, or an Android... they are showing you
larval versions of something much more
sophisticated.
The world you are building right now is the ground
floor for something much larger -- and the soil
beneath that ground floor is violently unstable.”
Rapid Evolution
-- Mobile Monday Amsterdam – November 2008
43
53. Lessons Learned from Web
We borrowed broken models.
Too focused on tactics.
We confused the solution with the need.
We didn’t focus on what the web
could do well.
55. Design Principles
Uniquely Mobile
Mobile is a unique & different medium
- focus on what it can do well.
Technology can guide, but should not
be the focus.
Focus on needs instead of tactics and
solutions.
62. Design Principle: Uniquely Mobile
Focus on what mobile can do well
• Small form factor • Gesture
• Limited battery • Sound/Voice
• Inconsistent network • Image/Video
access • GPS
• Vast and unpredictable • Animation
contexts of use • Facial Recognition
• Highly personal • Sensors
• Microphone and
• Touchscreen
Speaker
68. Research Techniques
INVASIVE
Prototype
Deprivation
Testing
Study
Diary Studies Contextual
interviews
RESEARCHER RESEARCHER
NOT PRESENT PRESENT
Online
Survey Shadowing
Traffic Shop Alongs
Studies
LESS INVASIVE
68
69. Research Techniques
INVASIVE
Prototype
Deprivation
Testing
Study
Use Two Techniques
RESEARCHER
Diary Studies Contextual
interviews
RESEARCHER
NOT PRESENT PRESENT
Online
Survey Shadowing
Traffic Shop Alongs
Studies
LESS INVASIVE
69
70. Solution Speak…
Solution Need
Database of Dr. Names Find a Doctor near me
Map Get from point
A to Point B
Calendar I need to know what
may happen
Email I need to
communicate
Facebook Updates I need to feel connected
LinkedIn I need to manage my identit
Search I need to find information
70
107. Your Design Challenge!
How might Starbucks use mobile devices to
improve their customer experience?
107
108. Your Design Challenge!
Step 1: Identifying Needs
1. Divide into groups
2. Head to the nearest
Starbucks.
3. Observe mobile users in a
mobile context
4. Develop a list of
customer needs based on
your observations using the
needs worksheet.
30 Minutes
108
109. Your Design Challenge!
Step 2: Sympathy to the mobile context
1. Head to the streets
2. Ideate in the wild –
Create 2-3 concepts
based on the needs
your team identified
30 Minutes
109
122. Look inside
the book
Add to cart
Shipping! Free two-day
shipping
REALLY! Get it new
Look inside OR used! Collectible!
the book
Sell mine
Maybe a kindle!
122