Mobile Usability
1. What is different
       about mobile?
  Students mentioned:
• Size
• Gestures
• Tapping
• No hover effects
• Context of use
2. What does/does not
    apply to mobile?
  Students mentioned:
• Design process applies
• Some design principles apply (e.g. Gestalt,
  visual hierarchy, grids)
• Some design principles may not apply (e.g.
  navigation)
Debate based on 2
        readings
• Nielsen’s guidelines for mobile usability:
  http://www.useit.com/alertbox/mobile-
    vs-full-sites.html

• Josh Clark’s counterpoint: http://
    www.netmagazine.com/opinions/nielsen-
    wrong-mobile
•   Josh Clark on Twitter: @globalmoxie
Mobile usability
HARD               Web UX:
                     Philosophy
                     Process
                   ? Principles
Web UX Principles
Multiple column layouts

Persistent navigation

Content vs. links/buttons

Images. Video. Flash.
Platform
Context
Focus:

  TransACTION
Important:
Planning

Information architecture

Wireframing

Early testing
Resources
@globalmoxie
http://mobithinking.com/best-practices/a-three-step-guide-
usability-mobile-web




http://econsultancy.com/us/blog/6610-seven-enlightening-
mobile-usability-presentations
iPad = smartphone???
          •   Read–tap asymmetry for websites, with content that was large enough
              to read but too small to tap. We did see some examples across a few
              websites that were designed to work well on tablets, with bigger touchable
              areas. For example,Virgin America's reservation page let users touch
              anywhere in the entire table cell containing a desired departure, as opposed
              to having to touch the much smaller area represented by the radio button
              (or even its label).
          •   Websites worked fairly well in the standard iPad browser as long as
              users didn't have complex tasks; focusing on reading and looking at pictures
              or video was relatively easy. (If your service requires substantial interaction,
              consider an app instead of a site.)
          •   Touchable areas were too small in many apps, as well as too close
              together, increasing the risk of touching the wrong one.
          •   Accidental activation due to unintended touches again caused trouble,
              particularly in apps lacking a Back button.
          •   Low discoverability, with active areas that didn't look touchable.
          •   Users disliked typing on the touchscreen and thus avoided the
              registration process.

http://www.useit.com/alertbox/ipad.html

mobile usability

  • 1.
  • 2.
    1. What isdifferent about mobile? Students mentioned: • Size • Gestures • Tapping • No hover effects • Context of use
  • 3.
    2. What does/doesnot apply to mobile? Students mentioned: • Design process applies • Some design principles apply (e.g. Gestalt, visual hierarchy, grids) • Some design principles may not apply (e.g. navigation)
  • 4.
    Debate based on2 readings • Nielsen’s guidelines for mobile usability: http://www.useit.com/alertbox/mobile- vs-full-sites.html • Josh Clark’s counterpoint: http:// www.netmagazine.com/opinions/nielsen- wrong-mobile • Josh Clark on Twitter: @globalmoxie
  • 5.
    Mobile usability HARD Web UX: Philosophy Process ? Principles
  • 6.
    Web UX Principles Multiplecolumn layouts Persistent navigation Content vs. links/buttons Images. Video. Flash.
  • 7.
  • 9.
  • 10.
  • 11.
  • 14.
  • 15.
  • 16.
  • 17.
    iPad = smartphone??? • Read–tap asymmetry for websites, with content that was large enough to read but too small to tap. We did see some examples across a few websites that were designed to work well on tablets, with bigger touchable areas. For example,Virgin America's reservation page let users touch anywhere in the entire table cell containing a desired departure, as opposed to having to touch the much smaller area represented by the radio button (or even its label). • Websites worked fairly well in the standard iPad browser as long as users didn't have complex tasks; focusing on reading and looking at pictures or video was relatively easy. (If your service requires substantial interaction, consider an app instead of a site.) • Touchable areas were too small in many apps, as well as too close together, increasing the risk of touching the wrong one. • Accidental activation due to unintended touches again caused trouble, particularly in apps lacking a Back button. • Low discoverability, with active areas that didn't look touchable. • Users disliked typing on the touchscreen and thus avoided the registration process. http://www.useit.com/alertbox/ipad.html