Recent innovations are causing an inflection point in the mobile UX landscape, providing the opportunity to invent new and more human ways for people to interact with information. But where do designers who are steeped in the static desktop-computing paradigm begin? The purpose of this talk is to help UX designers and other UX professionals answer that very question. I'll share the three most important mobile design principles to consider when creating a mobile user experience, some mobile design exercises, and mobile prototyping tips.
UX design (or user experience design) is becoming an increasingly important field for business owners around the world. Good UX design can make a website many times more profitable, while poor UX design can put a company out of business in the right situations. It's worth taking a look to determine if YOUR business could be furthered by some great user experience design.
Our eternal digital afterlife — FrontTrends 2016Alberta Soranzo
“The first step to eternal life, is you have to die” — Chuck Palahniuk.
Regardless of whether you’re on a quest for immortality, physical and digital death are complex affairs and require preparation. What happens to our digital selves when we die? What is a digital will and can we even decide what the fate of our online persona should be? Who should inherit our Google accounts? Should our Facebook pages be memorialized, and who should have access to our online banking credentials? What about those who, like me, wish to completely “go away” when they die and for their online presence to end when our lives do? What are the options? How do we build systems that give users a choice in the matter and that address the many ethical aspects surrounding closure and the end of “lives” that span multiple channels. This talk is an invitation to reflect on the concepts of death in the digital age, privacy and a different concept of “property”. It is also, perhaps more importantly, a call to think about the products and services that we design in a different way, a way that allows people to have a say in a digital afterlife of their choosing.
This document discusses how UX can be integrated into Agile methodologies. It outlines some common challenges like the "superstar designer" who works alone and the "beast-feeder" who becomes a bottleneck by being integrated into development teams. It proposes solutions like pairing designers with developers, using low-fidelity prototypes, and rapid testing. It also recommends design spikes and sprints to maintain vision and address bigger problems in short workshops. The conclusion is that both UX and Agile need buy-in, UX is not just graphic design, and iterative design with space for creativity is important while maintaining a product roadmap.
This document outlines an workshop on game design improv. It introduces the concept of game design improv and describes several design challenges that participants will complete during the workshop to explore key design principles in a playful way. The challenges include designing a game from existing intellectual property, modifying an existing game concept to be multiplayer, designing a board game simulating a Civil War battle with an unconventional victory condition, and creating a game using only index cards. Contact information is provided for the workshop leaders.
Este documento presenta información biográfica sobre Rubén Llanquiman Vargas, un hombre de 20 años que disfruta leer revistas de diseño y música, trabajar en Photoshop y el teatro. Estudió en un colegio adventista particular hasta el 2002, luego en un colegio en La Cisterna hasta el 2006 y actualmente estudia en la Universidad de Santiago de Chile desde el 2008.
UX design (or user experience design) is becoming an increasingly important field for business owners around the world. Good UX design can make a website many times more profitable, while poor UX design can put a company out of business in the right situations. It's worth taking a look to determine if YOUR business could be furthered by some great user experience design.
Our eternal digital afterlife — FrontTrends 2016Alberta Soranzo
“The first step to eternal life, is you have to die” — Chuck Palahniuk.
Regardless of whether you’re on a quest for immortality, physical and digital death are complex affairs and require preparation. What happens to our digital selves when we die? What is a digital will and can we even decide what the fate of our online persona should be? Who should inherit our Google accounts? Should our Facebook pages be memorialized, and who should have access to our online banking credentials? What about those who, like me, wish to completely “go away” when they die and for their online presence to end when our lives do? What are the options? How do we build systems that give users a choice in the matter and that address the many ethical aspects surrounding closure and the end of “lives” that span multiple channels. This talk is an invitation to reflect on the concepts of death in the digital age, privacy and a different concept of “property”. It is also, perhaps more importantly, a call to think about the products and services that we design in a different way, a way that allows people to have a say in a digital afterlife of their choosing.
This document discusses how UX can be integrated into Agile methodologies. It outlines some common challenges like the "superstar designer" who works alone and the "beast-feeder" who becomes a bottleneck by being integrated into development teams. It proposes solutions like pairing designers with developers, using low-fidelity prototypes, and rapid testing. It also recommends design spikes and sprints to maintain vision and address bigger problems in short workshops. The conclusion is that both UX and Agile need buy-in, UX is not just graphic design, and iterative design with space for creativity is important while maintaining a product roadmap.
This document outlines an workshop on game design improv. It introduces the concept of game design improv and describes several design challenges that participants will complete during the workshop to explore key design principles in a playful way. The challenges include designing a game from existing intellectual property, modifying an existing game concept to be multiplayer, designing a board game simulating a Civil War battle with an unconventional victory condition, and creating a game using only index cards. Contact information is provided for the workshop leaders.
Este documento presenta información biográfica sobre Rubén Llanquiman Vargas, un hombre de 20 años que disfruta leer revistas de diseño y música, trabajar en Photoshop y el teatro. Estudió en un colegio adventista particular hasta el 2002, luego en un colegio en La Cisterna hasta el 2006 y actualmente estudia en la Universidad de Santiago de Chile desde el 2008.
This document provides an introduction to learning guitar, including the different parts of the guitar, how to hold it correctly, open strings, major and minor chords, various strumming patterns, and how to play songs using chords. It explains that different guitar parts generate sound and the proper posture is needed to hold the guitar. It also lists some common strumming patterns and notes that being able to play chords allows one to play songs on the guitar.
Message Queuing (MSMQ) technology enables applications running at different times to communicate across heterogeneous networks and systems that may be temporarily offline.
Developing My Online Professional Learning Networklisbk
This presentation on "Developing My Online Professional Learning Network" is the final submission by Brian Kelly, Innovation Advocate at Cetis, University of Bolton for a virtual symposium which is an assignment for the Hyperlinked Library MOOC.
The slides and audio track were initially created on 13 November 2013. An updated version was made in
Este documento presenta los criterios de evaluación para la contratación docente. Se evalúa la formación profesional (títulos, grados), capacitaciones y actualizaciones, y experiencia laboral docente de los postulantes. Se lista la información académica y laboral de varios candidatos, incluyendo sus nombres, títulos obtenidos, instituciones donde estudiaron, capacitaciones recibidas, y años de experiencia docente. Finalmente, se muestran los puntajes totales obtenidos por cada candidato según los criterios establecidos
El documento describe la experiencia del autor en un taller de capacitación para maestros sobre el uso de herramientas TIC en la enseñanza. Asistió a varias sesiones del taller que se llevaron a cabo los martes de 2 a 6:30 pm en la Universidad del Valle durante los meses de agosto y septiembre. En el taller, aprendió sobre nuevas herramientas digitales como tabletas y planeó un proyecto educativo llamado "¿Cuál es tu cuento?" que usaría fotografía para enseñar sobre la relación entre el hombre
Curso de Mini-Basket Baloncesto FormativoEducagratis
El documento presenta un curso sobre la enseñanza del básquetbol a nivel inicial en escolares. El curso cubre conceptos básicos como las reglas del mini básquetbol y básquetbol oficial, así como tácticas ofensivas y defensivas de una manera más avanzada. El curso utiliza recursos escritos, gráficos y audiovisuales para desarrollar los contenidos y evaluaciones. Está dirigido a profesores de educación física, entrenadores y estudiantes.
We combine our years of experience with creativity, strong ideas, and collaboration, to incorporate special features such as multi-touch, 2D graphics, and even Facebook integration.
How to Prepare for Information TechnologySudheer Paidi
The document provides an overview and study tips for the Information Technology (IT) subject in the CA Intermediate exam. It discusses the need for studying IT given its prevalence. It outlines the course contents including topics like data storage, computer networks, internet technologies, flowcharting and decision tables. It provides strategies for studying each chapter effectively and tips for preparing well through periodic review. The document also discusses the different types of questions asked in the exam and rules for answering them clearly and concisely to score well.
Mobile Prototyping Essentials Workshop: Part 2Rachel Hinman
The document provides an overview of part two of a workshop on mobile prototyping essentials. It outlines the agenda for the afternoon session, which includes reviewing the reasons for prototyping, identifying different types of prototyping, comparing natural user interfaces (NUI) to graphical user interfaces (GUI), animation principles, and three hands-on exercises. The session aims to help designers develop instincts for mobile design through prototyping.
Mobile Prototyping Essentials Workshop: Part 1Rachel Hinman
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.
Mobile Prototyping Essentials - Part IIRachel Hinman
The document outlines the plan and objectives for a workshop on mobile prototyping essentials, including reviewing principles of mobile user experience design, prototyping methods like storyboarding and translating graphical user interfaces to natural user interfaces, and hands-on exercises in prototyping techniques.
Mobile Prototyping Essentials Workshop - Part OneRachel Hinman
This document outlines an agenda for a workshop on mobile prototyping essentials. The morning session will discuss what makes mobile UX different from web design and include exercises on identifying mobile needs, ideating concepts, and creating prototypes. The afternoon session focuses on mobile prototyping and includes exercises on storyboarding, translating graphical interfaces to natural user interfaces, and creating in-screen prototypes. Key principles discussed for mobile design include designing experiences that are uniquely mobile, sympathetic to user context, and allow the interface to "speak its power" through intuitive interaction.
The document discusses emerging topics in mobile design and interaction. It begins by noting that mobile presents an opportunity to invent new ways for users to interact with information. It then outlines three emerging mobile topics: 1) Shapeshifting, where devices and interfaces can change form; 2) A Brave NUI World, where natural user interfaces replace graphical user interfaces; and 3) Comfortable Computing, where mobile devices are used for leisure in addition to tasks. The document explores each topic in more depth and provides implications and challenges for designers. It encourages thinking of content as a design material and focusing on how mobile experiences can unfold for users.
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.
The document discusses mobile prototyping techniques. It outlines plans to review four reasons for mobile prototyping, identify two prototyping genres and methods, review differences between natural and graphical user interfaces, and provide animation principles. Experiential prototyping techniques like bodystorming and speed dating prototypes are suggested to explore unknown contexts and gather user feedback. Concept videos and storyboarding are also covered as ways to communicate ideas early in the design process. The document emphasizes prototyping early and often to improve decision making and fine tune mobile designs.
This document summarizes Rachel Hinman's presentation on emerging topics in mobile user experience design. She discusses three main topics: contextual computing, which involves understanding relationships between people, places, and things; a "brave new UI world" with interfaces beyond traditional graphical user interfaces; and shapeshifting interfaces that are not anchored and can change based on context and user intent. For each topic, Hinman provides examples and poses open-ended questions to spur further thinking about designing for the mobile environment and its rapid evolution.
The document provides an overview of a presentation on mobile UX essentials. Some key points:
- It discusses similarities and differences between designing for web and mobile, noting mobile's unique context of environment and limited input.
- Three important attributes of great mobile experiences are outlined: being uniquely mobile, sympathetic to context, and allowing interfaces to "speak their power".
- Design principles are proposed such as focusing on what mobile can do well and understanding relationships of place, time and context.
- Activities are presented to prototype concepts that pivot users through information and allow for exploration based on identified user needs.
This document provides an introduction to learning guitar, including the different parts of the guitar, how to hold it correctly, open strings, major and minor chords, various strumming patterns, and how to play songs using chords. It explains that different guitar parts generate sound and the proper posture is needed to hold the guitar. It also lists some common strumming patterns and notes that being able to play chords allows one to play songs on the guitar.
Message Queuing (MSMQ) technology enables applications running at different times to communicate across heterogeneous networks and systems that may be temporarily offline.
Developing My Online Professional Learning Networklisbk
This presentation on "Developing My Online Professional Learning Network" is the final submission by Brian Kelly, Innovation Advocate at Cetis, University of Bolton for a virtual symposium which is an assignment for the Hyperlinked Library MOOC.
The slides and audio track were initially created on 13 November 2013. An updated version was made in
Este documento presenta los criterios de evaluación para la contratación docente. Se evalúa la formación profesional (títulos, grados), capacitaciones y actualizaciones, y experiencia laboral docente de los postulantes. Se lista la información académica y laboral de varios candidatos, incluyendo sus nombres, títulos obtenidos, instituciones donde estudiaron, capacitaciones recibidas, y años de experiencia docente. Finalmente, se muestran los puntajes totales obtenidos por cada candidato según los criterios establecidos
El documento describe la experiencia del autor en un taller de capacitación para maestros sobre el uso de herramientas TIC en la enseñanza. Asistió a varias sesiones del taller que se llevaron a cabo los martes de 2 a 6:30 pm en la Universidad del Valle durante los meses de agosto y septiembre. En el taller, aprendió sobre nuevas herramientas digitales como tabletas y planeó un proyecto educativo llamado "¿Cuál es tu cuento?" que usaría fotografía para enseñar sobre la relación entre el hombre
Curso de Mini-Basket Baloncesto FormativoEducagratis
El documento presenta un curso sobre la enseñanza del básquetbol a nivel inicial en escolares. El curso cubre conceptos básicos como las reglas del mini básquetbol y básquetbol oficial, así como tácticas ofensivas y defensivas de una manera más avanzada. El curso utiliza recursos escritos, gráficos y audiovisuales para desarrollar los contenidos y evaluaciones. Está dirigido a profesores de educación física, entrenadores y estudiantes.
We combine our years of experience with creativity, strong ideas, and collaboration, to incorporate special features such as multi-touch, 2D graphics, and even Facebook integration.
How to Prepare for Information TechnologySudheer Paidi
The document provides an overview and study tips for the Information Technology (IT) subject in the CA Intermediate exam. It discusses the need for studying IT given its prevalence. It outlines the course contents including topics like data storage, computer networks, internet technologies, flowcharting and decision tables. It provides strategies for studying each chapter effectively and tips for preparing well through periodic review. The document also discusses the different types of questions asked in the exam and rules for answering them clearly and concisely to score well.
Mobile Prototyping Essentials Workshop: Part 2Rachel Hinman
The document provides an overview of part two of a workshop on mobile prototyping essentials. It outlines the agenda for the afternoon session, which includes reviewing the reasons for prototyping, identifying different types of prototyping, comparing natural user interfaces (NUI) to graphical user interfaces (GUI), animation principles, and three hands-on exercises. The session aims to help designers develop instincts for mobile design through prototyping.
Mobile Prototyping Essentials Workshop: Part 1Rachel Hinman
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.
Mobile Prototyping Essentials - Part IIRachel Hinman
The document outlines the plan and objectives for a workshop on mobile prototyping essentials, including reviewing principles of mobile user experience design, prototyping methods like storyboarding and translating graphical user interfaces to natural user interfaces, and hands-on exercises in prototyping techniques.
Mobile Prototyping Essentials Workshop - Part OneRachel Hinman
This document outlines an agenda for a workshop on mobile prototyping essentials. The morning session will discuss what makes mobile UX different from web design and include exercises on identifying mobile needs, ideating concepts, and creating prototypes. The afternoon session focuses on mobile prototyping and includes exercises on storyboarding, translating graphical interfaces to natural user interfaces, and creating in-screen prototypes. Key principles discussed for mobile design include designing experiences that are uniquely mobile, sympathetic to user context, and allow the interface to "speak its power" through intuitive interaction.
The document discusses emerging topics in mobile design and interaction. It begins by noting that mobile presents an opportunity to invent new ways for users to interact with information. It then outlines three emerging mobile topics: 1) Shapeshifting, where devices and interfaces can change form; 2) A Brave NUI World, where natural user interfaces replace graphical user interfaces; and 3) Comfortable Computing, where mobile devices are used for leisure in addition to tasks. The document explores each topic in more depth and provides implications and challenges for designers. It encourages thinking of content as a design material and focusing on how mobile experiences can unfold for users.
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.
The document discusses mobile prototyping techniques. It outlines plans to review four reasons for mobile prototyping, identify two prototyping genres and methods, review differences between natural and graphical user interfaces, and provide animation principles. Experiential prototyping techniques like bodystorming and speed dating prototypes are suggested to explore unknown contexts and gather user feedback. Concept videos and storyboarding are also covered as ways to communicate ideas early in the design process. The document emphasizes prototyping early and often to improve decision making and fine tune mobile designs.
This document summarizes Rachel Hinman's presentation on emerging topics in mobile user experience design. She discusses three main topics: contextual computing, which involves understanding relationships between people, places, and things; a "brave new UI world" with interfaces beyond traditional graphical user interfaces; and shapeshifting interfaces that are not anchored and can change based on context and user intent. For each topic, Hinman provides examples and poses open-ended questions to spur further thinking about designing for the mobile environment and its rapid evolution.
The document provides an overview of a presentation on mobile UX essentials. Some key points:
- It discusses similarities and differences between designing for web and mobile, noting mobile's unique context of environment and limited input.
- Three important attributes of great mobile experiences are outlined: being uniquely mobile, sympathetic to context, and allowing interfaces to "speak their power".
- Design principles are proposed such as focusing on what mobile can do well and understanding relationships of place, time and context.
- Activities are presented to prototype concepts that pivot users through information and allow for exploration based on identified user needs.
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.
The researchers conducted a study depriving participants of PC internet access for 4 days and only allowing mobile internet access to understand needs and identify design implications for the mobile web. Two key findings emerged: 1) the mobile experience favors predictability over exploration due to form factors and users want information, not web pages due to usability issues on mobile. The researchers recommend designing for partial attention, interruptibility and privileging information delivery over traditional web pages.
My Fashion PPT is my presentation on fashion and TrendssMedhaRana1
This Presentation is in one way a guide to master the classic trends and become a timeless beauty. This will help the beginners who are out with the motto to excel and become a Pro Fashionista, this Presentation will provide them with easy but really useful ten ways to master the art of styles. Hope This Helps.
6. Our plan for today… Our plan for today Similarities and differences between designing for the PC and mobile
7. Our plan for today… Our plan for today Similarities and differences between designing for the PC and mobile Three most important attributes of great mobile experiences
8. Our plan for today… Our plan for today Similarities and differences between designing for the PC and mobile Three most important attributes of great mobile experiences A set of mobile design principles
9. Our plan for today… Our plan for today Similarities and differences between designing for the PC and mobile Three most important attributes of great mobile experiences A set of mobile design principles Mobile design activities
10. Along the way… Along the way Watch for slides with this orange label! Slides Worth Keeping Design Principles Design Activities Shameless Opinion
19. 19 Differences in the mobile environment Seated in a relatively predictable environment Large screen enables multi-tasking Keyboard and a mouse for input
20. 20 Differences in the mobile environment Seated in a relatively predictable environment Large screen enables multi-tasking Keyboard and a mouse for input
21. Differences in the mobile environment 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. Hypothesis vs. Agenda Even in situations in which a spirit of exploration and freedom exist, where faculty are free to experiment to work beyond physical and social constraints, our cognitive habits often get in the way. Marshall McLuhan called it “the rear-view mirror effect,” noting that “We see the world through a rear-view mirror. We march backwards into the future.” Even in situations in which a spirit of exploration and freedom exist, where we are free to experiment and work beyond physical and social constraints,our cognitive habits often get in the way. Marshall McLuhan called it“the rear-view mirror effect,” noting that“We see the world through a rear-view mirror. We march backwards into the future.”
30. 30 Mobile presents an opportunity to invent new ways… Opinion! Mobile UX presents you with the opportunity to invent new ways for people to interact with information.
35. What are the differences? What’s the first step? A Q:
36. 36 Shift your perspective and point of view Step One: Know the medium you’re designing for
37. 37 Shift your perspective and point of view NO EXCUSES! Buy a modern mobile device
38. 38 Shift your perspective and point of view Step Two: Participate in the cultureyou are designing for
39. 39 Shift your perspective and point of view Images needed Cultivate mobile “mindfulness”
40. 40 Shift your perspective and point of view Step Three: Embrace the chaos
41. Shift your perspective and point of view “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.” -- Mobile Monday Amsterdam – November 2008 Rapid Evolution 41
42. 1 are uniquely mobile Great Mobile user experiences steal this slide! Great Mobile Experiences: 2 are sympathetic to context 3 speak their power
51. What we learned from the web 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.
52. How do we not do that again? How do we NOT do that again? Q: A A
53. What we learned from the web steal this slide! Design PrinciplesUniquely 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.
58. What we learned from the web Design Principle: Uniquely Mobile Technology can help guide, but should not be the focus
59. What we learned from the web Design Principle: Uniquely Mobile Need vs. Solution
60. Identify your assumptions Research Techniques INVASIVE Prototype Testing Deprivation Study Contextual interviews Diary Studies RESEARCHER PRESENT RESEARCHER NOT PRESENT Online Survey Shadowing Shop Alongs Traffic Studies LESS INVASIVE 60
61. Identify your assumptions Research Techniques INVASIVE Prototype Testing Deprivation Study Use Two Techniques Contextual interviews Diary Studies RESEARCHER PRESENT RESEARCHER NOT PRESENT Online Survey Shadowing Shop Alongs Traffic Studies LESS INVASIVE 61
62. Identify your assumptions Research Techniques INVASIVE Prototype Testing Deprivation Study Contextual interviews Diary Studies RESEARCHER PRESENT RESEARCHER NOT PRESENT Online Survey Shadowing Shop Alongs Traffic Studies LESS INVASIVE 62
63. are uniquely mobile 1 Great Mobile user experiences Great Mobile Experiences: are sympathetic to context 2
64. Pictures of mobile contexts What exactly do you mean by mobile “context” ? Q: A
69. Context is about understanding human relationships to the people,places and things in the world. A Context is about understanding the relationships
78. 78 Peanut butter in Denver Peanut butter in Melbourne right now?
79. The web is good at people and things. The web is good at semantic relationships. (and okay at social relationships) A Context is about understanding the relationships
83. Temporal and spatial relationships are underserved There are currently not many technologiesthat help us understand place, and temporal and spatial relationships. 83
84. How do you get that understanding? How do we get that understanding? Q:
85. Design for partial attention and interruption 1 Sympathy to context principles Design Principles: Sympathy to Context steal this slide! 2 Reduce cognitive load and opportunity cost 3 Ideate in the wild
86. Design for partial attention and interruption 86 Text entry will never be easy
87. 87 Text entry will never be easy Design for partial attention and interruption
89. 89 Text entry will never be easy Ideate in the wild…
90. 90 Wand in the world Your Design Challenge! Sympathy to the mobile context Activity Divide into groups Head to the streets Ideate in the wild – Create 2-3 concepts based on the needs your team identified
91. 91 “in the wild” ideation Activity Go outside and brainstorm ideas
92. 92 “in the wild” ideation Activity Sketch your ideas…
100. We can annotate expectations in the web world 100 We can annotate expectations in the web world
101. We can annotate expectations in the web world Free two-day shipping Look inside the book REALLY!Look inside the book Get it new OR used! Sell mine Add to cart Shipping! Collectible! Maybe a kindle! We can annotate expectations in the web world 101
102. Options in mobile have to be readily apparent 102 Options have to be apparent and intuitive in mobile for people to
103. How do you make interfaces that speak their power How do I create mobile interfaces that “speak their power”? Q: A
104. Say good bye to done steal this slide! Design Principles: Interfaces that speak their power Understand the characteristics of GUI, NUI, OUI interfaces 1 2 Grow ruthless editing skills 3 Say good-bye to done
122. 122 Tasks are about completion Tasks are about completion… Possibilities are interactions that accrue over time…
123. Tasks are about completion Tasks are about completion… Possibilities are interactions that accrue over time… … or facilitate exploration… 123
124. … or facilitate exploration… 124 Tasks are about completion Tasks are about completion… Possibilities are interactions that accrue over time… ..or are about SENSING INTENT!
141. Pivoting people through information Create a winning hand. Activity Stitch cards together to answer the question Allow people to pivot through information quickly 141
150. Can users grok it? Can users grok it? Does each screen speak it’s power? Can I simplify this? Is this intuitive? Q: Q: Q: Q: 150
151. Analogy of cards steal this slide! Tips for mobile prototyping Plan for a lot of it! 1 Work at scale and print it out! 2 Get it on the device as soon as you can. 2 151
152. Analogy of cards Some info about mobile web/ and app programming: iPhone Apps = Xcode 1 Android Apps = Java (managed code) 2 Mobile Web Sites = Mobile Design and Development: Practical Concepts and Techniques for Creating Mobile Sites and Web Apps by Brian Fling 152
157. Thank you! Email: rachel.hinman@nokia.com The Mobile Frontier www.rosenfeldmedia.com/books/mobile-design/ Friday, February 18th http://www.uxhongkong.com/ 157
158. Resources: MOBILE RESOURCESUltimate iPhone Stencil for Omnigrafflehttp://graffletopia.com/stencils/413 mooTools http://mootools.netiUI iPhone navigation (javascript):http://code.google.com/p/iui/ jQuery (javascript):http://jquery.com/ TweenMax (actionscript):http://blog.greensock.com/tweenmaxas3/ Bruce Sterling speaks on the future of mobilehttp://tinyurl.com/6m7kwc RESOURCES