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INTERNET WORLD 2013

    Mobile UX:
    We’re still human
    --------------------
    UNDERSTANDING
    THE PEOPLE
    BEHIND THE SCREEN




1
What we’ll be covering


With mobile and tablet now     Who are we designing for?
accounting for 10 -20% of      Understanding the design target and context
traffic to most websites its   scenarios
increasingly important that
mobile user experience is as   Our “take anywhere” electronic friend
good as desktop.               How to build better experiences by understanding
                               human relationships
I’ll cover some practical
approaches to help you         It’s all in the memes
design better mobile user      Why the principles of memetics are important to
experience, with case          mobile UX designers
studies from the field
                               Test with real users and real devices
                               Some experiences from the field
Which of these devices
are you designing for?
None of them. You are designing for
the human holding it.
Spot the difference?




o   Sat down in a familiar location        o   Stood up – and on the move

o   Alone in a quiet room                  o   Surrounded by other people

o   Concentrating hard                     o   Lots of sensory distractions
                                           o   Concentrating on something else (not missing
o   Plenty of time to do what she wants
                                               his train)
o   Typing with both hands                 o   Fitting what he’s doing into an idle moment
o   Has full access to everything in her   o   Holding the device with one hand
    office and on her computer
                                           o   Only has access to what he is carrying
Takeaway




   The most important difference
between mobile and desktop UX is the
 human holding it and the situation
     they are in, not the device.
Lewis Silkin: Mobile UX design for user context


                           Designing a responsive website
                           for a leading UK law firm

                           Mobile and tablet important as
                           clients are at executive and C-
                           level, and often spend
                           protracted periods away from
                           their desks.

                           First step was to understand
                           the context and usage – how
                           does web and mobile-web fit?
First understand how the business operates


Business insights
People buy legal services based on
reputation and personal relationships

They buy into an individual, not just the
firm that person works for

Sales do not happen online, you do not
add legal services to a shopping basket
and go to the checkout

Digital needed to support the offline
business, not replace it
Lewis Silkin: Mobile UX design for user context

               Mapping out the customer journey helped us to
            understand where mobile web could make a difference




Telephone               Email               Mobile-web                  Face-to-face
“We’re interested       “I’ll send you an   2 days later                “Hi Simon.. I was just
in legal services       email to confirm    Diary reminder:             reading your journal
for marketing.          and a link to       your meeting with Lewis     post – really
Yes, sure I’d love to   Simon’s profile.”   Silkin is in 30 minutes.    interesting stuff.”
meet Simon.”
                                            “Who is this guy I’m
                                            meeting – what’s he like?
Our “take anywhere” electronic friend
“    Your plastic pal who’s fun
                to be with                              ”
    --------------------------------------
     Sirius Cybernetics Corporation's definition of a
         robot, Hitch Hikers Guide to the Galaxy
Our new friend is not complicated


                  “At 18 months old, my
                  son already knows
                  how to do the iPhone
                  swipe. Luckily he
                  doesn't know the
                  password to unlock
                  my phone just yet.”
                         Kari Aakre, Intel employee
Our friends are a constant source of entertainment
Phones are becoming more human
1984: science fiction




“ Hello Computer? ”
2012
2012: reality
We like positive feedback from our friends
Putting some of these approaches together...
State Library of Queensland




             The challenge
             o   Parents bring kids to the library and
                 dump them in the kids corner

             o   Often they leave them their
                 Smartphone or Tablet to play with
                 whilst they go round

             o   Can we entertain and educate those
                 kids using that device whilst their
                 parents are off doing stuff?
State Library of Queensland
State Library of Queensland




o   Augmented reality activities
o   Encouraging real world exploration
o   Multi-modal input
o   Avatar characters
o   Instant feedback
Takeaway




       Think of your
       website/app/
      service as if it
        is a human
     ----------------------
      How would they behave if
         they wanted to make
      friends with the end user?
Takeaway




“Ideate in the wild ”
 “Ideate in the wild”
Rachel Hinman, Senior Research Scientist, Nokia




                              “Pretend it’s magic”
                              Alan Cooper, usability extraordinaire
It’s all in the memes
Sorry LOL cats...
You are amusing but not useful to a UX designer
Memes in society




Memes are concepts that spread within
society without any central organisation
Memes evolve through transmission
Memes in technology




Memes are also found in interface design –
physical, software and web

They provide familiar idioms, controls and learned
behaviours ... And they also evolve
But .. aren’t you talking about design patterns?




                  Design patterns are not memetic
                  – in fact they put a brake on the
                  evolutionary process
Takeaway




“Memetic” interfaces are more
       important on mobile
------------------------------------------
 No space to explain functions with labels, no hover
 states – the most intuitive interfaces are those that
      offer an evolution from learned behaviours
Memetic interface design in the wild


“Friending”
A concept invented in the mid
90s, copied and evolved by social
networks ever since.




                                    “Follow”
                                    A concept popularised by Twitter;
                                    evolved from Friending and now evolving
                                    elsewhere as a personalisation tool
European Medicines Agency


               The challenge
               50,000+ HTML pages
               2.5m documents
               Mobile must offer 100% of content


               The users
               Mainly EU pharmaceutical industry.
               Very frequent visits (often more than
               once a day), people learn the
               navigation.
               Not general browsing – specific things
               they are looking for or specific places
               to check for updates.
European Medicines Agency: “Memetic” mobile navigation
Memetic UI concepts make a system more intuitive

 Menu icon and fly-in behaviour




 +/- to expand and close, click
 title to go open page
Testing with real users and real devices
Ministry of Justice

     Ministry of Justice “Can I get
     legal aid?” tool.
     Research showed that target audience (C2DE) were
     actually quite likely to be using a smartphone or tablet.
     20% of access to Gov.uk is now mobile / tablet.

     Important to test on these devices with real users –
     don’t just flick through screens and think “oh, it’s all
     there”. Testing focussed on interaction –
     buttons, swiping, scrolling.

     Findings:
     • Scrolling through long pages was annoying
     • ‘Unexpected’ page reloads were disorientating
     • “What happens if I press this button?” – mobile users
       like to experiment – let them undo operations
Takeaway




Test on real devices with real users
------------------------------------------------------------------------------------
    Don’t rely on desktop/mobile emulators or shrinking your
                      browser to see what happens
Closing thought:
Mobile is just a tool
that allows humans to do something
Questions?
                      Ian Huckvale – Head of user engagement
                      B.Eng Computing (Imperial College, London)

                      Get in touch:
                      Email: ian.huckvale@readingroom.com
                      Twitter @IanHux
                      Blog: blog.readingroom.com

                      Interests:
                      • Digital strategy, user experience, information
                          architecture, usability, accessibility, mobile, social
                          media
                      • Outside work: cooking, rowing, fencing


Reading Room
65-66 Frith Street
Soho
London
W1D 3JR
www.readingroom.com

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Mobile UX: We’re still human

  • 1. INTERNET WORLD 2013 Mobile UX: We’re still human -------------------- UNDERSTANDING THE PEOPLE BEHIND THE SCREEN 1
  • 2. What we’ll be covering With mobile and tablet now Who are we designing for? accounting for 10 -20% of Understanding the design target and context traffic to most websites its scenarios increasingly important that mobile user experience is as Our “take anywhere” electronic friend good as desktop. How to build better experiences by understanding human relationships I’ll cover some practical approaches to help you It’s all in the memes design better mobile user Why the principles of memetics are important to experience, with case mobile UX designers studies from the field Test with real users and real devices Some experiences from the field
  • 3.
  • 4. Which of these devices are you designing for?
  • 5. None of them. You are designing for the human holding it.
  • 6. Spot the difference? o Sat down in a familiar location o Stood up – and on the move o Alone in a quiet room o Surrounded by other people o Concentrating hard o Lots of sensory distractions o Concentrating on something else (not missing o Plenty of time to do what she wants his train) o Typing with both hands o Fitting what he’s doing into an idle moment o Has full access to everything in her o Holding the device with one hand office and on her computer o Only has access to what he is carrying
  • 7. Takeaway The most important difference between mobile and desktop UX is the human holding it and the situation they are in, not the device.
  • 8. Lewis Silkin: Mobile UX design for user context Designing a responsive website for a leading UK law firm Mobile and tablet important as clients are at executive and C- level, and often spend protracted periods away from their desks. First step was to understand the context and usage – how does web and mobile-web fit?
  • 9. First understand how the business operates Business insights People buy legal services based on reputation and personal relationships They buy into an individual, not just the firm that person works for Sales do not happen online, you do not add legal services to a shopping basket and go to the checkout Digital needed to support the offline business, not replace it
  • 10. Lewis Silkin: Mobile UX design for user context Mapping out the customer journey helped us to understand where mobile web could make a difference Telephone Email Mobile-web Face-to-face “We’re interested “I’ll send you an 2 days later “Hi Simon.. I was just in legal services email to confirm Diary reminder: reading your journal for marketing. and a link to your meeting with Lewis post – really Yes, sure I’d love to Simon’s profile.” Silkin is in 30 minutes. interesting stuff.” meet Simon.” “Who is this guy I’m meeting – what’s he like?
  • 11. Our “take anywhere” electronic friend
  • 12. Your plastic pal who’s fun to be with ” -------------------------------------- Sirius Cybernetics Corporation's definition of a robot, Hitch Hikers Guide to the Galaxy
  • 13. Our new friend is not complicated “At 18 months old, my son already knows how to do the iPhone swipe. Luckily he doesn't know the password to unlock my phone just yet.” Kari Aakre, Intel employee
  • 14. Our friends are a constant source of entertainment
  • 15. Phones are becoming more human
  • 16. 1984: science fiction “ Hello Computer? ”
  • 18. We like positive feedback from our friends
  • 19. Putting some of these approaches together...
  • 20. State Library of Queensland The challenge o Parents bring kids to the library and dump them in the kids corner o Often they leave them their Smartphone or Tablet to play with whilst they go round o Can we entertain and educate those kids using that device whilst their parents are off doing stuff?
  • 21. State Library of Queensland
  • 22. State Library of Queensland o Augmented reality activities o Encouraging real world exploration o Multi-modal input o Avatar characters o Instant feedback
  • 23. Takeaway Think of your website/app/ service as if it is a human ---------------------- How would they behave if they wanted to make friends with the end user?
  • 24. Takeaway “Ideate in the wild ” “Ideate in the wild” Rachel Hinman, Senior Research Scientist, Nokia “Pretend it’s magic” Alan Cooper, usability extraordinaire
  • 25. It’s all in the memes
  • 26. Sorry LOL cats... You are amusing but not useful to a UX designer
  • 27. Memes in society Memes are concepts that spread within society without any central organisation Memes evolve through transmission
  • 28. Memes in technology Memes are also found in interface design – physical, software and web They provide familiar idioms, controls and learned behaviours ... And they also evolve
  • 29. But .. aren’t you talking about design patterns? Design patterns are not memetic – in fact they put a brake on the evolutionary process
  • 30. Takeaway “Memetic” interfaces are more important on mobile ------------------------------------------ No space to explain functions with labels, no hover states – the most intuitive interfaces are those that offer an evolution from learned behaviours
  • 31. Memetic interface design in the wild “Friending” A concept invented in the mid 90s, copied and evolved by social networks ever since. “Follow” A concept popularised by Twitter; evolved from Friending and now evolving elsewhere as a personalisation tool
  • 32. European Medicines Agency The challenge 50,000+ HTML pages 2.5m documents Mobile must offer 100% of content The users Mainly EU pharmaceutical industry. Very frequent visits (often more than once a day), people learn the navigation. Not general browsing – specific things they are looking for or specific places to check for updates.
  • 33. European Medicines Agency: “Memetic” mobile navigation
  • 34. Memetic UI concepts make a system more intuitive Menu icon and fly-in behaviour +/- to expand and close, click title to go open page
  • 35. Testing with real users and real devices
  • 36. Ministry of Justice Ministry of Justice “Can I get legal aid?” tool. Research showed that target audience (C2DE) were actually quite likely to be using a smartphone or tablet. 20% of access to Gov.uk is now mobile / tablet. Important to test on these devices with real users – don’t just flick through screens and think “oh, it’s all there”. Testing focussed on interaction – buttons, swiping, scrolling. Findings: • Scrolling through long pages was annoying • ‘Unexpected’ page reloads were disorientating • “What happens if I press this button?” – mobile users like to experiment – let them undo operations
  • 37. Takeaway Test on real devices with real users ------------------------------------------------------------------------------------ Don’t rely on desktop/mobile emulators or shrinking your browser to see what happens
  • 38. Closing thought: Mobile is just a tool that allows humans to do something
  • 39. Questions? Ian Huckvale – Head of user engagement B.Eng Computing (Imperial College, London) Get in touch: Email: ian.huckvale@readingroom.com Twitter @IanHux Blog: blog.readingroom.com Interests: • Digital strategy, user experience, information architecture, usability, accessibility, mobile, social media • Outside work: cooking, rowing, fencing Reading Room 65-66 Frith Street Soho London W1D 3JR www.readingroom.com