The Elements of User Experience
Navigation Model
Wireframes
This presentation has been developed in the context of the Mobile Applications Development course, DISIM, University of L'Aquila (Italy), Spring 2015.
http://www.ivanomalavolta.com
I presentation demonstrating the difference between social applications that can be deemed trivial (not adding value to the community or the users) and those that can be deemed a utility (providing value).
10 Tips For Designing Mobile Widgets - Maemo Summit, Amsterdam, Oct 11, 2009 ...Raj Lal
This document provides 10 tips for designing effective mobile widgets. Tip 1 is to design for mobile users who have short attention spans, divided attention, and use their device in interruptible and dynamic environments. Tip 2 is to understand what constitutes a widget as a small, lightweight application focused on a single purpose. Tip 3 is to target widgets at specific groups of users and allow for customization. Tip 4 is to follow design guidelines and not overuse device resources. Tip 5 is to leverage all of a device's capabilities. The remaining tips focus on single functionality, simplicity, engagement, social features, and ensuring the widget is fun.
The document summarizes a panel discussion on widgets and applications in new media. It includes summaries from four panelists on topics like:
- Advertising evolving from grabbing attention to earning attention by driving traffic to sites.
- A case study where Juno was able to generate over 3 million social actions for a movie release through widgets to reach youth audiences.
- Examples of video distribution success through widgets on sites like FunWall that drove views for movie trailers.
- An overview of widgets as portable code chunks that can be installed on any HTML page versus applications built for Facebook, and metrics on widget usage and monetization.
This document defines widgets and discusses their uses. It explains that widgets are web-based applications that can be embedded on web pages, desktops, or operating systems. There are two main types - web widgets which run inside web pages, and desktop widgets which are mini-applications on the desktop. Widgets are used to distribute information, integrate and present data, and communicate with others. They allow content sharing and are relevant as they make content portable across different devices. The document also discusses how to measure a widget's success and provides best practices for using widgets.
Mobile Web 2.0 & MDBF (DDDSW - Grok Talk)Matt Lacey
The document discusses the evolution of mobile web and web 2.0. It notes that phones now have better browsers and faster connections, enabling more users to access the mobile web. Globally there are over 1 billion mobile web users, more than PCs and laptops combined. It emphasizes that the mobile web matters and its usage is increasing, with some sources predicting 50% of internet traffic coming from mobile devices in the coming years. The document also covers challenges like varying mobile device capabilities and introduces solutions like libraries and frameworks to help develop for the mobile web.
The Elements of User Experience
Navigation Model
Wireframes
This presentation has been developed in the context of the Mobile Applications Development course, DISIM, University of L'Aquila (Italy), Spring 2015.
http://www.ivanomalavolta.com
I presentation demonstrating the difference between social applications that can be deemed trivial (not adding value to the community or the users) and those that can be deemed a utility (providing value).
10 Tips For Designing Mobile Widgets - Maemo Summit, Amsterdam, Oct 11, 2009 ...Raj Lal
This document provides 10 tips for designing effective mobile widgets. Tip 1 is to design for mobile users who have short attention spans, divided attention, and use their device in interruptible and dynamic environments. Tip 2 is to understand what constitutes a widget as a small, lightweight application focused on a single purpose. Tip 3 is to target widgets at specific groups of users and allow for customization. Tip 4 is to follow design guidelines and not overuse device resources. Tip 5 is to leverage all of a device's capabilities. The remaining tips focus on single functionality, simplicity, engagement, social features, and ensuring the widget is fun.
The document summarizes a panel discussion on widgets and applications in new media. It includes summaries from four panelists on topics like:
- Advertising evolving from grabbing attention to earning attention by driving traffic to sites.
- A case study where Juno was able to generate over 3 million social actions for a movie release through widgets to reach youth audiences.
- Examples of video distribution success through widgets on sites like FunWall that drove views for movie trailers.
- An overview of widgets as portable code chunks that can be installed on any HTML page versus applications built for Facebook, and metrics on widget usage and monetization.
This document defines widgets and discusses their uses. It explains that widgets are web-based applications that can be embedded on web pages, desktops, or operating systems. There are two main types - web widgets which run inside web pages, and desktop widgets which are mini-applications on the desktop. Widgets are used to distribute information, integrate and present data, and communicate with others. They allow content sharing and are relevant as they make content portable across different devices. The document also discusses how to measure a widget's success and provides best practices for using widgets.
Mobile Web 2.0 & MDBF (DDDSW - Grok Talk)Matt Lacey
The document discusses the evolution of mobile web and web 2.0. It notes that phones now have better browsers and faster connections, enabling more users to access the mobile web. Globally there are over 1 billion mobile web users, more than PCs and laptops combined. It emphasizes that the mobile web matters and its usage is increasing, with some sources predicting 50% of internet traffic coming from mobile devices in the coming years. The document also covers challenges like varying mobile device capabilities and introduces solutions like libraries and frameworks to help develop for the mobile web.
Mobile Web 2.0, Mobile Widgets, Microlearning and IntertwingularityLindner Martin
The document discusses several emerging concepts related to mobile learning including mobile web 2.0, microlearning, widgets, and intertwingularity. Mobile web 2.0 extends the principles of harnessing collective intelligence to mobile devices. Microlearning involves learning from small content units and short activities. Widgets are small, reusable web applications that can be used to deliver microlearning content on both desktop and mobile devices by leveraging open standards. Intertwingularity refers to the complex interrelationships between topics that are reflected in a fragmented and networked web.
We all know Mobile is different, but by how much?
This presentation attempts to quantify the difference between mobile and non-mobile, focusing on CPU, network and browser differences.
A talk I gave on Mobile IA at the University of Washington iSchool's Information Architecture Summer Institute. Presented in Seattle, June 2012.
[Originally uploaded to Slideshare June 21, 2012]
The document discusses the current mobile ecosystem landscape, including major players like wireless networks, OEMs, operating systems, developers, and services/infrastructure providers. It describes key aspects of each component, such as common wireless network types, trends in mobile device hardware, popular mobile operating systems, challenges with platform fragmentation, and emerging services enabled by cloud computing and location awareness. The mobile ecosystem is characterized as fragile and experimental as standards continue to evolve through organic adoption.
The document discusses designing experiences for the mobile web. It notes that the mobile web is profoundly different than the desktop experience due to different contexts and portability. Some key decisions for mobile web design include whether to have a single or dual-site approach, how to structure navigation and content for smaller screens, and usability testing approaches. It also describes a case study of redesigning a website for mobile and some of the challenges encountered.
The document provides guidelines for designing mobile widgets. It recommends (1) creating a memorable name and clear icon for the widget, (2) ensuring the widget has an immediate purpose that provides value to users, and (3) engaging users with content that addresses their needs. The guidelines cover topics such as usability, efficiency, feedback and customization to help create a positive user experience.
Mobile Information Architecture and Interaction DesignNick Finck
Nick Finck presented on evidence-driven design for mobile experiences. He discussed discovering user needs through research methods like interviews and usability testing. Next, plans are made to identify solutions to core problems. Designs are then created to resolve these problems. The designs are built into functional code. Finally, the mobile experience is evaluated through testing and analysis to review effectiveness. The goal is to understand users, design based on evidence from research, and iteratively improve through evaluation.
Mobile Applications Development - Lecture 1
Brief History of Mobile
The Mobile Ecosystem
Mobile as the 7th mass medium
This presentation has been developed in the context of the Mobile Applications Development course at the Computer Science Department of the University of L'Aquila (Italy).
http://www.di.univaq.it/malavolta
Mobile Web 2.0, Mobile Widgets, Microlearning and IntertwingularityLindner Martin
The document discusses several emerging concepts related to mobile learning including mobile web 2.0, microlearning, widgets, and intertwingularity. Mobile web 2.0 extends the principles of harnessing collective intelligence to mobile devices. Microlearning involves learning from small content units and short activities. Widgets are small, reusable web applications that can be used to deliver microlearning content on both desktop and mobile devices by leveraging open standards. Intertwingularity refers to the complex interrelationships between topics that are reflected in a fragmented and networked web.
We all know Mobile is different, but by how much?
This presentation attempts to quantify the difference between mobile and non-mobile, focusing on CPU, network and browser differences.
A talk I gave on Mobile IA at the University of Washington iSchool's Information Architecture Summer Institute. Presented in Seattle, June 2012.
[Originally uploaded to Slideshare June 21, 2012]
The document discusses the current mobile ecosystem landscape, including major players like wireless networks, OEMs, operating systems, developers, and services/infrastructure providers. It describes key aspects of each component, such as common wireless network types, trends in mobile device hardware, popular mobile operating systems, challenges with platform fragmentation, and emerging services enabled by cloud computing and location awareness. The mobile ecosystem is characterized as fragile and experimental as standards continue to evolve through organic adoption.
The document discusses designing experiences for the mobile web. It notes that the mobile web is profoundly different than the desktop experience due to different contexts and portability. Some key decisions for mobile web design include whether to have a single or dual-site approach, how to structure navigation and content for smaller screens, and usability testing approaches. It also describes a case study of redesigning a website for mobile and some of the challenges encountered.
The document provides guidelines for designing mobile widgets. It recommends (1) creating a memorable name and clear icon for the widget, (2) ensuring the widget has an immediate purpose that provides value to users, and (3) engaging users with content that addresses their needs. The guidelines cover topics such as usability, efficiency, feedback and customization to help create a positive user experience.
Mobile Information Architecture and Interaction DesignNick Finck
Nick Finck presented on evidence-driven design for mobile experiences. He discussed discovering user needs through research methods like interviews and usability testing. Next, plans are made to identify solutions to core problems. Designs are then created to resolve these problems. The designs are built into functional code. Finally, the mobile experience is evaluated through testing and analysis to review effectiveness. The goal is to understand users, design based on evidence from research, and iteratively improve through evaluation.
Mobile Applications Development - Lecture 1
Brief History of Mobile
The Mobile Ecosystem
Mobile as the 7th mass medium
This presentation has been developed in the context of the Mobile Applications Development course at the Computer Science Department of the University of L'Aquila (Italy).
http://www.di.univaq.it/malavolta