Data driven UX at World Usability Congress 2016 - Graz, AustriaJorrin Quest
The document discusses using notifications and experiments to optimize user behavior on websites. It talks about applying theories like social impact theory to increase conversions for new visitors. It provides examples of notification text variants being tested, and key factors for effective notifications like content, user segment, journey step, and algorithms. The goal is to optimize these notification factors to improve conversions and earnings through experimentation and data analysis.
The document discusses hackathons and provides tips for participating in one. It lists several benefits of hackathons, including helping progress ideas, providing feedback, honing skills, new experiences, building relationships, adding to one's portfolio, gaining exposure, and potentially fame or glory. It notes that hackathon experiences depend on the individual. The document provides advice on what is needed to participate: an idea, time, a plan, and a team. It gives several tips for participating successfully, such as communicating with one's team, knowing judging requirements, respecting minimum viable products, and promoting oneself. It encourages the reader to get motivated and participate in a hackathon.
UX Intro for Rails Girls Canberra 2013gregmcintyre
This document discusses user experience (UX) and provides an overview of the field. It touches on what UX is, examples of bad and good UX, the daily activities of UX professionals like researching and iterating, and common educational backgrounds and career paths that are suitable for getting into UX work, such as design, psychology, and development. The document aims to provide a broad introduction to the topic of user experience.
UX Assessment Techniques (from NOVA UX Psychology of UX Panel: Dec 11, 2013)Jennifer Romano Bergstrom
The document discusses user experience (UX) assessment techniques. It defines UX and explains why assessing UX through user testing is important. It then describes different testing methods like in-lab usability testing, remote testing, and field studies. Specific metrics that can be measured are discussed like task completion rates, eye tracking data, and survey responses. Challenges to UX testing like time constraints and finding participants are addressed. The document concludes with examples of case studies and emphasizes that early and frequent testing is key.
Designing for Brains: the Psychology of User ExperienceMarissa Epstein
By now, you probably already know the importance of user research, and better understanding your users' needs and tasks. But it's also important to dig deeper, into the psychology of what motivates them, and understand how humans really behave and think. Leave off those rose-colored glasses and see how users actually perceive an experience. In reality, humans have limited memory and focus; we’re swayed by emotion more than we'd care to admit. Carefully considering every single thing in our lives would be far too overwhelming, so humans often revert to using their more primitive fight-or-flight "lizard brains" to make decisions quickly.
This document summarizes Joe Leech's talk on using psychology to create perfect designs. It discusses how designs should match people's mental models of how processes work by following logical step-by-step flows. It also explains how designs can evoke emotion through vivid language and imagery. While instinctual parts of the brain cannot be directly designed for, matching mental models and evoking emotion can lead to great designs without unnecessary trickery.
Data driven UX at World Usability Congress 2016 - Graz, AustriaJorrin Quest
The document discusses using notifications and experiments to optimize user behavior on websites. It talks about applying theories like social impact theory to increase conversions for new visitors. It provides examples of notification text variants being tested, and key factors for effective notifications like content, user segment, journey step, and algorithms. The goal is to optimize these notification factors to improve conversions and earnings through experimentation and data analysis.
The document discusses hackathons and provides tips for participating in one. It lists several benefits of hackathons, including helping progress ideas, providing feedback, honing skills, new experiences, building relationships, adding to one's portfolio, gaining exposure, and potentially fame or glory. It notes that hackathon experiences depend on the individual. The document provides advice on what is needed to participate: an idea, time, a plan, and a team. It gives several tips for participating successfully, such as communicating with one's team, knowing judging requirements, respecting minimum viable products, and promoting oneself. It encourages the reader to get motivated and participate in a hackathon.
UX Intro for Rails Girls Canberra 2013gregmcintyre
This document discusses user experience (UX) and provides an overview of the field. It touches on what UX is, examples of bad and good UX, the daily activities of UX professionals like researching and iterating, and common educational backgrounds and career paths that are suitable for getting into UX work, such as design, psychology, and development. The document aims to provide a broad introduction to the topic of user experience.
UX Assessment Techniques (from NOVA UX Psychology of UX Panel: Dec 11, 2013)Jennifer Romano Bergstrom
The document discusses user experience (UX) assessment techniques. It defines UX and explains why assessing UX through user testing is important. It then describes different testing methods like in-lab usability testing, remote testing, and field studies. Specific metrics that can be measured are discussed like task completion rates, eye tracking data, and survey responses. Challenges to UX testing like time constraints and finding participants are addressed. The document concludes with examples of case studies and emphasizes that early and frequent testing is key.
Designing for Brains: the Psychology of User ExperienceMarissa Epstein
By now, you probably already know the importance of user research, and better understanding your users' needs and tasks. But it's also important to dig deeper, into the psychology of what motivates them, and understand how humans really behave and think. Leave off those rose-colored glasses and see how users actually perceive an experience. In reality, humans have limited memory and focus; we’re swayed by emotion more than we'd care to admit. Carefully considering every single thing in our lives would be far too overwhelming, so humans often revert to using their more primitive fight-or-flight "lizard brains" to make decisions quickly.
This document summarizes Joe Leech's talk on using psychology to create perfect designs. It discusses how designs should match people's mental models of how processes work by following logical step-by-step flows. It also explains how designs can evoke emotion through vivid language and imagery. While instinctual parts of the brain cannot be directly designed for, matching mental models and evoking emotion can lead to great designs without unnecessary trickery.
we are nois3 a creative web agency based in Rome, Italy.
nois3 is an iteration of nois3lab, the design studio we started in 2007.
nois3 is built on some hard-earned lessons that taught us to be more
agile, fluid and flexible.
We focus on the customer needs and continuos delivery of valuable software.
Business people, creatives and developers must work together daily throughout the
project in order to promote sustainable and suitable products and services.
At nois3, you talk directly to people involved with building your project.
In case we don't have a particular skill set required for it, we hire it from the market and take full responsibility for the quality and timing.
Jacopo Pasquini in Open Campus. Usability & UX: 10 consigli per il tuo sito webOpen Campus Tiscali
In che modo è possibile capire se un sito è solo bello o funzionale, efficace e soprattutto in grado di raggiungere gli obiettivi di business dell’azienda?
Esistono moltissime linee guida di buona progettazione per valutare il web design prodotte dai maggiori esperti internazionali del settore. Jacopo Pasquini, autore, insieme a Simone Giomi, del libro “Web usability” propone una sintesi completa e ragionata di queste linee guida: una check-list basata su 10 punti, 10 mini consulenze frutto dell’ esperienza professionale e teorica sua e del suo team che vi permetterà di valutare l’usabilità e la user experience di un sito web.
Durante la lezione verranno analizzati quali sono i fattori che determinano l’efficacia della comunicazione e la facilità d’uso di un sito web e quali sono gli strumenti attraverso i quali è possibile valutarli.
Dalla navigazione, alla brand identity, dalla scrittura sul web, dal visual al responsive design.
Know why understanding Human Computer Interaction is important to deliver the best design. User Experience can only be enhanced when all these principles are utilized in the best possible way!
Emergent UX: Seducing the Six Minds - IXDA-NYCJohn Whalen
Presented in New York at IXDA-NYC 03-20-2015
Startups and large organizations alike have to be nimble and react to market change faster than ever. The entrepreneurs and intrapreneurs within these organizations know that, but don’t always have the right methods at their disposal to be successful. Our team has increasingly been asked to support these innovators and their teams to create exceptional User Experience Designs and gain organizational support of the process.
Emergent UX is a process we use to (1) deeply understand the users’ currently unmet needs on a cognitive, behavioral and emotional level, (2) create an open platform for innovation using the best of User-Centered Design, Design Thinking, and Lean Startup, and (3) gather critical insights about stakeholders and harness persuasive psychology to positively align the team on goals, ultimately nurturing both the product and the team behind it.
Presentazione sulle esperienze dirette del team di progettazione centrata sugli utenti di Sketchin all'interno di progetti realizzati con metodologie agili
This document discusses the underlying psychology relevant to user experience (UX) design. It covers 5 aspects of psychology: 1) perception - how people group and make sense of visual elements, 2) motivation - what initiates and sustains human behavior, 3) emotion - how emotions can be positively or negatively influenced by design, 4) behavior - how to observe how people interact with interfaces, and 5) creativity and play - how everyone has creative abilities and games can engage users. The document emphasizes designing for human psychology rather than just for functionality.
This document provides an overview of user experience (UX) design. It discusses defining user and business goals through research, creating user profiles and personas, using information architecture to structure a site or app, designing based on data and analytics, and iterating the design. The key aspects covered are understanding users through subjective and objective research, creating a user journey and stories, wireframing screens, and using data from sources like analytics, heat maps and search logs to drive an iterative design process. The overall message is that UX design is an iterative journey to create a good user experience that achieves both user and business goals.
The document discusses basic design principles for contrast, repetition, alignment, proximity, and color. It explains that contrast allows emphasis on important elements, repetition creates consistency and relationships, alignment creates visual connections, proximity groups similar information, and whitespace and color are also important design elements.
The document discusses the relationship between psychology and user experience design (UXD). It notes that psychology now informs UXD through areas like persuasive design, social interfaces, and changing user behaviors. The user is viewed as both a psychological and social system, as digital interactions extend cognitive processes and social dynamics. For enterprise contexts, UXD can focus on enabling sociality to encourage collaboration and knowledge sharing. The document argues that UXD needs to more deeply integrate perspectives from fields like social psychology to design richer psychological and social experiences for complex users.
Psychology is the science that studies human behavior and mental processes, both conscious and unconscious. It aims to describe, explain, predict, and alter human experience patterns. Applying psychological principles in technology can lead to variable rewards and delight by leveraging things like curiosity, framing effects, and heuristics. To get started learning about psychology in user experience design, one could find patterns in user behavior, get creative in solution design, find relevant papers on the topic, and read recommended books on experience design, seductive interaction design, behavioral economics, and more.
In our daily life, we are constantly bombarded with websites, applications, and games that push us to exercise, buy products, quit smoking, use the public transport and more…How do they manage to persuade us? How do these technologies motivate us and hijack our decision-making processes?
This talk was originally given at the Pint of Science festival.
Quite interesting discussion on evolutionary psychology and UX by Laura Gordon and Hazel Bolton for NUX 02/02/15.
Covers some broad CX and Evolution based ideas we thought may be interesting to discuss with a group of passionate UX talent.
From DNA to to forms and captchas it;s a diverse slide set.
Red Herrings: Debunking the Pop Psychology of Color (UXPA 2014 Elizabeth Allen)Centralis
It’s no secret that color is important to designers: when employed correctly, color not only looks pretty, but also can capture attention, convey a message, and toy with emotions. The problem is, UXers often miss the mark when thinking about how to use color effectively – we rely on “pop psychology” knowledge that hasn’t been supported by scientific research, or even worse, is just plain wrong. In this presentation, I’ll use fun visual demos and interesting color perception research to explore the RIGHT ways to use color to communicate emotion, significance, and meaning when designing user experiences. I’ll also discuss how to design more accessible experiences for people with color perception problems, such as colorblind and older users. You will leave the session with a number of flexible color-choice strategies for designs that are more memorable, meaningful, and easier to use!
Waterfalls are great to watch... Iterative Design Thinkingnois3
But when you work on digital products working with waterfall methodologies is way too risky. Worst: you start building something on wrong assumptions and it takes forever to deliver.Either you are a big enterprise or a small startup, building great mobile products “per sé” doesn’t make any sense. You’ll always need to build them for your people.I will be presenting you the set of methods we use in nois3:Iterative Design based on multidisciplinary teams working on Jams/Sprints is fantastic to Define, Prototype, and Repeat. Adding a flavor of Data Driven UX will be your game changer to Discover.
The document discusses principles of user experience (UX) design from a psychological perspective. It introduces concepts like motivation, cognition, emotion, behavior, and consistency as frameworks for understanding how people think and interact with systems. The document advocates applying insights from fields like behavioral psychology to craft better user experiences and generate ideas by understanding common human capabilities, limitations, and biases.
In questa presentazione, ho provato a percorrere la strada che ha portato dal modello "classico" della Human-Computer-Interaction all'attuale modello dello User-Experience Design, un "cappello" multi-disciplinare sotto il quale oggi si raccolgono diverse competenze, pratiche e metodologie (architettura delle informazioni, etnografia, interaction design, graphic and visual design, web/software design and development, user-testing, per dirne alcune) utilizzate per la progettazione e la realizzazione non solo di interfacce (software/applicative, web, mobile, ecc.) ma anche e soprattutto di servizi (cross-canale, cross-device, multi-ambiente) e di vere e proprie "esperienze utente". Da qui, ho provato a guardare al futuro, dallo UXD delle reti sociali alle contraddizioni fra convergenza delle metafore d'interazione e frammentazione dei medium di fruizione, per arrivare a immaginare di poter parlare un giorno di "Humanity-Cloud Interaction".
Lo scorso anno abbiamo iniziato ad esplorare MonoTouch come strumento per lo sviluppo di applicazioni Line of Business (LOB) su iPad ed iPhone, tenendo in particolare considerazione la possibilità di far girare gran parte del codice, in particolare la logica di business, su altre piattaforme (mobile, ma anche desktop e server).
Ad un anno di distanza possiamo fare un resoconto dell'esperienza (ancora in corso) avuta con questo tool, vedendo alcune ricette pratiche che consentano di utilizzarlo in modo più efficiente e discutendo insieme su quando ha effettivamente senso sceglierlo, evitarlo o addirittura affiancarlo rispetto ad altri strumenti e tecnologie, tra cui ovviamente quelli basati su HTML5.
we are nois3 a creative web agency based in Rome, Italy.
nois3 is an iteration of nois3lab, the design studio we started in 2007.
nois3 is built on some hard-earned lessons that taught us to be more
agile, fluid and flexible.
We focus on the customer needs and continuos delivery of valuable software.
Business people, creatives and developers must work together daily throughout the
project in order to promote sustainable and suitable products and services.
At nois3, you talk directly to people involved with building your project.
In case we don't have a particular skill set required for it, we hire it from the market and take full responsibility for the quality and timing.
Jacopo Pasquini in Open Campus. Usability & UX: 10 consigli per il tuo sito webOpen Campus Tiscali
In che modo è possibile capire se un sito è solo bello o funzionale, efficace e soprattutto in grado di raggiungere gli obiettivi di business dell’azienda?
Esistono moltissime linee guida di buona progettazione per valutare il web design prodotte dai maggiori esperti internazionali del settore. Jacopo Pasquini, autore, insieme a Simone Giomi, del libro “Web usability” propone una sintesi completa e ragionata di queste linee guida: una check-list basata su 10 punti, 10 mini consulenze frutto dell’ esperienza professionale e teorica sua e del suo team che vi permetterà di valutare l’usabilità e la user experience di un sito web.
Durante la lezione verranno analizzati quali sono i fattori che determinano l’efficacia della comunicazione e la facilità d’uso di un sito web e quali sono gli strumenti attraverso i quali è possibile valutarli.
Dalla navigazione, alla brand identity, dalla scrittura sul web, dal visual al responsive design.
Know why understanding Human Computer Interaction is important to deliver the best design. User Experience can only be enhanced when all these principles are utilized in the best possible way!
Emergent UX: Seducing the Six Minds - IXDA-NYCJohn Whalen
Presented in New York at IXDA-NYC 03-20-2015
Startups and large organizations alike have to be nimble and react to market change faster than ever. The entrepreneurs and intrapreneurs within these organizations know that, but don’t always have the right methods at their disposal to be successful. Our team has increasingly been asked to support these innovators and their teams to create exceptional User Experience Designs and gain organizational support of the process.
Emergent UX is a process we use to (1) deeply understand the users’ currently unmet needs on a cognitive, behavioral and emotional level, (2) create an open platform for innovation using the best of User-Centered Design, Design Thinking, and Lean Startup, and (3) gather critical insights about stakeholders and harness persuasive psychology to positively align the team on goals, ultimately nurturing both the product and the team behind it.
Presentazione sulle esperienze dirette del team di progettazione centrata sugli utenti di Sketchin all'interno di progetti realizzati con metodologie agili
This document discusses the underlying psychology relevant to user experience (UX) design. It covers 5 aspects of psychology: 1) perception - how people group and make sense of visual elements, 2) motivation - what initiates and sustains human behavior, 3) emotion - how emotions can be positively or negatively influenced by design, 4) behavior - how to observe how people interact with interfaces, and 5) creativity and play - how everyone has creative abilities and games can engage users. The document emphasizes designing for human psychology rather than just for functionality.
This document provides an overview of user experience (UX) design. It discusses defining user and business goals through research, creating user profiles and personas, using information architecture to structure a site or app, designing based on data and analytics, and iterating the design. The key aspects covered are understanding users through subjective and objective research, creating a user journey and stories, wireframing screens, and using data from sources like analytics, heat maps and search logs to drive an iterative design process. The overall message is that UX design is an iterative journey to create a good user experience that achieves both user and business goals.
The document discusses basic design principles for contrast, repetition, alignment, proximity, and color. It explains that contrast allows emphasis on important elements, repetition creates consistency and relationships, alignment creates visual connections, proximity groups similar information, and whitespace and color are also important design elements.
The document discusses the relationship between psychology and user experience design (UXD). It notes that psychology now informs UXD through areas like persuasive design, social interfaces, and changing user behaviors. The user is viewed as both a psychological and social system, as digital interactions extend cognitive processes and social dynamics. For enterprise contexts, UXD can focus on enabling sociality to encourage collaboration and knowledge sharing. The document argues that UXD needs to more deeply integrate perspectives from fields like social psychology to design richer psychological and social experiences for complex users.
Psychology is the science that studies human behavior and mental processes, both conscious and unconscious. It aims to describe, explain, predict, and alter human experience patterns. Applying psychological principles in technology can lead to variable rewards and delight by leveraging things like curiosity, framing effects, and heuristics. To get started learning about psychology in user experience design, one could find patterns in user behavior, get creative in solution design, find relevant papers on the topic, and read recommended books on experience design, seductive interaction design, behavioral economics, and more.
In our daily life, we are constantly bombarded with websites, applications, and games that push us to exercise, buy products, quit smoking, use the public transport and more…How do they manage to persuade us? How do these technologies motivate us and hijack our decision-making processes?
This talk was originally given at the Pint of Science festival.
Quite interesting discussion on evolutionary psychology and UX by Laura Gordon and Hazel Bolton for NUX 02/02/15.
Covers some broad CX and Evolution based ideas we thought may be interesting to discuss with a group of passionate UX talent.
From DNA to to forms and captchas it;s a diverse slide set.
Red Herrings: Debunking the Pop Psychology of Color (UXPA 2014 Elizabeth Allen)Centralis
It’s no secret that color is important to designers: when employed correctly, color not only looks pretty, but also can capture attention, convey a message, and toy with emotions. The problem is, UXers often miss the mark when thinking about how to use color effectively – we rely on “pop psychology” knowledge that hasn’t been supported by scientific research, or even worse, is just plain wrong. In this presentation, I’ll use fun visual demos and interesting color perception research to explore the RIGHT ways to use color to communicate emotion, significance, and meaning when designing user experiences. I’ll also discuss how to design more accessible experiences for people with color perception problems, such as colorblind and older users. You will leave the session with a number of flexible color-choice strategies for designs that are more memorable, meaningful, and easier to use!
Waterfalls are great to watch... Iterative Design Thinkingnois3
But when you work on digital products working with waterfall methodologies is way too risky. Worst: you start building something on wrong assumptions and it takes forever to deliver.Either you are a big enterprise or a small startup, building great mobile products “per sé” doesn’t make any sense. You’ll always need to build them for your people.I will be presenting you the set of methods we use in nois3:Iterative Design based on multidisciplinary teams working on Jams/Sprints is fantastic to Define, Prototype, and Repeat. Adding a flavor of Data Driven UX will be your game changer to Discover.
The document discusses principles of user experience (UX) design from a psychological perspective. It introduces concepts like motivation, cognition, emotion, behavior, and consistency as frameworks for understanding how people think and interact with systems. The document advocates applying insights from fields like behavioral psychology to craft better user experiences and generate ideas by understanding common human capabilities, limitations, and biases.
In questa presentazione, ho provato a percorrere la strada che ha portato dal modello "classico" della Human-Computer-Interaction all'attuale modello dello User-Experience Design, un "cappello" multi-disciplinare sotto il quale oggi si raccolgono diverse competenze, pratiche e metodologie (architettura delle informazioni, etnografia, interaction design, graphic and visual design, web/software design and development, user-testing, per dirne alcune) utilizzate per la progettazione e la realizzazione non solo di interfacce (software/applicative, web, mobile, ecc.) ma anche e soprattutto di servizi (cross-canale, cross-device, multi-ambiente) e di vere e proprie "esperienze utente". Da qui, ho provato a guardare al futuro, dallo UXD delle reti sociali alle contraddizioni fra convergenza delle metafore d'interazione e frammentazione dei medium di fruizione, per arrivare a immaginare di poter parlare un giorno di "Humanity-Cloud Interaction".
Lo scorso anno abbiamo iniziato ad esplorare MonoTouch come strumento per lo sviluppo di applicazioni Line of Business (LOB) su iPad ed iPhone, tenendo in particolare considerazione la possibilità di far girare gran parte del codice, in particolare la logica di business, su altre piattaforme (mobile, ma anche desktop e server).
Ad un anno di distanza possiamo fare un resoconto dell'esperienza (ancora in corso) avuta con questo tool, vedendo alcune ricette pratiche che consentano di utilizzarlo in modo più efficiente e discutendo insieme su quando ha effettivamente senso sceglierlo, evitarlo o addirittura affiancarlo rispetto ad altri strumenti e tecnologie, tra cui ovviamente quelli basati su HTML5.
Introduzione al sistema operativo Android durante il Workshop tenuto il 12 maggio 2012 dal Google Technology User Group di Perugia presso Evonove s.r.l.
Il workshop si è concluso con la creazione di un browser mobile.
Programmiamo iPhone e iPad (e non solo!) con MonoTouchStefano Ottaviani
MonoTouch ha delle caratteristiche che lo differenziano rispetto agli altri framework per lo sviluppo su iPhone / iPad: vediamo quali sono, che vantaggi ci possono dare e in che modo possono rivelarsi più divertenti :), in particolar modo nell'ambito delle applicazioni LOB (Line of Business).
Anche se MonoTouch non è direttamente cross-platform, cercheremo inoltre di dare uno sguardo a come organizzare i nostri progetti in modo tale da farli girare anche su altri device, in particolare Android, Windows Phone 7, e perché no, desktop e netbook, col minor sforzo possibile.
Corso WebApp iOS - Lezione 04: iOS UI DesignAndrea Picchi
Presentazione del Paradigma Page Model dell’iPhone e presentazione del Paradigma Block Model dell’iPad.
Approccio per portare un i contenuti da Desktop a Mobile.
Passare dallo Sketch al Prototipo a bassa risoluzione dell’Interfaccia iOS.
App vs Mobile website: quale lo scenario vincente?Websolute
Come cambia la user experience nel passaggio da web a mobile? E come scegliere tra app e web app? A Branding 2.0 2012, Claudio Tonti di Websolute risponde a queste domande, indicandoci fattori critici di scelta quali qualità dell'interfaccia, potenza di calcolo, revenue, integrazione con altre applicazioni.
Un bit di accessibilità su dispositivi mobiliMattia Ducci
Concetti di base per la programmazione di accessibilità su dispositivi mobili. Da Android e iOS nativi a Xamarin Forms, un framework cross-platform molto diffuso
5. Principi di User Interface
• Le UI esistono per permettere interazioni
• Mantenere l’attenzione, sempre
• Consistenza e pertinenza sono importanti!
• Un’azione primaria per schermata
• Le azioni secondarie... sono secondarie!
5
6. Le UI che si sfideranno oggi
iOS Android Metro
6
7. iOS - User Interface Pro
• Luccicante e sfavillante!
• Ha dettato molti standard
• No pulsanti fisici
• Stile molto curato
7
8. iOS - User Interface Cons
• Lo stile inizia a essere datato
• Barre invadenti
• Troppe app uguali
• Distinguersi è rischioso
8
9. Android - User Interface Pro
• UI rinnovata e pulita
• Style Guide pubblica
• Molte icone
• Look alla “Tron”
• Molte azioni con swipe
9
10. Android - User Interface Cons
• Scarsa diffusione ICS-design
• Migliorata, ma non del tutto
• Differenze “forzate”
• Sense, TouchWiz, ecc...
10
11. Metro - User Interface Pro
• Ritorno all’essenziale
• Cura dettagli
• Content-centric design
• Transizioni fluide
11
12. Metro - User Interface Cons
• Forse troppo essenziale?
• UX ancora acerba
• Sarà meglio compresa con
Windows 8
12
13. Parte 2:
Cross platform
Illustrazione:
Will Phillips Jr
13
14. Qual’è il punto?
Realizzare User Interface consistenti
attraverso tutte e 3 le piattaforme.
14
15. Perché dovrei?
Perché la realtà del mercato (e quindi di
chi ci commissiona app) è che esistono 3
piattaforme.
15
16. Casi di una UI cross-platform
• il cliente punta a un’utenza vasta
• si lavora con feature comuni
• sviluppo con soluzioni “bridge” (HTML5)
• c’è una controparte Web
16
17. Quando invece NO
• vogliamo il massimo dalla piattaforma
• per correre meno rischi
• è “solo” un’app
• voglio conferire esclusività
17
18. Esiste la UI universale?
Può darsi, ma intanto possiamo prendere
il meglio da queste 3 e amalgamarlo nelle
nostre app!
18
19. Parte 3:
Case histories
Foto:
“Ocean view branch” - Orange
County Archives
19