This document provides guidance on mobile web design. It emphasizes the importance of thorough analysis upfront, including understanding users and the mobile devices they use. The document outlines steps like creating user personas, mapping user tasks, and analyzing common phone specifications. It also discusses whether to build a mobile site or app and considerations for the design process like navigation, interactions, and testing with users. The overall goal is to provide a framework to help designers create successful mobile web experiences.
This document summarizes a student's observations and questions about potential design opportunities to improve user experiences and interfaces in various everyday situations. The student documented their observations of issues with controlling music players while cycling, managing reading time efficiently as a student, silencing keyboards during lectures, keeping utensils stable on food packages, designing less environmentally harmful mobile phones, and reducing boredom on subway rides. They posed questions about potential solutions such as gesture-based music control, technology to instantly inject information into memory, silent keyboards, more stable utensil holders, alternative phone form factors, and interactive windows or entertainment options on subways.
SMARCOS CNR Paper Workshop Distributed UISmarcos Eu
This document discusses an approach to specifying distributed user interfaces using the MARIA language. The approach allows designers to specify distribution at various levels of granularity, from individual interface elements to entire presentations. It uses CARE properties - complementarity, assignment, redundancy, equivalence - to indicate how elements are distributed across devices. Examples show how interactors can be distributed according to CARE properties both within and across devices to create flexible, distributed user interfaces. The goal is to support multi-device environments and allow generation of implementations for different platforms from a single specification.
Context-aware personal-attentive systemsSmarcos Eu
The document describes research on personal attentive systems (PAS) that aim to provide feedback to users at optimal times and through appropriate modalities based on their context. It outlines the conceptual architecture of a PAS including components for collecting raw context data, interpreting the data to infer the user's situation, modeling contextual domain knowledge, reasoning over the context to classify accessible devices, and making decisions about providing personalized and timed feedback. The goal is to evaluate PAS for helping users develop healthy habits by intervening at relevant moments and adapting the feedback based on the inferred context. Future work includes implementing and integrating the individual components and conducting field studies.
Evaluating Informative Auditory and Tactile Cues for In-vehicle Information S...Smarcos Eu
This document summarizes a study that evaluated informative auditory and tactile cues for conveying priority levels of in-vehicle information system messages. The study designed sound and vibration cues to represent four priority levels and tested them under different driving load conditions. Results showed that participants quickly learned and accurately identified the cues. Vibration cues were identified more accurately and interfered less with driving than sound cues, but sounds had faster response times and were more comfortable. The study serves as a first step toward using informative interruption cues to help drivers manage attention between driving and in-vehicle messages.
The document describes a conceptual architecture for personal attentive systems that aims to provide the right feedback to users at the right time by inferring context from sensor data, detecting patterns in daily routines, and reasoning about available devices and message urgency to determine how and when to deliver notifications. It reports on initial research results and outlines plans to implement a prototype that integrates all components and validates the approach through field studies.
The Smarcos newsletter covers the Consortium activities around the project. This fourth issue reviews Smarcos progress during the second year of the project (March 2011 - 2012)
SMARCOS Abstract Paper submitted to ICCHP 2012Smarcos Eu
This study is part of the European project "Smarcos" (http://www.smarcos-project.eu/) that includes among its goals the development of services which are specifically designed and accessible for blind users.
In this paper we present the prototype application designed to make the main phone features available in a way which is accessible for a blind user. The prototype has been developed to firstly evaluate the interaction modalities based on gestures, audio and vibro-tactile feedback.
SMARCOS PHILIPS RESEARCH LABS Educational Final Report Master ThesisNiels Mol...Smarcos Eu
This document summarizes a concept that provides support to type 2 diabetes patients in making healthy food choices in the supermarket. The concept is a shopping bag that can generate visual feedback to indicate the healthiness of products when they are presented to the bag. This allows patients to easily check and compare products to help make informed decisions that are in line with their diet. The goal is to empower patients by giving them helpful information at the moment of decision-making in the supermarket.
This document summarizes a student's observations and questions about potential design opportunities to improve user experiences and interfaces in various everyday situations. The student documented their observations of issues with controlling music players while cycling, managing reading time efficiently as a student, silencing keyboards during lectures, keeping utensils stable on food packages, designing less environmentally harmful mobile phones, and reducing boredom on subway rides. They posed questions about potential solutions such as gesture-based music control, technology to instantly inject information into memory, silent keyboards, more stable utensil holders, alternative phone form factors, and interactive windows or entertainment options on subways.
SMARCOS CNR Paper Workshop Distributed UISmarcos Eu
This document discusses an approach to specifying distributed user interfaces using the MARIA language. The approach allows designers to specify distribution at various levels of granularity, from individual interface elements to entire presentations. It uses CARE properties - complementarity, assignment, redundancy, equivalence - to indicate how elements are distributed across devices. Examples show how interactors can be distributed according to CARE properties both within and across devices to create flexible, distributed user interfaces. The goal is to support multi-device environments and allow generation of implementations for different platforms from a single specification.
Context-aware personal-attentive systemsSmarcos Eu
The document describes research on personal attentive systems (PAS) that aim to provide feedback to users at optimal times and through appropriate modalities based on their context. It outlines the conceptual architecture of a PAS including components for collecting raw context data, interpreting the data to infer the user's situation, modeling contextual domain knowledge, reasoning over the context to classify accessible devices, and making decisions about providing personalized and timed feedback. The goal is to evaluate PAS for helping users develop healthy habits by intervening at relevant moments and adapting the feedback based on the inferred context. Future work includes implementing and integrating the individual components and conducting field studies.
Evaluating Informative Auditory and Tactile Cues for In-vehicle Information S...Smarcos Eu
This document summarizes a study that evaluated informative auditory and tactile cues for conveying priority levels of in-vehicle information system messages. The study designed sound and vibration cues to represent four priority levels and tested them under different driving load conditions. Results showed that participants quickly learned and accurately identified the cues. Vibration cues were identified more accurately and interfered less with driving than sound cues, but sounds had faster response times and were more comfortable. The study serves as a first step toward using informative interruption cues to help drivers manage attention between driving and in-vehicle messages.
The document describes a conceptual architecture for personal attentive systems that aims to provide the right feedback to users at the right time by inferring context from sensor data, detecting patterns in daily routines, and reasoning about available devices and message urgency to determine how and when to deliver notifications. It reports on initial research results and outlines plans to implement a prototype that integrates all components and validates the approach through field studies.
The Smarcos newsletter covers the Consortium activities around the project. This fourth issue reviews Smarcos progress during the second year of the project (March 2011 - 2012)
SMARCOS Abstract Paper submitted to ICCHP 2012Smarcos Eu
This study is part of the European project "Smarcos" (http://www.smarcos-project.eu/) that includes among its goals the development of services which are specifically designed and accessible for blind users.
In this paper we present the prototype application designed to make the main phone features available in a way which is accessible for a blind user. The prototype has been developed to firstly evaluate the interaction modalities based on gestures, audio and vibro-tactile feedback.
SMARCOS PHILIPS RESEARCH LABS Educational Final Report Master ThesisNiels Mol...Smarcos Eu
This document summarizes a concept that provides support to type 2 diabetes patients in making healthy food choices in the supermarket. The concept is a shopping bag that can generate visual feedback to indicate the healthiness of products when they are presented to the bag. This allows patients to easily check and compare products to help make informed decisions that are in line with their diet. The goal is to empower patients by giving them helpful information at the moment of decision-making in the supermarket.
The document provides an overview of the SMARCOS project, which aims to enable interoperability between embedded systems through transparent information fusion on user interfaces, context, and profiles. The project has 17 partners across 7 countries and a budget of 14 million euros over 3 years, led by Nokia with technical leadership from VTT. It focuses on use cases like wellness devices, aviation systems, and vehicles for the disabled. The goals are to deliver software and modeling methods for building interoperable embedded systems and to standardize and provide open source solutions to gain industry adoption.
Gracie and Lane are gators who live in a swamp. Gracie likes Lane and bats her eyelashes at him, causing Lane to fall in love with her. Every day, the couple swims through the swamp looking for food, with Lane letting Gracie eat from the left side and Gracie letting Lane eat from the right side when those sides have more food. One day they find two picnic blankets with different amounts of hamburgers on each side and take turns eating the greater amounts according to their usual system.
SMARCOS HIG Paper on Designing Touch Screen InterfacesSmarcos Eu
This document discusses considerations for designing user interfaces for touch screen devices. It begins by providing background on the rise of touch screens. It then emphasizes the importance of understanding the touch screen technology being used, as this will impact the user interface design. The two main types of touch screen technology are described at a high level - capacitive and resistive. Capacitive touch screens provide better touch response but are more expensive, while resistive screens are cheaper but less smooth. The document also notes that other hardware components beyond the touch screen need to be taken into account in user interface design. Overall, the key message is that touch screen technology and hardware constraints must be well understood to create an effective user interface for a given touch screen device.
SMARCOS Presentation Comic B2B: Smarcos leads the Complex Systems Control tak...Smarcos Eu
Smarcos is developing an electronic flight bag (EFB) system that provides a simpler and more user-friendly interface to improve flight preparation and safety. The Smarcos EFB allows pilots like Marcutzo to complete tasks more efficiently. Smarcos is also working on a vehicle management system that can automatically detect emergency situations, notify all relevant parties, and coordinate responses to minimize risks.
Multimodal Information Presentation for High-Load Human Computer Interaction Smarcos Eu
This document is Yujia Cao's PhD dissertation which investigates multimodal information presentation for high-load human computer interaction. The dissertation consists of an introduction, background section, three empirical studies, and a conclusion. The introduction discusses information presentation factors such as modality, spatial structure and temporal order. It also covers high-load task environments like crisis management and driving. The background section reviews literature on modality allocation and the relationship between modality and human cognition.
SMARCOS PHILIPS RESEARCH LABS Maastricht University Educational Ffinal Report...Smarcos Eu
This study investigated whether persuasive messages could increase physical activity levels during lunchtime, as measured by DirectLife activity monitors. 76 participants were randomized into an intervention group that received persuasive lunch walking messages or a control group. The messages aimed to increase total physical activity and reduce computer use during lunch breaks based on theories of persuasion. However, the results found no differences in physical activity levels, computer use, or effects of the messages between the two groups over the 4-week intervention period. The researchers concluded that the messages were likely not convincing enough and not tailored specifically to increase physical activity.
SMARCOS CNR Paper Supporting Transformations across user interfaceSmarcos Eu
The document discusses a tool that allows designers to create and edit model-to-model transformations between user interface descriptions at different levels of abstraction. The tool provides a graphical user interface that enables designers to visually map elements between source and target meta-models without requiring expertise in transformation languages. Designers can define single or multiple transformation rules, including conditional and hierarchical mappings. An initial user test found the tool effective for transformation tasks and usable by designers without deep knowledge of transformations.
This document describes an environment that allows end users without programming knowledge to create mashups by combining components from existing web applications. The environment uses a proxy server to inject scripts into web applications, allowing users to select and copy UI components, application logic, and data between applications. An example scenario demonstrates selecting a search form from Amazon, connecting it to search results from both Amazon and eBay, and combining them into a single application. The environment aims to simplify mashup creation without requiring specific tools, languages, or technical skills.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
This document summarizes the services offered by Brand Development Northampton including brand strategy, marketing, PR, digital media, websites, intranets, and creative design. They take a consultative approach to understand client needs and identify opportunities. Their experience spans print, digital, and social media platforms to develop brand identities, marketing campaigns, and online presences.
This document discusses various options for ingesting data onto Amazon Web Services (AWS), including AWS Direct Connect for dedicated private connectivity, transferring data over the public internet, and using the AWS Import/Export service to physically transfer storage devices. It provides details on AWS' global infrastructure, regions and availability zones, and data ingestion techniques. Encryption options for data stored on AWS like S3 are also summarized.
The document discusses designing mobile applications. It covers identifying user needs through observation, brainstorming concepts to address those needs, and presenting app concepts. Key aspects of mobile design like focused content, unique features, and considering usage contexts like home, transit, and being lost are reviewed. The document emphasizes instant feedback, limiting modal alerts, and using confirmations carefully in mobile app communications with users.
The document discusses 10 common mistakes that product managers make when conducting user research and gathering customer feedback. The mistakes include only asking users what they want without understanding the problem context, not triangulating research findings, gathering too much data without a clear purpose, misunderstanding statistical significance, jumping into solutions too quickly without understanding the problem, confusing the purposes of focus groups and usability testing, and misusing A/B testing to resolve internal debates rather than make evidence-based design decisions. The document provides examples and explanations for each mistake and how to avoid them.
Thank you for joining in! Where is a very big chance that you are curious about mobile apps and looking to find out more about it or maybe even start designing one on your own. Or, you are a mobile developer, who wants to improve your skills in mobile app design and learn awesome stuff which could definitely improve your app?
If so - that’s exactly what we’re going to do with this presentation! I’m going to help you take your first step towards the great looking and user-friendly mobile app design!
That’s what this presentation is about: taking an idea from a rough concept to a polished experience that your users will love.
The Ultimate Guide on How to Launch Your Own Mobile App!John Andric
To make your business to new heights it is now a must requirement to have a mobile application that represents your business. A mobile help not only helps you to reach new potential customers but also builds an online presence for your brand's image. This step-by-step guide will lead you throughout the journey to make your very own mobile app.
Content strategy for mobile by letruongan.comAn Le Truong
Lê Trường An – Dịch giả – Tác giả – Marketer – chuyên thực hiện các dự án SEO, Social Media, Dịch thuật và xuất bản nội dung. Ngoài ra, Lê Trường An liên tục cập nhật nội dung blog với các chủ đề SEO, Marketing và nhiều hơn nữa…
---
Content Creator Lê Trường An
Chuyên viên Marketing – Tác giả - Dịch giả tại letruongan.com
Chuyên viên Marketing tại BrainCoach
Chuyên viên Content Marketing tại FoogleSEO
Dịch vụ Marketing – SEO – Content Marketing
This paper looks beyond the mechanics of conventional web design to identify the differentiating factors for a good mobile offering. Specifically, this paper concentrates on mobile experience through smartphones and tablets, including bespoke apps and mobile browsing.
Top 11 Mobile App Design Best Practices.pdfMarie Weaver
Businesses are increasingly using mobile apps to reach customers, whether through using their own app or providing support and information through other third-party apps.
User Persona Design in User Story Mapping.pdfStoriesOnBoard
Expert tips for user persona design in a user story map.
- Where to start with user personas?
- Type of user personas
- Expert tips from UI/UX designers
- How do user personas help with prioritization and release planning?
- User persona examples
The document provides an overview of the SMARCOS project, which aims to enable interoperability between embedded systems through transparent information fusion on user interfaces, context, and profiles. The project has 17 partners across 7 countries and a budget of 14 million euros over 3 years, led by Nokia with technical leadership from VTT. It focuses on use cases like wellness devices, aviation systems, and vehicles for the disabled. The goals are to deliver software and modeling methods for building interoperable embedded systems and to standardize and provide open source solutions to gain industry adoption.
Gracie and Lane are gators who live in a swamp. Gracie likes Lane and bats her eyelashes at him, causing Lane to fall in love with her. Every day, the couple swims through the swamp looking for food, with Lane letting Gracie eat from the left side and Gracie letting Lane eat from the right side when those sides have more food. One day they find two picnic blankets with different amounts of hamburgers on each side and take turns eating the greater amounts according to their usual system.
SMARCOS HIG Paper on Designing Touch Screen InterfacesSmarcos Eu
This document discusses considerations for designing user interfaces for touch screen devices. It begins by providing background on the rise of touch screens. It then emphasizes the importance of understanding the touch screen technology being used, as this will impact the user interface design. The two main types of touch screen technology are described at a high level - capacitive and resistive. Capacitive touch screens provide better touch response but are more expensive, while resistive screens are cheaper but less smooth. The document also notes that other hardware components beyond the touch screen need to be taken into account in user interface design. Overall, the key message is that touch screen technology and hardware constraints must be well understood to create an effective user interface for a given touch screen device.
SMARCOS Presentation Comic B2B: Smarcos leads the Complex Systems Control tak...Smarcos Eu
Smarcos is developing an electronic flight bag (EFB) system that provides a simpler and more user-friendly interface to improve flight preparation and safety. The Smarcos EFB allows pilots like Marcutzo to complete tasks more efficiently. Smarcos is also working on a vehicle management system that can automatically detect emergency situations, notify all relevant parties, and coordinate responses to minimize risks.
Multimodal Information Presentation for High-Load Human Computer Interaction Smarcos Eu
This document is Yujia Cao's PhD dissertation which investigates multimodal information presentation for high-load human computer interaction. The dissertation consists of an introduction, background section, three empirical studies, and a conclusion. The introduction discusses information presentation factors such as modality, spatial structure and temporal order. It also covers high-load task environments like crisis management and driving. The background section reviews literature on modality allocation and the relationship between modality and human cognition.
SMARCOS PHILIPS RESEARCH LABS Maastricht University Educational Ffinal Report...Smarcos Eu
This study investigated whether persuasive messages could increase physical activity levels during lunchtime, as measured by DirectLife activity monitors. 76 participants were randomized into an intervention group that received persuasive lunch walking messages or a control group. The messages aimed to increase total physical activity and reduce computer use during lunch breaks based on theories of persuasion. However, the results found no differences in physical activity levels, computer use, or effects of the messages between the two groups over the 4-week intervention period. The researchers concluded that the messages were likely not convincing enough and not tailored specifically to increase physical activity.
SMARCOS CNR Paper Supporting Transformations across user interfaceSmarcos Eu
The document discusses a tool that allows designers to create and edit model-to-model transformations between user interface descriptions at different levels of abstraction. The tool provides a graphical user interface that enables designers to visually map elements between source and target meta-models without requiring expertise in transformation languages. Designers can define single or multiple transformation rules, including conditional and hierarchical mappings. An initial user test found the tool effective for transformation tasks and usable by designers without deep knowledge of transformations.
This document describes an environment that allows end users without programming knowledge to create mashups by combining components from existing web applications. The environment uses a proxy server to inject scripts into web applications, allowing users to select and copy UI components, application logic, and data between applications. An example scenario demonstrates selecting a search form from Amazon, connecting it to search results from both Amazon and eBay, and combining them into a single application. The environment aims to simplify mashup creation without requiring specific tools, languages, or technical skills.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
This document summarizes the services offered by Brand Development Northampton including brand strategy, marketing, PR, digital media, websites, intranets, and creative design. They take a consultative approach to understand client needs and identify opportunities. Their experience spans print, digital, and social media platforms to develop brand identities, marketing campaigns, and online presences.
This document discusses various options for ingesting data onto Amazon Web Services (AWS), including AWS Direct Connect for dedicated private connectivity, transferring data over the public internet, and using the AWS Import/Export service to physically transfer storage devices. It provides details on AWS' global infrastructure, regions and availability zones, and data ingestion techniques. Encryption options for data stored on AWS like S3 are also summarized.
The document discusses designing mobile applications. It covers identifying user needs through observation, brainstorming concepts to address those needs, and presenting app concepts. Key aspects of mobile design like focused content, unique features, and considering usage contexts like home, transit, and being lost are reviewed. The document emphasizes instant feedback, limiting modal alerts, and using confirmations carefully in mobile app communications with users.
The document discusses 10 common mistakes that product managers make when conducting user research and gathering customer feedback. The mistakes include only asking users what they want without understanding the problem context, not triangulating research findings, gathering too much data without a clear purpose, misunderstanding statistical significance, jumping into solutions too quickly without understanding the problem, confusing the purposes of focus groups and usability testing, and misusing A/B testing to resolve internal debates rather than make evidence-based design decisions. The document provides examples and explanations for each mistake and how to avoid them.
Thank you for joining in! Where is a very big chance that you are curious about mobile apps and looking to find out more about it or maybe even start designing one on your own. Or, you are a mobile developer, who wants to improve your skills in mobile app design and learn awesome stuff which could definitely improve your app?
If so - that’s exactly what we’re going to do with this presentation! I’m going to help you take your first step towards the great looking and user-friendly mobile app design!
That’s what this presentation is about: taking an idea from a rough concept to a polished experience that your users will love.
The Ultimate Guide on How to Launch Your Own Mobile App!John Andric
To make your business to new heights it is now a must requirement to have a mobile application that represents your business. A mobile help not only helps you to reach new potential customers but also builds an online presence for your brand's image. This step-by-step guide will lead you throughout the journey to make your very own mobile app.
Content strategy for mobile by letruongan.comAn Le Truong
Lê Trường An – Dịch giả – Tác giả – Marketer – chuyên thực hiện các dự án SEO, Social Media, Dịch thuật và xuất bản nội dung. Ngoài ra, Lê Trường An liên tục cập nhật nội dung blog với các chủ đề SEO, Marketing và nhiều hơn nữa…
---
Content Creator Lê Trường An
Chuyên viên Marketing – Tác giả - Dịch giả tại letruongan.com
Chuyên viên Marketing tại BrainCoach
Chuyên viên Content Marketing tại FoogleSEO
Dịch vụ Marketing – SEO – Content Marketing
This paper looks beyond the mechanics of conventional web design to identify the differentiating factors for a good mobile offering. Specifically, this paper concentrates on mobile experience through smartphones and tablets, including bespoke apps and mobile browsing.
Top 11 Mobile App Design Best Practices.pdfMarie Weaver
Businesses are increasingly using mobile apps to reach customers, whether through using their own app or providing support and information through other third-party apps.
User Persona Design in User Story Mapping.pdfStoriesOnBoard
Expert tips for user persona design in a user story map.
- Where to start with user personas?
- Type of user personas
- Expert tips from UI/UX designers
- How do user personas help with prioritization and release planning?
- User persona examples
UK Mobile Devices Usage and Demographic Round Up by We Are AppsWe Are Apps
UK mobile device usage is on the rise, with over 50% of people now owning smartphones. Younger people and those in higher socioeconomic groups are more likely to own smartphones and tablets. Smartphone users are increasingly addicted to their devices and use them for a variety of activities like shopping. Location data shows that people use their phones wherever they go, relying heavily on Wi-Fi connectivity. When deciding between a mobile app or website, marketers should consider whether an app allows for more functionality or if a mobile-optimized website is sufficient.
Presented at FITC Toronto 2019
More info at www.fitc.ca/toronto
Bushra Mahmood
Unity Technologies
Overview
In this talk, Bushra Mahmood will explain how to articulate and pitch augmented reality as a viable medium to help solve problems. Learn about what makes an AR application come together on both mobile devices and headsets. Uncover different tools and methodologies for problem-solving and making a compelling story.
By properly understanding this technology and its parts, creatives can take an active role in shaping and defining this new space in computing.
Objective
Learn the tools and techniques required to pitch an augmented reality project.
Target Audience
Designers, product managers, product stakeholders.
Assumed Audience Knowledge
An understanding of product design and an awareness of AR
Five Things Audience Members Will Learn
The right language to use when explaining ‘spatial’ design
The different requirements and considerations for scoping an AR project
The tools that are currently available for AR authoring
Insights into what the near and far future will hold for this medium.
An example of an AR application pitch
The document discusses the shift from a "Mobile First" customer experience design strategy to a "Context First" strategy. It argues that while Mobile First recognized the importance of mobile devices, it had limitations because it focused only on mobile as the primary touchpoint rather than considering the full context of the customer's experience. Context First takes a broader view, using mobile devices and other data to understand the customer's complete environment, needs and goals in order to deliver highly personalized experiences. Examples of companies taking a Context First approach include EpicMix Ski and Rebecca Minkoff Digital Changing Rooms.
Personagraph is a company that has developed a solution called Personagraph to increase mobile advertising revenues through predictive marketing. Personagraph analyzes data from mobile devices to create private representations of users' behaviors, interests, and demographics. This allows advertisers to target ads based on predictions of consumer buying behavior while maintaining user privacy and control over personal data. Personagraph includes an SDK for mobile apps, a consumer dashboard, and a campaign manager tool.
This document provides summaries of 4 articles from 3Sixty, an expert organization, on digital topics. The first article discusses why Near Field Communication (NFC) technology will become widely used for digital payments and sharing contact and media information by tapping phones together. The second article provides tips for designing websites that can be easily viewed on both tablets and smartphones, such as increasing text size and simplifying navigation. The third article discusses best practices for using social media, including listening, engaging, and providing value to followers. The fourth article explores the utility of smartphone applications and how they can guide users through purchasing processes.
The document outlines 5 common misconceptions ("big lies") about developing mobile applications for businesses. The lies are: 1) a mobile presence is enough, 2) existing APIs allow easy app development, 3) internal creative teams can design interfaces, 4) internal staff can handle development, and 5) security can be addressed later. The document argues that mobile requires a new approach across design, development, integration and security in order to provide real business value.
Consumers continued to become more technologically savvy in 2012. Tablets, smartphones and even traditional computers all worked in tandem to help customers shop. Today’s digital marketers must adapt and evolve their messages to speak to this customer across multiple channels or devices.
The Marketing Strategists from Bronto’s Professional Services team are on the front lines of digital marketing; they help clients drive sales by optimizing and evolving email, mobile and social programs. Each strategist looks into the future and shares his or her predictions for upcoming trends and the tools that will be essential in 2013.
High level intro to User Personas, Customer Journey, Kano Model, and Behavior. Part of a series of training presentations in Digital topics.
Presentation excerpt from Udemy course "Digital Product Management" http://udemy.com/digital-product-management
Context First: The Next Wave of Experience DesignTony Fross
The ubiquity of smartphones has driven many companies to adopt a Mobile First strategy. However, at its core, Mobile First is just a UX strategy, not a holistic approach to customer experience. Only focusing on mobile solves for a relatively limited scope of a customer’s needs. Context First seeks to understand the complete environment surrounding the customer: who is using it, where they are using it, and what their relationship is to the brand. By applying this broader, device agnostic lens, experience designers can deliver a customer experience that is highly personalized and more responsive to each phase in a customer’s decision journey.
User Empathy: Prioritizing Users in your UX ProcessMary Fran Wiley
A discussion on what user empathy is and how you can make sure that your UX process prioritizes users. Includes tips for doing this in WordPress. From WordCamp Chicago 2017
Similar to SMARCOS HIG Paper Mobile UX Design (20)
The Personal Diabetes Coaching system monitors medicine adherence, physical activity, and glucose values for diabetes patients through connected devices. It analyzes daily behavior contextually and provides feedback through multiple devices like TVs, phones, and refrigerators to coach patients towards a healthier lifestyle. Doctors also benefit from more detailed information on patient medication adherence and behavior. The coaching is personalized based on daily routines and provides intelligent, context-aware feedback on any Internet-connected device.
Flyer co summit 2012 smarcos flyer ixonosSmarcos Eu
The SMARCOS project is developing a new human-computer interface called TV COMPASS that aims to improve the television viewing experience. TV COMPASS will allow users to access all of their desired content sources without leaving the television, open up new possibilities for content packaging and distribution through "apps", and provide a personalized yet shared viewing experience. The interface is designed to work across TVs, tablets, and mobile devices through cloud computing.
Flyer co summit 2012 smarcos flyer intecsSmarcos Eu
The document discusses a SMARCOS project that developed an Android application to help visually impaired users interact with touchscreen devices. The application aims to allow blind users to navigate and access information through touch gestures like scrolling, flicking, and tapping. Through testing with 20 users, the project identified effective gestures and feedback methods like vibration, vocal messages, and sounds. The goal is to analyze how well blind users can interact with and use smartphones.
Flyer co summit 2012 smarcos flyer indraSmarcos Eu
The document summarizes a collaborative synergy-navigation system project that explores using human-computer interfaces in peer-to-peer communication environments. The system allows vehicles to automatically broadcast information about themselves to a network of moving nodes in real-time. This allows any relevant data to be shown to intended users faster than individual devices alone. It provides services like real-time event notification and geo-positioning interfaces to help drivers and government agencies with traffic management. The system compiles, merges, filters and reports key information verbally from the shared data environment.
Flyer co summit 2012 smarcos flyer honeywellSmarcos Eu
The SMARCOS dNOTAM review application was developed to allow pilots to review Notice To AirMen (NOTAM) information in a graphical, self-explanatory format. The mock-up application displays dNOTAM information for different flight phases pictorially instead of traditional text format. It was created according to User Interface guidelines and validated the novel User Interface concept for Electronic Flight Bags. The application aims to prepare for future aerospace services relying on digital distribution of information to pilots.
The Web Migration Platform allows users to migrate web applications across different devices automatically while preserving interaction continuity. It is compatible with most client devices and accessible by multiple subscribers with data security. The platform offers total or partial migration of pages pushed or pulled from one device to another single or multiple targets. Example scenarios include migrating a search on Amazon from PC to tablet or search results on eBay from laptop to smartphone.
Smarcos centers its research on developing new interface designs and increasing usability for interconnected technology users encounter daily. It explores using embedded devices through contextual collaboration and natural human-computer interaction. The document outlines four pilots evaluating these concepts: aviation, monitoring, assistance for disabled people, and vehicle systems. The work iterates through design, implementation, and testing to enhance human-human and human-device interaction employing ubiquitous computing.
The document describes a typical day for Alex, a non-user of the Smart Composite Human-Computer Interfaces (SMARCOS) technology, and Marcutzo, a SMARCOS user. Alex experiences various problems and inconveniences throughout his day such as traffic jams, being late to work, missing the gym and a concert, and unhealthy eating habits due to a lack of time. Marcutzo, on the other hand, has an easier day with SMARCOS assisting him with tasks like making breakfast, avoiding accidents, signing contracts on time, receiving health tips, choosing exercises, and buying concert tickets. By the end of the day, Alex realizes he needs SMARCOS technology to make his life easier,
Mobile devices are increasingly becoming part of everyday
life for many different uses. These devices are mainly based
on using touch-screens, which is challenging for people
with disabilities. For visually-impaired people interacting
with touch-screens can be very complex because of the lack
of hardware keys or tactile references. Thus it is necessary
to investigate how to design applications, accessibility
supports (e.g. screen readers) and operating systems for
mobile accessibility. Our aim is to investigate interaction
modality so that even those who have sight problems can
successfully interact with touch-screens. A crucial issue
concerns the lack of HW buttons on the numpad. Herein
we propose a possible solution to overcome this factor. In
this work we present the results of evaluating a prototype
developed for the Android platform used on mobile
devices. 20 blind users were involved in the study. The
results have shown a positive response especially with
regard to users who had never interacted with touchscreens
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2. Content
1. Take mobile web design seriously ................................................................................................................ 3
2. Get things right from the start: analyze! ................................................................................................... 3
2.1. Get to know your users .............................................................................................................................. 3
.
2.2. Analyze the mobile phones your users have .................................................................................... 5
2.3. Define your concept ....................................................................................................................................6
3. Choose wisely: mobile site or application? ............................................................................................... 7
3.1. Choose to design for some or for all ..................................................................................................... 7
3.2. Decide which technologies are needed ..............................................................................................8
3.3. Select the road to accessibility................................................................................................................8
3.4. The right pick .................................................................................................................................................9
4. Face the design challenges ..............................................................................................................................9
4.1. Show your user the way: design a clear navigation plan .............................................................9
4.2. Assist your user by providing easy-to-use interaction methods ............................................10
4.3. Make sure that form follows function ..............................................................................................10
4.4. Test, test and test: listen to your users’ feedback .......................................................................... 11
5. Create your own success story ..................................................................................................................... 12
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3. Take mobile web design seriously
Viewing a website developed for a computer screen on a tiny mobile phone feels like sitting in
the front row of an Imax movie theater. You slowly become frustrated because you feel like you’re
missing the action and when it’s over you’ll leave with a headache.
Viewing a website designed for a computer screen on a phone screen often is an awful experience.
You really don’t want to confront your users with such an experience. If users have a bad experience
using your product, rest assured that they will avoid it in the future. Even worse, they will
discourage their friends and colleagues to try it. A good user experience will gain you loyalty and
trust. The user will be motivated to return and will even make publicity for your product. So, as mobile
web is gaining more and more followers, it is in your best interest to take mobile web seriously.
This white paper will put you on the right mobile design track. The first stop will be a thorough
analysis of your users and the mobile phones they use in order to define your concept. The second
station will explain the difference between a mobile site and a mobile application. Then we’ll travel
onwards to the final destination: design.
Buckle up, here we go!
Get things right from the start: analyze!
Don’t jump into the deep end before you can swim. The beginning of a mobile web success story is
always a good analysis.
So, how do you get your ducks in a row?
Get to know your users
Getting to know your users is a crucial part of the analysis phase. Knowing your users helps you to
focus your design on your users, and to address every user group in the appropriate way.
So one of the first questions you need to ask yourself is: whom
are you reaching out to? Do you have a specific audience, for
example teenagers, or a very diverse public?
Next, you should try to picture your audience in a mobile
context. In general, people use their phones, and therefore the
mobile web, on the go. This means mobile web sessions are
mostly short. Users need their information as quickly as possible.
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4. In order to create the best possible mobile concept, you should get a thorough insight into your
users and their exact context by asking the questions when and where. For example, do they use
their smart phones when waiting for the bus at a bus stop?
Then you can start thinking of the needs or tasks of your users in this mobile context. What do
users need or want to do? If we take the example of public transport users a bit further, perhaps
they would like to look up which bus to take and whether the bus they’re taking is on time or has
been delayed.
A couple of useful techniques for charting out your users are task matrices and personas.
A task matrix enables you to differentiate between users or user groups based on the tasks
they perform. For example, users of a mobile shopping list application could be differentiated in a
group that only wants to make a traditional shopping list, and another group that might want to
take it a step further by making a shopping list based on selected recipes or circumstances, like
a dinner party, for example. Personas, on the other hand, are detailed characterizations of typical
users. They may not be actual users, but they are described as such -often using photographs-,
which helps you to keep your focus on them. Having a clear idea of who your users are is essential
in figuring out how and when these persons would use your product. Personas help you make
good design decisions.
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5. Analyze the mobile phones your users have
Of course you can find general information on smart phone use in statistics, but those statistics
should be taken with a pinch of salt. For example, sales statistics on which phone is sold the most
don’t say anything about that phone being used to surf the web.
Identifying your users and their smart phones,
unlocks the path to the technical specifications
you need to dive into. What are the possibilities of
their smart phones, the type of browser...
Make a comparison of the specifications of the
smart phones used by your audience and find
the common denominators. The specifications
that you should definitely keep an eye out for are
screen resolutions, the supported interaction
methods, and if you’re thinking of taking things
a bit further than the basic stuff, you might also
want to check the other functionalities of the smart
phones.
We’ve already mentioned that designing for mobile is designing for a smaller screen, but before you
put your pen to paper, you will want to know the exact size of your canvas. So it’s definitely worth
looking at the most common screen resolutions and design for the lowest common denominator.
When analyzing the mobile phones of your users, it is important to include the differences
between the mobile operating systems (Mobile OS). The OS determines for a large part either the
browsers your mobile site needs to work on or the platform for your mobile application.
The supported interaction methods not only depend on the operating system, but also on the
hardware. It’s always good to check whether the smart phones in your target group have specific
interaction methods like a touch screen with a virtual keypad or a fixed keypad with for example a
track pad or jog ball for navigation purposes.
Check out the technologies supported by the mobile phones in your target group and see if you can
put them to use. Most phones have GPRS, Wi-Fi, Bluetooth, EDGE, … but every day new technologies
are added. So keep track and link the technologies to your users and their needs.
5
6. Define your concept
Because mobile phones accompany us everywhere, social network sites, such as Twitter, Facebook,
MySpace... were the first to go mobile. They all revolve around the fact that people want to share
personal information with friends, family or the world. So isn’t it great that you can share “what
you’re up to” immediately instead of
waiting until you reach a computer
connected to the Internet?
Social network sites have found an
easy transition to mobile, but how
do you go about?
Going mobile is all about toning
things down to the basics and to a
size that is manageable on a small
screen. Not only is the page size
smaller (size of the screen), but you
should also limit the number of
pages. Mobile phone processors aren’t as fast as those of regular computers so loading a web page
on a mobile phone is generally a bit slower.
When you define your mobile concept, make your users and their tasks the pivot: What are your
users’ most important tasks and needs in an “on the go” context? As a rule, skip everything the user
doesn’t necessarily need.
Let’s take the following banking example. If you compare money transfers with stock trading,
the latter would make the mobile cut. The very nature of stock trading is urgency. It is a fluctuating
business based on instant decisions, so a tool that allows users to quickly sell or buy stock would
be an added value. Most money transfers are not that urgent. Also because a transfer requires a lot
more input from a user, users may still prefer the full online banking tool.
If you are converting an existing site to mobile, it might be useful to check the statistics of your
site to get an idea of what the most popular functionalities are. Then you need to consider if those
functionalities are still useful in a mobile context.
“Going mobile is all about toning
things down to the basics”
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7. Choose wisely: mobile site or application
When you know your audience and you have defined your concept, you can start thinking about
how you want to take your concept mobile. Should you go for a mobile application or should you
offer a mobile site?
To make a well-considered choice, you can fall back on that user analysis you’ve made and go a bit
deeper into the technicalities of things.
Choose to design for some or for all
Today, quite some mobile applications are designed for specific mobile phones. Of course, the
strength of having an application built for a specific mobile phone is that the application is entirely
optimized for that type of phone. This strength is at the same time the disadvantage of those mobile
applications. Developing an app for a specific phone implies that you either target a specific user
group, or that you need to build and maintain multiple apps to reach out to your entire user base.
If you opt for a mobile site, your audience is not limited to the users of a specific type of phone. Every
user that has a mobile phone with a browser should be able to access it.
7
8. Decide which technologies are needed
If you want to use the GPS, compass, 3G and other functionalities or interaction techniques of
today’s mobile phones or if users need to be able to consult some of the content when working
offline, you should consider building a mobile app for the type of phone that is most popular
amongst your target audience.
A good example of using the built-in
technologies of a specific smart phone is an
application to compose a shopping list which
sorts the items on your list in the order of
the store you are at. In this case, you use the
built in GPS functionality of the targeted
smart phone.
Mobile sites need to work on the browsers that come with different types of smart phones. In that
way, the technology that you can use is limited to the capabilities of the mobile browsers. Of course,
as technologies advance, the gap between the possibilities of applications and sites will narrow.
Select the road to accessibility
Another big difference between mobile applications and mobile sites is that mobile sites are freely
accessible. The content of your mobile site will automatically be accessible through search engines.
In order to use mobile applications however, users need to
download them from an application store and install them to get
them to work. This means that with an application you can enjoy
extra publicity when users browse through application stores.
On the other hand, to be able to add your app to the store, you need
approval of the third party storeowner.
8
9. The right pick
Basically, choosing between a mobile app and a mobile site comes down to the user group
you want to target:
• Does your target group work with specific smart phones and is the use of technology like GPS
essential for your concept? Go for a mobile app on the platform(s) that are most popular with
your target group.
• If it is important that you reach out to a wide and diverse audience and the use of fancy
technologies comes second in line? Choose to build a mobile site that is accessible on any
phone with web access.
This is a great rule of thumb, but it’s not carved in stone. If you have developed a great application,
it will create its own audience. Comparing the pros and cons is always a good idea, but at the end it
comes down to one thing: what is the best suitable option for your business model?
Face the design challenges
When your groundbreaking concept is taking its final shape and you have a clear view on who your
users are and the technology they use, you can start designing your site or application.
Show your user the way: design a clear navigation plan
It is imperative for every app or site to offer the user a clear workflow. So start with high-level
wireframes and navigation flows before you go into a detailed design of every page. This enables
you to nip any flaws or gaps in the bud at an early stage, and prevents you from wasting time on the
detailed design of pages that don’t make the final cut.
Limit the number of pages or screens to what
is really necessary and keep the structure of the
mobile site or application as flat as possible.
Spend enough time thinking through how the
user will navigate from one page to another.
Navigation as we know it on full sites will be fairly
complex on a smaller screen, so optimize your
navigation for a smaller screen size. For example,
it might be better to group navigation options in
one main control than to make all options visible.
You could also make mobile navigation easier on your users by redirecting them to your mobile site
when detecting that they are using a mobile browser.
9
10. Assist your user by providing easy-to-use interaction methods
Nowadays graphical user interfaces on computers are optimized for using a mouse as an input
device. Guess what: mobile phones don’t work with mice. At best, they include a
stylus, track pad, track ball, joy stick as a pointing device, but keep in mind
that there are subtle differences. As a rule, make everything that should be
clickable large enough. When using a touch screen phone, nothing is more
irritating than not being able to click on an item.
Optimize the interaction patterns of your product to the interaction
methods that are supported by the smart phones of your target
group. Users of touch screen phones will be used to different
interaction patterns than users of a classic keyboard phone.
When using non-typical interaction patterns, especially for the touch
screen phones, consider using watermark patterns. These patterns are
a sort of demo instructions that show the user how to do something, for
example pinching on an iPhone.
If the phone has a fixed keyboard, consider implementing quick access keys. This means that you
can make certain functionalities or pages accessible by pressing button 0-9 on the phone keyboard.
When dealing with non-touch-screen phones you need to indicate on the screen what the function
of some variable hard button is. Make sure you use clear labels so that your audience will know
immediately what the result of the button click will be.
Nobody likes typing long texts on a small keyboard, whether fixed or virtual, so try to limit text input.
Make sure that form follows function
In traditional web design a lot of attention is spent on an elaborate graphical design. For
mobile design, whether site or app, the graphical design is subordinate to the function
and content. The graphical design has to be tight and limited because there is just not enough
room for fancy decorations.
As the size of the screen is limited, try
chunking the information so that one chunk
fits the content of 1 page. You don’t want the
user to spend his limited time scrolling up and
down or left to right to view the information he
needs. To give users direct access to the most
important functions or information (for example,
search field / latest news item) show those
items at the top of the page.
10
12. Create your own success story
So, knock yourself out creating your own revolutionary mobile app or website and give your business
a boost! Be creative and innovative, because the technology to develop killer mobile apps and sites
is here today.
But don’t forget to pack the right user-centered design techniques for your journey. A rich and
addictive user experience is the difference between being a one-hit wonder or creating something
with staying power.
If you need some help, contact Human Interface Group.
Together we can give technology a human face.
Author: Hilde Van Horenbeeck
About Human Interface Group
Human Interface Group is Europe’s leading usability consultancy. Human Interface Group has
been coordinating usability projects for almost 20 years for a wide variety of larger and smaller
companies and public authorities.
We also have access to an extensive network of usability professionals throughout the world.
Human Interface Group is a partner in the International Usability Partners network, an
established network of independent usability companies who have joined up to provide
user experience services worldwide, from North America to the Far East.
Curious about how we can help you understand usability?
Visit www.higroup.com
Mail info@higroup.com
Call +32 (0) 15 40 01 38
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