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THE SCIENCE OF 
SUCCESSFUL APPS 
Discover what you should 
look for when launching an 
app for your Worthy Cause!
© 2014 InspireHUB Inc. 
DEFINING 
SCIENCE 
SCIENCE noun ˈsī-ən(t)s 
the intellectual and practical 
activity encompassing the 
systematic study of the 
structure and behavior of the 
physical and natural world 
through observation and 
experiment. 
"the world of science and technology" 
synonyms: branch of knowledge, body 
of knowledge/information, area of 
study, discipline, field
WHAT SCIENCE IS USED 
WHEN DEVELOPING APPS 
Cognitive Science 
an interdisciplinary science that 
draws on many fields (as psychology, 
artificial intelligence, linguistics, and 
philosophy) in developing theories about 
human perception, thinking, and learning. 
Computer Science 
the science that deals with the theory and 
methods of processing information in 
digital computers, the design of computer 
hardware and software, and the 
applications of computers. 
Behavioral Science 
a science or branch of learning, as psychology or 
sociology, that derives its concepts from 
observation of the behavior of living organisms. 
© 2014 InspireHUB Inc.
HOW ARE THESE SCIENCES USED TO 
DESIGN REALLY GREAT APPS? 
UX/UI Design 
User Experience (abbreviated: UX) 
and User Interface (abbreviated: 
UI) Design incorporates the 
various sciences that work 
together to create an experience a 
person has when interacting with 
a specific design. 
© 2014 InspireHUB Inc.
All the aspects of how 
people use an interactive 
product: the way it feels in their 
hands, how well they understand how 
it works, how they feel about it while 
they’re using it, how well it serves 
their purposes, and how well it fits 
into the entire context 
in which they are using it. 
- Alben (1996) 
OTHER UX/UI 
DEFINITIONS 
by a computer user with the auditory 
and visual presentation of a collection 
It is important to note that this 
includes only what the user 
perceives and not all that 
A consequence of a user’s 
internal state (predispositions, 
An activity of encounter 
of computer programs. 
expectations, needs, motivation, mood, 
etc.), the characteristics of the designed 
system (e.g. complexity, purpose, usability, 
functionality, etc.) and the context (or the 
environment) within which the interaction 
occurs (e.g. organisational/social setting, 
meaningfulness of the activity, 
voluntariness of use, etc.) 
- Hassenzahl & Tractinsky 
(2006) 
is presented. 
- Microsoft 
© 2014 InspireHUB Inc.
WHAT THREE ELEMENTS DOES 
GREAT UX HAVE IN COMMON 
1| Minimalist 2 | Utilitarian 3 | Non-Manipulative 
1 | Minimalist 
Simple, straightforward, clean, transparent 
- Humans have limited memory. 
- It ends up we prefer less choices not 
more. Read Here 
- Miller’s Law (produced in 1956) describes 
the magical number of 7 about the 
number of objects the average human 
can hold in working memory. Read Here 
- Clutter is eliminated which includes all 
non-essentials whenever possible. 
- Flat design has captured the attention for 
its usefulness in this area. 
- Essentially, the simpler, the better! 
© 2014 InspireHUB Inc.
WHAT THREE ELEMENTS DOES 
GREAT UX HAVE IN COMMON 
1| Minimalist 2 | Utilitarian 3 | Non-Manipulative 
2 | Utilitarian 
Useful, engaging, practical, saves time 
- Focused in on the actual needs. 
- Removes un-necessary “fluff” that provides 
no practical use. (ex. MP3 players did 
“more” than iPods. What is more popular?) 
- Measurable 
- Resolves real-world problems 
- Developed with human-behavior in mind 
(ex. Not what do “we” want them to do but 
what will “they” actually do!) 
© 2014 InspireHUB Inc.
WHAT THREE ELEMENTS DOES 
GREAT UX HAVE IN COMMON 
1| Minimalist 2 | Utilitarian 3 | Non-Manipulative 
3 | Non-Manipulative 
Honest, personal, direct, joyful 
Rejects the evils of UX techniques including: 
-Convoluted language 
-Confusing forms that trick people into doing 
something they wouldn’t otherwise (like 
signing up, registering, etc.) 
-Trying to appear to be something they are 
not (bigger, better, etc.) 
-Makes it simple (see points 1 and 2) to quit if 
the user no longer wants to continue. 
© 2014 InspireHUB Inc.
GREAT UX DESIGN 
SECRET SAUCE 
The Power of Three 
Various research uncovers interesting 
conclusions about providing items in a grouping 
of three. 
•Recent research shows that providing 3 
options creates confidence, but 4 or more 
creates alarm. Read Here 
•The rule of three is a writing principle that 
things that come in three are more effective 
than other numbers of things. Read Here 
•As reviewed, the upper capacity of memory is 
7 ( + or – 2) . Whenever possible, putting things 
into three steps ENSURES a great UX 
experience! (Note, sometimes it’s not possible 
but try to aim high!) 
© 2014 InspireHUB Inc.
WHAT TO LOOK FOR IN 
GREAT UX DESIGN 
Simple and Clean 
Is the tool uncluttered? 
Can you easily navigate? 
How quickly can you understand 
the system and put that into action? 
Is what is offered useful? 
Behavior Based 
In this case the tool is separated by 
user behavior (Communicate, View, 
Manage). With limited training the 
user should be able to intuitively figure 
out the functions of the system. 
The Power of Three 
This provides an obvious example 
(with color) of the power of three, but 
also notice the overall design is also a 
simple design of three with 1) a top 
navigation bar, 2) a left hand 
navigation menu, and 3) a main menu 
in the center. 
© 2014 InspireHUB Inc. 
DDaasshhbbooaarrdd EExxaammppllee 
“Yes, we’re bragging a little here, 
but to be fair we worked really, 
really, hard to make this simple 
and it wasn’t easy!”
WHAT TO LOOK FOR IN 
GREAT UX DESIGN 
Simple and Clean 
Users love clean flat design. 
Menu is simple and straight forward. 
No unnecessary clutter. 
Behavior Based 
In this case the user considers which 
behavior they would prefer to do: 
-Read 
-Watch 
-Act 
The Power of Three 
The menu is divided into three distinct 
sections. (Remember, three is the 
ideal goal but it’s ok if there is the 
occasional additional item as long as it 
doesn’t become excessive.) 
© 2014 InspireHUB Inc. 
AApppp EExxaammppllee
CONNECT WITH US 
ON OUR IHUBAPP 
© 2014 InspireHUB Inc. } Bookmark on your 
iPhone or Android: 
http://inspirehub.ihubapp.org 
Receive stories and watch videos on growing 
your Worthy Cause (Non-Profit or Charity) 
FREE (no need to register) 
Become a FREE Registered User to receive: 
 Exclusive tips through the Instant Message 
Center, 
 Get to vote on upcoming features and tools 
to the InspireHUB platform, & 
 Have a direct line to give us YOUR requests.
WANT TO LEARN MORE? 
RESEARCH LINKS WE LOVE 
Please Note: InspireHUB has no connection or affiliation with those listed. The opinions expressed 
below are the exclusive opinions of those individuals. We are just fans and thought you may enjoy! 
Charles L. Mauro CHFP 
The Science Behind User Experience UX Design and Usability Testing 
http://www.mauronewmedia.com/blog/the-science-behind-user-experience- 
© 2014 InspireHUB Inc. 
ux-design-and-usability-testing/ 
Apala Lahiri 
Staying Competitive through Strategic UX Design 
http://info.humanfactors.com/acton/attachment/4167/4167:f-00e0/1/ 
David Kelley 
Human-centered Design 
http://www.ted.com/talks/david_kelley_on_human_centered_design? 
language=en

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The Science of Successful Apps!

  • 1. THE SCIENCE OF SUCCESSFUL APPS Discover what you should look for when launching an app for your Worthy Cause!
  • 2. © 2014 InspireHUB Inc. DEFINING SCIENCE SCIENCE noun ˈsī-ən(t)s the intellectual and practical activity encompassing the systematic study of the structure and behavior of the physical and natural world through observation and experiment. "the world of science and technology" synonyms: branch of knowledge, body of knowledge/information, area of study, discipline, field
  • 3. WHAT SCIENCE IS USED WHEN DEVELOPING APPS Cognitive Science an interdisciplinary science that draws on many fields (as psychology, artificial intelligence, linguistics, and philosophy) in developing theories about human perception, thinking, and learning. Computer Science the science that deals with the theory and methods of processing information in digital computers, the design of computer hardware and software, and the applications of computers. Behavioral Science a science or branch of learning, as psychology or sociology, that derives its concepts from observation of the behavior of living organisms. © 2014 InspireHUB Inc.
  • 4. HOW ARE THESE SCIENCES USED TO DESIGN REALLY GREAT APPS? UX/UI Design User Experience (abbreviated: UX) and User Interface (abbreviated: UI) Design incorporates the various sciences that work together to create an experience a person has when interacting with a specific design. © 2014 InspireHUB Inc.
  • 5. All the aspects of how people use an interactive product: the way it feels in their hands, how well they understand how it works, how they feel about it while they’re using it, how well it serves their purposes, and how well it fits into the entire context in which they are using it. - Alben (1996) OTHER UX/UI DEFINITIONS by a computer user with the auditory and visual presentation of a collection It is important to note that this includes only what the user perceives and not all that A consequence of a user’s internal state (predispositions, An activity of encounter of computer programs. expectations, needs, motivation, mood, etc.), the characteristics of the designed system (e.g. complexity, purpose, usability, functionality, etc.) and the context (or the environment) within which the interaction occurs (e.g. organisational/social setting, meaningfulness of the activity, voluntariness of use, etc.) - Hassenzahl & Tractinsky (2006) is presented. - Microsoft © 2014 InspireHUB Inc.
  • 6. WHAT THREE ELEMENTS DOES GREAT UX HAVE IN COMMON 1| Minimalist 2 | Utilitarian 3 | Non-Manipulative 1 | Minimalist Simple, straightforward, clean, transparent - Humans have limited memory. - It ends up we prefer less choices not more. Read Here - Miller’s Law (produced in 1956) describes the magical number of 7 about the number of objects the average human can hold in working memory. Read Here - Clutter is eliminated which includes all non-essentials whenever possible. - Flat design has captured the attention for its usefulness in this area. - Essentially, the simpler, the better! © 2014 InspireHUB Inc.
  • 7. WHAT THREE ELEMENTS DOES GREAT UX HAVE IN COMMON 1| Minimalist 2 | Utilitarian 3 | Non-Manipulative 2 | Utilitarian Useful, engaging, practical, saves time - Focused in on the actual needs. - Removes un-necessary “fluff” that provides no practical use. (ex. MP3 players did “more” than iPods. What is more popular?) - Measurable - Resolves real-world problems - Developed with human-behavior in mind (ex. Not what do “we” want them to do but what will “they” actually do!) © 2014 InspireHUB Inc.
  • 8. WHAT THREE ELEMENTS DOES GREAT UX HAVE IN COMMON 1| Minimalist 2 | Utilitarian 3 | Non-Manipulative 3 | Non-Manipulative Honest, personal, direct, joyful Rejects the evils of UX techniques including: -Convoluted language -Confusing forms that trick people into doing something they wouldn’t otherwise (like signing up, registering, etc.) -Trying to appear to be something they are not (bigger, better, etc.) -Makes it simple (see points 1 and 2) to quit if the user no longer wants to continue. © 2014 InspireHUB Inc.
  • 9. GREAT UX DESIGN SECRET SAUCE The Power of Three Various research uncovers interesting conclusions about providing items in a grouping of three. •Recent research shows that providing 3 options creates confidence, but 4 or more creates alarm. Read Here •The rule of three is a writing principle that things that come in three are more effective than other numbers of things. Read Here •As reviewed, the upper capacity of memory is 7 ( + or – 2) . Whenever possible, putting things into three steps ENSURES a great UX experience! (Note, sometimes it’s not possible but try to aim high!) © 2014 InspireHUB Inc.
  • 10. WHAT TO LOOK FOR IN GREAT UX DESIGN Simple and Clean Is the tool uncluttered? Can you easily navigate? How quickly can you understand the system and put that into action? Is what is offered useful? Behavior Based In this case the tool is separated by user behavior (Communicate, View, Manage). With limited training the user should be able to intuitively figure out the functions of the system. The Power of Three This provides an obvious example (with color) of the power of three, but also notice the overall design is also a simple design of three with 1) a top navigation bar, 2) a left hand navigation menu, and 3) a main menu in the center. © 2014 InspireHUB Inc. DDaasshhbbooaarrdd EExxaammppllee “Yes, we’re bragging a little here, but to be fair we worked really, really, hard to make this simple and it wasn’t easy!”
  • 11. WHAT TO LOOK FOR IN GREAT UX DESIGN Simple and Clean Users love clean flat design. Menu is simple and straight forward. No unnecessary clutter. Behavior Based In this case the user considers which behavior they would prefer to do: -Read -Watch -Act The Power of Three The menu is divided into three distinct sections. (Remember, three is the ideal goal but it’s ok if there is the occasional additional item as long as it doesn’t become excessive.) © 2014 InspireHUB Inc. AApppp EExxaammppllee
  • 12. CONNECT WITH US ON OUR IHUBAPP © 2014 InspireHUB Inc. } Bookmark on your iPhone or Android: http://inspirehub.ihubapp.org Receive stories and watch videos on growing your Worthy Cause (Non-Profit or Charity) FREE (no need to register) Become a FREE Registered User to receive:  Exclusive tips through the Instant Message Center,  Get to vote on upcoming features and tools to the InspireHUB platform, &  Have a direct line to give us YOUR requests.
  • 13. WANT TO LEARN MORE? RESEARCH LINKS WE LOVE Please Note: InspireHUB has no connection or affiliation with those listed. The opinions expressed below are the exclusive opinions of those individuals. We are just fans and thought you may enjoy! Charles L. Mauro CHFP The Science Behind User Experience UX Design and Usability Testing http://www.mauronewmedia.com/blog/the-science-behind-user-experience- © 2014 InspireHUB Inc. ux-design-and-usability-testing/ Apala Lahiri Staying Competitive through Strategic UX Design http://info.humanfactors.com/acton/attachment/4167/4167:f-00e0/1/ David Kelley Human-centered Design http://www.ted.com/talks/david_kelley_on_human_centered_design? language=en