As part of Salesforce’s “Summer of Mobile” webinar series, I presented a session on user experience design for mobile. This is adapted from that webinar
Responsive Web Design, our 2 year journey of discoveryDarren Cousins
A digital agency gives a candid history of its development experience with responsive web design, outlining the problems and solutions it's developers faced and how it changed it's approach
The document discusses techniques for developing minimum viable products (MVPs) and continuously testing and improving apps, services, and ideas. It recommends brainstorming critical features, prototyping an MVP focused on viability, and using A/B testing both during and after development to improve conversions and user experience over time. An example is given of an augmented reality app called Chatterbucks that was successfully launched in 4 weeks using these techniques instead of 6-12 months for a more fully-featured initial version.
This document discusses how media organizations need to adapt to changing audience behaviors and new technologies. It notes that audiences, especially younger ones, are spending more time with digital/mobile devices rather than traditional TV. As a result, media companies need to create online offerings and engage audiences on multiple platforms. The document provides recommendations for media companies to follow, such as creating a minimal but high-quality website using existing resources, focusing online content for maximum value and shelf-life, and engaging audiences through interactivity and a community focus.
Stanfy Publications: How to Conduct Quick Usability Tests for iOS & Android A...Stanfy
The document provides guidance on conducting quick usability tests for mobile applications with up to 5 participants. It recommends preparing prototypes, test scenarios and tasks, conducting tests by having participants complete tasks while observers take notes, and summarizing findings to inform the next design iteration. The goal is to identify usability issues early before significant development to improve the product design.
Automating mobile tests for Gilt's iOS app presented many challenges. While Appium provided a way to write cross-platform tests, implementing full accessibility and mocking complex infrastructure required significant effort. Getting developer buy-in was also difficult as testing was seen as extra work rather than integral to the development process. Overall, mobile testing faced cultural hurdles compared to web.
User Story Mapping - Add a 2nd Dimension to your Flat, Product BacklogAnjali Leon
The document discusses user story mapping, a technique for planning agile projects. It involves creating a visual map that arranges user tasks, activities, and stories on a wall to illustrate the overall user flow and functionality of a product. The map provides context for prioritizing requirements and facilitates effective release planning. An example of creating a story map for an email application is provided, outlining the key steps: identifying users and goals, generating tasks, deriving activities, organizing on the wall, adding details as stories, and using it for prioritization.
Responsive Design is all the rage right now, but honestly, is it the solution to most of our problems? My answer is no, BUT, that also depends on how you define Responsive Design. Is it using @media queries? Partly, yes. In this presentation I discuss a more holistic approach to responsive design.
Responsive Web Design, our 2 year journey of discoveryDarren Cousins
A digital agency gives a candid history of its development experience with responsive web design, outlining the problems and solutions it's developers faced and how it changed it's approach
The document discusses techniques for developing minimum viable products (MVPs) and continuously testing and improving apps, services, and ideas. It recommends brainstorming critical features, prototyping an MVP focused on viability, and using A/B testing both during and after development to improve conversions and user experience over time. An example is given of an augmented reality app called Chatterbucks that was successfully launched in 4 weeks using these techniques instead of 6-12 months for a more fully-featured initial version.
This document discusses how media organizations need to adapt to changing audience behaviors and new technologies. It notes that audiences, especially younger ones, are spending more time with digital/mobile devices rather than traditional TV. As a result, media companies need to create online offerings and engage audiences on multiple platforms. The document provides recommendations for media companies to follow, such as creating a minimal but high-quality website using existing resources, focusing online content for maximum value and shelf-life, and engaging audiences through interactivity and a community focus.
Stanfy Publications: How to Conduct Quick Usability Tests for iOS & Android A...Stanfy
The document provides guidance on conducting quick usability tests for mobile applications with up to 5 participants. It recommends preparing prototypes, test scenarios and tasks, conducting tests by having participants complete tasks while observers take notes, and summarizing findings to inform the next design iteration. The goal is to identify usability issues early before significant development to improve the product design.
Automating mobile tests for Gilt's iOS app presented many challenges. While Appium provided a way to write cross-platform tests, implementing full accessibility and mocking complex infrastructure required significant effort. Getting developer buy-in was also difficult as testing was seen as extra work rather than integral to the development process. Overall, mobile testing faced cultural hurdles compared to web.
User Story Mapping - Add a 2nd Dimension to your Flat, Product BacklogAnjali Leon
The document discusses user story mapping, a technique for planning agile projects. It involves creating a visual map that arranges user tasks, activities, and stories on a wall to illustrate the overall user flow and functionality of a product. The map provides context for prioritizing requirements and facilitates effective release planning. An example of creating a story map for an email application is provided, outlining the key steps: identifying users and goals, generating tasks, deriving activities, organizing on the wall, adding details as stories, and using it for prioritization.
Responsive Design is all the rage right now, but honestly, is it the solution to most of our problems? My answer is no, BUT, that also depends on how you define Responsive Design. Is it using @media queries? Partly, yes. In this presentation I discuss a more holistic approach to responsive design.
This presentation will include tips and techniques I have developed for working effectively as a remote software developer and manager.
I have worked full-time remote for a most of my career, and I have experienced many challenges. Communication is more difficult, motivation is hard to find, and distractions are everywhere. I'll highlight these challenges and provide actionable techniques to avoid them.
This presentation will involve audience participation, so come prepared to share you recent successes and failures about working from home.
The document describes a proposed mobile app called Adventures of Daros created by students to help other students relieve stress and boredom from schoolwork. It would be a simple arcade-style platformer game. The students have researched that stress can negatively impact teenagers and many feel dependent on relaxing activities. Their minimum viable product would focus on character jumping but they intend to expand it over time through free updates. Market research suggests people are willing to pay a small up-front fee for the app as long as future updates are free. They plan to advertise it on Facebook and around schools.
1) The document discusses different approaches to user testing, including moderated vs unmoderated testing, prototyping full apps vs prioritized stories, and personalized vs aggregated feedback. It suggests balancing these approaches to learn quickly.
2) It recommends prioritizing the riskiest assumptions and most important things to learn when deciding how much of a design to prototype.
3) For quick prototyping, it suggests focusing user stories into specific tasks that can then be tested through a personalized scenario walkthrough. This allows learning patterns across participants.
Techniques for Effectively Slicing User Stories by Naresh JainNaresh Jain
In order to achieve my goals, as a buyer of your product, I want awesome feature. AT: make sure your users stories don't get in the way.
Users Stories, the tool teams use to break big ideas into small demonstrable deliverable, are easy to describe and challenging to write effectively. In this hands-on workshop you'll learn how to write great user stories and acceptance criteria, that everyone on the team understands. We'll learn various techniques to slice your stories using the tracer-bullet approach. We will discuss what elements should be included in the stories, what criteria you should keep in mind while slicing stories; why the size of your user story is important and how to make them smaller and efficient.
Agenda:
What do you do to Large Stories? Spike, Split, Stub & Timebox (SSST) technique.
Core Slicing Techniques:
1. System Slice
1.a. Static vs. Dynamic
1.b. Real-time vs. Batch Processing
1.c. Build vs. Buy
1.d. Automated vs. Manual Steps
1.e. Defer certain roles
2. Behavioural Slice
2.a. Adjusting Sophistication - MVF (Minimum Viable Feature) or Walking Skeleton
2.a.1. Acceptance Criteria
2.b. By-pass certain steps in the workflow
2.c. Focus on Happy Path First (edge cases later)
2.d. No options - 1 option - Many options
3. Incrementally improve ‘Ilities' (Usability, Scalability, Reliability, etc.)
3.a. Simpler UI (even consider using a standard UI)
3.b. Minmal Data
3.c. Improve Performance Iteratively
The document discusses a presentation on using user story mapping to build better products. The presentation aims to teach how to use a user story backlog to describe a user's experience with a product. It covers mapping user stories based on user experience, planning valuable incremental releases from the story map, and iteratively constructing software. The presentation discusses starting with user stories, mapping them based on tasks and activities, and slicing the story map into valuable product releases.
Google creates a perceptual trick making us think it is working well, when in fact it performs very poorly. Most of us are wasting around one hour a day because of poor search.
This document summarizes a presentation about understanding mobile user behavior. It discusses three key behavioral trends: 1) many users search on smartphones but complete purchases on PCs, 2) tablet users prefer full websites over apps, and 3) users have less tolerance for poor mobile UX. It also outlines a three point checklist for improving mobile conversions: 1) learn from top mobile sites, 2) include mobile in your core conversion process rather than having a separate strategy, and 3) expose yourself to actual user experiences through testing. Presenters Paul Postance and Gabrielle Hase discuss mobile optimization and insights from user testing performed for Hobbs.
The web is evolving too fast, and it could be overwhelming sometimes to keep the rhythm with the pace of all that good work happening by the amazing web enthusiast engineers, so to put it all in a nutshell we'll review the most significant changes in the web platform within the last year. Just headlines and you can refer to individual topics for details. You're free to use these slides in your talks, I'd appreciate giving credits though - https://goo.gl/vvWvVn
This document summarizes a presentation about sustainable strategies for the mobile web. The presentation advocates adopting a responsive design approach rather than separate desktop and mobile versions. It discusses the challenges of the traditional model with content duplication and unsustainable costs. The presentation promotes designing for a universal web by making no assumptions and building for all screen sizes from desktop to mobile. Responsive design techniques like flexible grids and media queries are presented as ways to achieve this responsive approach.
A software, undergoes countless brainstorm sessions, rigorous testing in IT environment management and then comes to the production. The task of adding more features to software is like a maze game. The end question that leaves everybody wondering is “How the hell did this functionality come here?”. Famous by various other terms like, “Scope creep”, “requirement creep”, refers to unforeseen requests for the addition of features that are not listed in the project scope.
The document discusses defining and building the minimum viable product (MVP). It begins by defining what an MVP is - the version of a product that allows completing the build-measure-learn loop with minimum effort. It describes different artifacts that can be used to define an MVP, such as requirements, user stories, workflows and prototypes. It also discusses formulating hypotheses about customers, products and business models and testing them to learn quickly. Finally, it emphasizes defining the MVP upfront to save time and using the right techniques to test different types of hypotheses.
Google Lens is a new technology from Google that uses computer vision and AI to allow smartphone cameras to understand what they see and provide information to users. By pointing the camera at objects like flowers or WiFi routers, Google Lens can identify them and provide details or help complete common tasks. It works by integrating with the Google Assistant app, where photos can be uploaded and processed to return relevant information overlaid on the image in a card. While it has potential benefits like being educational and saving time, some concerns include over-reliance on technology and privacy issues from uploading personal photos.
User Story Mapping Workshop (Design Skills 2016)Bartosz Mozyrko
User Story Mapping (USM) is a top-down approach of gathering "requirements" in agile environments.
"A user story map arranges user stories into a useful model to help understand the functionality of the system, identify holes and omissions in your backlog, and effectively plan holistic releases that deliver value to users and business with each release (from Jeff Patton's The New User Story Backlog Is a Map)."
This document summarizes analytics data from a Japanese sake website with over 100,000 monthly visitors. It finds that the majority of users are on mobile devices, so mobile optimization should be a priority. Gift pages see more traffic from mobile users and need improved mobile UX. While the site meets Google's mobile-friendly standards, page speeds could still be improved for mobile. Few visitors use outdated browsers so compatibility isn't a focus. Conversions are mostly from search and Twitter, so optimizing landing pages and Twitter distribution could increase conversions. Pages with many visits but few conversions may need conversion links added.
#Google announced a new product called #googlelens, that amounts to an entirely new way of searching the internet through your camera. Once you take a photo, #googlelens collects information behind the photo. If you take a photo of a restaurant, Lens can do more than just say “it’s a restaurant,” which you know, or the name of the restaurant. It can automatically find hours, reservations and a menu.
What does it mean to be a test engineer?Andrii Dzynia
Test engineering is hard, even harder than software development. Being test engineer puts you in a wider context, with no clear boundaries. You have to find those by yourself. This requires courage. Courage to take action, courage to make mistakes. As a test engineer, you do mistakes every day. You do them so often that sometimes you feel you can predict the future. Scientific explanation to this phenomena is patterns recognition. It is an ability of our brain to match the information from a stimulus with information retrieved from memory. Defect prevention is hard. Together with technical skills one have to develop high social awareness. Working on safety nets never was so important, different types of checks on different levels to make sure software is reliable and serves its purpose to the variety of everyday use-cases. We know that life is so complex and sometimes complicated which makes it impossible to predict all possible outcomes and scenarios. But striving for excellence never was so important as nowadays in such an open, transparent and competitive environment.
Goal of my talk will be to show you my everyday job as a test engineer. Not only how to look for defects, but how to prevent them from happening. Not only how to automate tests(noun), but how to build safety nets to minimize end-user impact. Not only how to inform testing status but how to influence quality on company level.
- In March 2020, during the COVID-19 pandemic, the remote-friendly startup Confrere saw a dramatic increase in usage, with weekly active users increasing 10x and the number of video calls increasing 100x. Confrere handled 96% of video consultations in Norway during this period.
- Previously, Confrere had focused on building their product for physicians with a small budget and team. They visited over 10% of doctors' offices in Norway to better understand user needs without dedicated research teams.
- The Core Model of identifying core pages that achieve business goals and complete user tasks helped Confrere create effective, timeless content and align their efforts despite limited resources. This content supported their rapid growth during
FindaDu is a mobile app that aims to help users easily find the closest restrooms in Ann Arbor when needed. Unlike map apps that only show buildings with potential restrooms, FindaDu will pinpoint the nearest restroom and provide navigation details. Based on user testing, the app will allow custom locations to be set, display navigation, and provide more restroom details to address shortcomings and improve the user experience.
This document discusses how to use Keynote for rapid prototyping. It explains that prototyping helps optimize costs and time by allowing ideas to be improved and validated early. The document then outlines the basic steps for prototyping with Keynote: make fake apps in slides, show them to people to get feedback, and learn from that feedback to iteratively improve the prototype. It provides examples of prototype interactions and transitions that can be simulated in Keynote, like notifications and selecting favorite restaurants. The goal of prototyping is to learn what is and isn't working in a design from users before significant resources are spent on development.
Agile velocity - Requirements Discovery Presentation David Hawks
1. The document discusses challenges with user stories and provides strategies for splitting stories into smaller pieces.
2. It then covers how agile practices like Scrum can help with execution and testing, while lean startup practices aid discovery and learning from customers.
3. The key message is that teams should seek to shorten the learning cycle by treating requirements as hypotheses and getting customer feedback quickly through methods like paper prototyping and explainer videos.
Focusing on user experience, task analysis and mental models, this is a brief introduction to methods we can use to make content easier and more enjoyable to access on the mobile.
Mobile User Experience - Inductive Design ProcessJennifer Shurley
Presentation for Denver Titanium Users Meetup -- first revision based on questions and feedback at the meeting. Newly added: 1)links go great pattern resources 2)slide showing sketch, wireframe, mockup 3)side-by-side reference of Android and iOS design guidelines, 4)design go-to questions slide reflects Paul's comment about rich experiences. Next revision: concrete examples and images! Thanks for your thoughts, guys!
This presentation will include tips and techniques I have developed for working effectively as a remote software developer and manager.
I have worked full-time remote for a most of my career, and I have experienced many challenges. Communication is more difficult, motivation is hard to find, and distractions are everywhere. I'll highlight these challenges and provide actionable techniques to avoid them.
This presentation will involve audience participation, so come prepared to share you recent successes and failures about working from home.
The document describes a proposed mobile app called Adventures of Daros created by students to help other students relieve stress and boredom from schoolwork. It would be a simple arcade-style platformer game. The students have researched that stress can negatively impact teenagers and many feel dependent on relaxing activities. Their minimum viable product would focus on character jumping but they intend to expand it over time through free updates. Market research suggests people are willing to pay a small up-front fee for the app as long as future updates are free. They plan to advertise it on Facebook and around schools.
1) The document discusses different approaches to user testing, including moderated vs unmoderated testing, prototyping full apps vs prioritized stories, and personalized vs aggregated feedback. It suggests balancing these approaches to learn quickly.
2) It recommends prioritizing the riskiest assumptions and most important things to learn when deciding how much of a design to prototype.
3) For quick prototyping, it suggests focusing user stories into specific tasks that can then be tested through a personalized scenario walkthrough. This allows learning patterns across participants.
Techniques for Effectively Slicing User Stories by Naresh JainNaresh Jain
In order to achieve my goals, as a buyer of your product, I want awesome feature. AT: make sure your users stories don't get in the way.
Users Stories, the tool teams use to break big ideas into small demonstrable deliverable, are easy to describe and challenging to write effectively. In this hands-on workshop you'll learn how to write great user stories and acceptance criteria, that everyone on the team understands. We'll learn various techniques to slice your stories using the tracer-bullet approach. We will discuss what elements should be included in the stories, what criteria you should keep in mind while slicing stories; why the size of your user story is important and how to make them smaller and efficient.
Agenda:
What do you do to Large Stories? Spike, Split, Stub & Timebox (SSST) technique.
Core Slicing Techniques:
1. System Slice
1.a. Static vs. Dynamic
1.b. Real-time vs. Batch Processing
1.c. Build vs. Buy
1.d. Automated vs. Manual Steps
1.e. Defer certain roles
2. Behavioural Slice
2.a. Adjusting Sophistication - MVF (Minimum Viable Feature) or Walking Skeleton
2.a.1. Acceptance Criteria
2.b. By-pass certain steps in the workflow
2.c. Focus on Happy Path First (edge cases later)
2.d. No options - 1 option - Many options
3. Incrementally improve ‘Ilities' (Usability, Scalability, Reliability, etc.)
3.a. Simpler UI (even consider using a standard UI)
3.b. Minmal Data
3.c. Improve Performance Iteratively
The document discusses a presentation on using user story mapping to build better products. The presentation aims to teach how to use a user story backlog to describe a user's experience with a product. It covers mapping user stories based on user experience, planning valuable incremental releases from the story map, and iteratively constructing software. The presentation discusses starting with user stories, mapping them based on tasks and activities, and slicing the story map into valuable product releases.
Google creates a perceptual trick making us think it is working well, when in fact it performs very poorly. Most of us are wasting around one hour a day because of poor search.
This document summarizes a presentation about understanding mobile user behavior. It discusses three key behavioral trends: 1) many users search on smartphones but complete purchases on PCs, 2) tablet users prefer full websites over apps, and 3) users have less tolerance for poor mobile UX. It also outlines a three point checklist for improving mobile conversions: 1) learn from top mobile sites, 2) include mobile in your core conversion process rather than having a separate strategy, and 3) expose yourself to actual user experiences through testing. Presenters Paul Postance and Gabrielle Hase discuss mobile optimization and insights from user testing performed for Hobbs.
The web is evolving too fast, and it could be overwhelming sometimes to keep the rhythm with the pace of all that good work happening by the amazing web enthusiast engineers, so to put it all in a nutshell we'll review the most significant changes in the web platform within the last year. Just headlines and you can refer to individual topics for details. You're free to use these slides in your talks, I'd appreciate giving credits though - https://goo.gl/vvWvVn
This document summarizes a presentation about sustainable strategies for the mobile web. The presentation advocates adopting a responsive design approach rather than separate desktop and mobile versions. It discusses the challenges of the traditional model with content duplication and unsustainable costs. The presentation promotes designing for a universal web by making no assumptions and building for all screen sizes from desktop to mobile. Responsive design techniques like flexible grids and media queries are presented as ways to achieve this responsive approach.
A software, undergoes countless brainstorm sessions, rigorous testing in IT environment management and then comes to the production. The task of adding more features to software is like a maze game. The end question that leaves everybody wondering is “How the hell did this functionality come here?”. Famous by various other terms like, “Scope creep”, “requirement creep”, refers to unforeseen requests for the addition of features that are not listed in the project scope.
The document discusses defining and building the minimum viable product (MVP). It begins by defining what an MVP is - the version of a product that allows completing the build-measure-learn loop with minimum effort. It describes different artifacts that can be used to define an MVP, such as requirements, user stories, workflows and prototypes. It also discusses formulating hypotheses about customers, products and business models and testing them to learn quickly. Finally, it emphasizes defining the MVP upfront to save time and using the right techniques to test different types of hypotheses.
Google Lens is a new technology from Google that uses computer vision and AI to allow smartphone cameras to understand what they see and provide information to users. By pointing the camera at objects like flowers or WiFi routers, Google Lens can identify them and provide details or help complete common tasks. It works by integrating with the Google Assistant app, where photos can be uploaded and processed to return relevant information overlaid on the image in a card. While it has potential benefits like being educational and saving time, some concerns include over-reliance on technology and privacy issues from uploading personal photos.
User Story Mapping Workshop (Design Skills 2016)Bartosz Mozyrko
User Story Mapping (USM) is a top-down approach of gathering "requirements" in agile environments.
"A user story map arranges user stories into a useful model to help understand the functionality of the system, identify holes and omissions in your backlog, and effectively plan holistic releases that deliver value to users and business with each release (from Jeff Patton's The New User Story Backlog Is a Map)."
This document summarizes analytics data from a Japanese sake website with over 100,000 monthly visitors. It finds that the majority of users are on mobile devices, so mobile optimization should be a priority. Gift pages see more traffic from mobile users and need improved mobile UX. While the site meets Google's mobile-friendly standards, page speeds could still be improved for mobile. Few visitors use outdated browsers so compatibility isn't a focus. Conversions are mostly from search and Twitter, so optimizing landing pages and Twitter distribution could increase conversions. Pages with many visits but few conversions may need conversion links added.
#Google announced a new product called #googlelens, that amounts to an entirely new way of searching the internet through your camera. Once you take a photo, #googlelens collects information behind the photo. If you take a photo of a restaurant, Lens can do more than just say “it’s a restaurant,” which you know, or the name of the restaurant. It can automatically find hours, reservations and a menu.
What does it mean to be a test engineer?Andrii Dzynia
Test engineering is hard, even harder than software development. Being test engineer puts you in a wider context, with no clear boundaries. You have to find those by yourself. This requires courage. Courage to take action, courage to make mistakes. As a test engineer, you do mistakes every day. You do them so often that sometimes you feel you can predict the future. Scientific explanation to this phenomena is patterns recognition. It is an ability of our brain to match the information from a stimulus with information retrieved from memory. Defect prevention is hard. Together with technical skills one have to develop high social awareness. Working on safety nets never was so important, different types of checks on different levels to make sure software is reliable and serves its purpose to the variety of everyday use-cases. We know that life is so complex and sometimes complicated which makes it impossible to predict all possible outcomes and scenarios. But striving for excellence never was so important as nowadays in such an open, transparent and competitive environment.
Goal of my talk will be to show you my everyday job as a test engineer. Not only how to look for defects, but how to prevent them from happening. Not only how to automate tests(noun), but how to build safety nets to minimize end-user impact. Not only how to inform testing status but how to influence quality on company level.
- In March 2020, during the COVID-19 pandemic, the remote-friendly startup Confrere saw a dramatic increase in usage, with weekly active users increasing 10x and the number of video calls increasing 100x. Confrere handled 96% of video consultations in Norway during this period.
- Previously, Confrere had focused on building their product for physicians with a small budget and team. They visited over 10% of doctors' offices in Norway to better understand user needs without dedicated research teams.
- The Core Model of identifying core pages that achieve business goals and complete user tasks helped Confrere create effective, timeless content and align their efforts despite limited resources. This content supported their rapid growth during
FindaDu is a mobile app that aims to help users easily find the closest restrooms in Ann Arbor when needed. Unlike map apps that only show buildings with potential restrooms, FindaDu will pinpoint the nearest restroom and provide navigation details. Based on user testing, the app will allow custom locations to be set, display navigation, and provide more restroom details to address shortcomings and improve the user experience.
This document discusses how to use Keynote for rapid prototyping. It explains that prototyping helps optimize costs and time by allowing ideas to be improved and validated early. The document then outlines the basic steps for prototyping with Keynote: make fake apps in slides, show them to people to get feedback, and learn from that feedback to iteratively improve the prototype. It provides examples of prototype interactions and transitions that can be simulated in Keynote, like notifications and selecting favorite restaurants. The goal of prototyping is to learn what is and isn't working in a design from users before significant resources are spent on development.
Agile velocity - Requirements Discovery Presentation David Hawks
1. The document discusses challenges with user stories and provides strategies for splitting stories into smaller pieces.
2. It then covers how agile practices like Scrum can help with execution and testing, while lean startup practices aid discovery and learning from customers.
3. The key message is that teams should seek to shorten the learning cycle by treating requirements as hypotheses and getting customer feedback quickly through methods like paper prototyping and explainer videos.
Focusing on user experience, task analysis and mental models, this is a brief introduction to methods we can use to make content easier and more enjoyable to access on the mobile.
Mobile User Experience - Inductive Design ProcessJennifer Shurley
Presentation for Denver Titanium Users Meetup -- first revision based on questions and feedback at the meeting. Newly added: 1)links go great pattern resources 2)slide showing sketch, wireframe, mockup 3)side-by-side reference of Android and iOS design guidelines, 4)design go-to questions slide reflects Paul's comment about rich experiences. Next revision: concrete examples and images! Thanks for your thoughts, guys!
The document discusses key principles for mobile user experience design: connectivity, context, accessibility, simplicity, and continuity. It emphasizes delivering value to users based on their location and context. Mobile platforms are constantly evolving, so designers must be flexible and anticipate change. Experiences should focus on one task at a time and make that task easy to complete through early and frequent prototyping.
The document provides an overview of mobile user experience design. It discusses why mobile is important due to rising smartphone usage. It defines key aspects of mobile like its personal, convenient nature. It also considers how tablets relate to mobile. The document outlines best practices for mobile design including native apps, responsive design. It discusses design principles like usability on small screens and during interruptions. It provides examples of common mobile UI elements and gestures. It also covers navigation frameworks and design patterns.
The document discusses the history and evolution of mobile devices and user interfaces. It covers topics like screen sizes, input methods, browsers, and design best practices. The mobile experience has progressed from basic phones and screens to touch interfaces, sensors and personalized experiences. Good mobile design requires understanding context, usability testing on actual devices, and adapting to ongoing technological changes.
Introduction to Mobile User Experience Designguest9e46dc
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 alleviate symptoms of mental illness and boost overall mental well-being.
This document contains design specifications and site maps for an e-commerce website called True Spirit. It includes information on the site structure, navigation, user flows, and pages. Key elements include categories for boys and girls clothing, filtering and sorting options, and details on the registration, shopping cart, checkout and account processes. The document was prepared by design students for their project at General Assembly and last updated on January 25, 2014.
Fjord @ Smart device and mobile user experience summitFjord
This document summarizes a presentation on designing for mobile and connected experiences. It discusses how brands must adapt to new liquid and interactive digital experiences. It introduces concepts like brand DNA that capture a brand's appearance, behaviors, and expected performance across different contexts. The presentation argues that future experiences will be driven by personal, situational, and technological factors like location, devices, networks, and operating systems. Brands must design experiences that can adapt based on these changing contexts.
Presentation by Bryan Rieger of Yiibu on Modeling the Mobile User Experience, presented on June 4th at the Mobile Design UK event at the RSA in London.
Mobile is hot right now. People are spending more time on their mobile devices than ever before. Given that the number of people accessing the web via mobile devices is predicted to surpass the number accessing via the desktop in the next two years, it is high time that we start to take this mobile thing seriously.
The mobile web is different. It can be daunting for those venturing into the mobile realm for the first time. Where do you start? Do you need to design a native app, a web app or a combination of both? What devices should you target?
In this Twilight Presentation Mark Delaney spoke about:
User-Centred Mobile Design
Mobile Design Considerations
Principles to Prototypes
Responsive Design Techniques
Mark is a senior UX Designer at Intergen and leads the User Experience Design team. In this presentation he took attendees on a whirlwind tour of the best practices for organising and designing your mobile experience.
Interaction design involves understanding how users interact with technology over time within a specific context. Early designs focused on "operating the machine" but the field has evolved to focus more on how people perform tasks and experience technology as part of their daily lives. Effective interaction design considers contextual factors, user activities, and aims to make experiences useful, usable and pleasurable.
Mobile UX - the intricacies of designing for mobile devicesAntony Ribot
Covering mobile user experience in general and focusing on the little interface tweaks and interaction design that can make all the difference to a mobile application
User Experience Desing - LinkedIn groups featureSara Michelazzo
Adding a new feature to an existing product
TOPICS
Research, Ideation, Prototyping, Usability Testing
BRIEF
LinkedIn wants to boost its "Groups" feature by adding collaboration and task management for companies and co-workers.
CLIENT
Project for User Experience Design Immersive at General Assembly, Sydney 2014
CHALLENGES
Identified where in the app this feature was to be introduced and developed an understanding of how users manage networking contacts both in the physical and digital manner.
DURATION
2 weeks of 8 week course
MY ROLE
UX designer - individual project
TOOLS
Axure, Omnigraffle, Excel, Google Form, Sharpies & paper.
The document provides a history of interaction design and human-computer interaction from the 1940s to the 2000s. It describes the evolution of users from inventors and experts in the early period to widespread personal use today. Interfaces progressed from switches and cables to modern graphical user interfaces, and affordability increased from only the military and large organizations to widespread personal adoption. The timeline shows how interaction design shaped our lives through the development of new technologies over the decades.
Review of the booking process
TOPICS:
User research, Contextual Inquiries, Interviews, Empathy Mapping
BRIEF
GA team is conducting an end to end review of the booking process for both Passenger and Driver of the current GoCatch mobile application.
CLIENT
GoCatch is the client for the student project for User Experience Design Immersive, General Assembly, Summer Sydney 2014
DURATION
3 weeks
TEAM
Deepa Dhupalia
Michael Shai Hee
Sara Michelazzo
Suhasini Vempati
MY ROLE
Evaluate the current application, mapping user flows, conduct contextual inquiries, conduct interviews, create empathy map, sketch new ideas and storyboards, define the vision, assemble the deliverable.
TOOLS
Omnigraffle, POP App, Camera, audio recorder, Excel, prints, sharpies & paper.
This document discusses social interaction design (SxD), which involves designing social media platforms and applications. SxD shapes how communication unfolds on these platforms. It addresses how user interactions are mediated and how psychological, social and communication theories can provide insights into user behaviors and interests in online social environments. SxD aims to structure conversations and relationships in a way that cultivates participation and sustains user interest over time.
Creating Usable Websites with Interaction Design Patterns: Do It With Drupal!Karen McGrane
Drupal makes so many options available, it's sometimes hard for developers to know how to make the right choices so the website is usable by its intended audience. Interaction design patterns are a resource available to developers for guidance in making better design decisions.
At Mobilize Dublin's January meetup, I shared some of the work we're doing at Intercom to help our customers to give their app users an amazing onboarding experience. I talked about how we explored the problem, decided on a solution, and shared a sneak peak at what we're building right now.
The aim of this talk was to make people aware of the scale of the mobile challenge, the various problem areas and some ideas to help avoid/ overcome them
Rapid Prototyping and Usability Testing - HUXPADerrick Bowen
This document provides guidance on collecting early unbiased feedback on projects. It discusses how cognitive biases can prevent understanding user needs and recommends involving users throughout the design process. User experience design approaches are outlined including discovering user needs, designing, developing, and user testing prototypes and designs. Paper wireframes and clickable prototypes are suggested for early user testing. The System Usability Scale is presented as a method to measure user satisfaction. The key message is that early unbiased feedback from actual users will help ensure designs meet user needs and drive quicker adoption.
Ready to go Mobile? Today's Mobile Landscape: Responsive, Adaptive, Hybrid, a...Jeremy Johnson
There are a number of options when going mobile, and it's not slowing down. Why choose one over the other? What are the strengths and pitfalls? What's right for your customers and users? We'll go over each option, with examples of how you can come to the right strategy around your mobile offerings.
Usability for everyone : Google I/O Extended 2018Jagriti Pande
In this talk, I tell the audience how Usability can help create a more inclusive world while helping businesses grow. I also shared ways in which companies can make usability a part of their product development culture
This document outlines a proposal for a mobile application called Buddy Navigator that allows users to see the locations of nearby friends and connect with acquaintances. The proposal discusses the objectives of allowing users to view friend locations via GPS and message friends when nearby. It addresses issues like privacy, compatibility and map updates. It provides a risk analysis, methodology with phases for planning, coding, permissions and testing. It includes a budget section noting the low cost to develop since tools are downloaded, and outlines benefits like safety, parental controls and assistance for travelers.
My presentation deck for Ohio State's College of Engineering, Human Factors and Ergonomics, ISE5640 Class. One of the class project options is to prototype an app concept, talking with users/stakeholders, iterating on that feedback etc.
This document discusses user experience (UX) design. It begins with an overview of UX and how it differs from user interface (UI) design by focusing on the entire user experience rather than just the interface. It then discusses principles of user-centered design and how research methods can be aligned with design phases. The document emphasizes the importance of understanding users and highlights approaches for developing a UX strategy and roadmap. Finally, it briefly touches on design thinking principles. The key messages are that UX considers the whole user experience, user research is critical for design, and an effective UX process aligns methods with phases.
Summer of Mobile #3: How to Build a Killer Mobile User ExperienceSalesforce Partners
The enterprise app landscape has changed forever with greater importance being placed on user experience. Employees today want to access their work apps with the same interest and ease of use as they do apps in their personal life. This shift in priority is especially true for enterprise mobile apps, and is a key determinant in how successful an app performs in market.
In this webinar you will learn more about this monumental shift in the industry and walk away with best practices and tips that will help you to build the next killer mobile app. You will hear first hand from a seasoned consulting firm whose design expertise has already helped many salesforce.com partners build dynamic and engaging mobile apps.
The document discusses designing mobile apps for enterprise use. It describes the enterprise mobile apps team at Genentech and some of the apps they have developed, including Site Explorer for finding locations on campus and Signal Me for conference room booking. It emphasizes designing for people by understanding user needs, designing for performance to optimize for mobile, and measuring engagement to understand what features users interact with most. Examples are given of analytics from the Peeps collaboration app that show high returning user rates and most common actions. The document advocates designing lightweight APIs and offline functionality to improve performance and usability.
Mike Cohn's presentation discusses user stories and why they are useful for software requirements and development. User stories address the communication problem between stakeholders who want software built and developers who build it. They help balance requirements between business and technical needs. Stories also help with resource allocation and handling imperfect schedules. Stories are written in a simple format of "As a <user>, I want <goal> so that <benefit>" and details are discussed. Stories support iterative development and help ensure the final product meets user needs.
The document discusses common considerations for outsourcing mobile app development projects to freelancers. It provides advice on both the employer and freelancer's responsibilities for project success. For employers, it recommends providing templates to minimize complexity, updating software weekly, and including contact information. For freelancers, it advises not being afraid to ask questions, following directions, and taking on a manageable workload. The document also outlines typical project milestones like choosing the app type and naming it, and errors that can lead to failure such as miscommunication or poor project management.
User Story Writing & Estimation For Testers By Mahesh VaradharajanAgile Testing Alliance
This session aims to introduce the critical aspects of user story formulation like INVEST principle, requirements hierarchy in Agile - with focus on aspects related to Agile Testing, such that it fits into the overall theme of the event. Through an exercise, with Lego blocks, the session will address the following aspects: Testability of user stories and importance of acceptance criteria. Handling NFRs - either as part of acceptance criteria or a new user stories. DoD and accommodating testing efforts as part of user story estimation; Defects as user stories. Dependency management between user stories via story maps.
Talk including Demo for the learning objectives outlined above
This document discusses challenges facing the open web in a mobile-dominated world. It describes how mobile native platforms are stacked against the mobile web, providing better monetization and a perception that everything must work offline. It discusses the five stages of mourning for the open web, from denial to acceptance. It argues for focusing on simplicity, understanding other perspectives, and promoting the web through love instead of criticism.
This document discusses best practices for effective product ownership in an agile development process. It covers the primary responsibilities of a product owner including managing the product backlog, prioritizing features, and communicating with stakeholders. The document emphasizes techniques for writing user stories and breaking down features into independently deliverable increments. It also provides methods for assessing the relative importance of different features and themes to guide prioritization of development work.
The technique of expressing requirements as user stories is one of the most broadly applicable techniques introduced by the agile processes. User stories are an effective approach on all time constrained projects and are a great way to begin introducing a bit of agility to your projects.
In this session, we will look at how to identify and write good user stories. The class will describe the six attributes that good stories should exhibit and present thirteen guidelines for writing better stories. We will explore how user role modeling can help when gathering a project’s initial stories.
Because requirements touch all job functions on a development project, this tutorial will be equally suited for analysts, customers, testers, programmers, managers, or anyone involved in a software development project. By the end of this tutorial, you will leave knowing the six attributes of a good story, learn a good format for writing most user stories, learn practical techniques for gathering user stories, know how much work to do up-front and how much to do just-in-time.
This document discusses the need for businesses to consider mobile strategies. It notes that smartphones are now the dominant device and will continue to grow. Some key business drivers for going mobile include gaining a competitive advantage, having constant access to data, and replacing desktop users with mobile users. The document provides examples of mobile applications that could benefit businesses and outlines risks of not embracing mobile technology, like falling behind competitors. It promotes the services of Appchemi to develop effective mobile solutions.
Mobile App Development Proposal Template PowerPoint Presentation SlidesSlideTeam
If your company needs to submit a Mobile App Development Proposal Template PowerPoint Presentation Slides look no further. Our researchers have analyzed thousands of proposals on this topic for effectiveness and conversion. Just download our template, add your company data and submit to your client for a positive response. https://bit.ly/3jB7NAY
Decormart Studio is widely recognized as one of the best interior designers in Bangalore, known for their exceptional design expertise and ability to create stunning, functional spaces. With a strong focus on client preferences and timely project delivery, Decormart Studio has built a solid reputation for their innovative and personalized approach to interior design.
Maximize Your Content with Beautiful Assets : Content & Asset for Landing Page pmgdscunsri
Figma is a cloud-based design tool widely used by designers for prototyping, UI/UX design, and real-time collaboration. With features such as precision pen tools, grid system, and reusable components, Figma makes it easy for teams to work together on design projects. Its flexibility and accessibility make Figma a top choice in the digital age.
Connect Conference 2022: Passive House - Economic and Environmental Solution...TE Studio
Passive House: The Economic and Environmental Solution for Sustainable Real Estate. Lecture by Tim Eian of TE Studio Passive House Design in November 2022 in Minneapolis.
- The Built Environment
- Let's imagine the perfect building
- The Passive House standard
- Why Passive House targets
- Clean Energy Plans?!
- How does Passive House compare and fit in?
- The business case for Passive House real estate
- Tools to quantify the value of Passive House
- What can I do?
- Resources
Storytelling For The Web: Integrate Storytelling in your Design ProcessChiara Aliotta
In this slides I explain how I have used storytelling techniques to elevate websites and brands and create memorable user experiences. You can discover practical tips as I showcase the elements of good storytelling and its applied to some examples of diverse brands/projects..
Fonts play a crucial role in both User Interface (UI) and User Experience (UX) design. They affect readability, accessibility, aesthetics, and overall user perception.
Architectural and constructions management experience since 2003 including 18 years located in UAE.
Coordinate and oversee all technical activities relating to architectural and construction projects,
including directing the design team, reviewing drafts and computer models, and approving design
changes.
Organize and typically develop, and review building plans, ensuring that a project meets all safety and
environmental standards.
Prepare feasibility studies, construction contracts, and tender documents with specifications and
tender analyses.
Consulting with clients, work on formulating equipment and labor cost estimates, ensuring a project
meets environmental, safety, structural, zoning, and aesthetic standards.
Monitoring the progress of a project to assess whether or not it is in compliance with building plans
and project deadlines.
Attention to detail, exceptional time management, and strong problem-solving and communication
skills are required for this role.
Explore the essential graphic design tools and software that can elevate your creative projects. Discover industry favorites and innovative solutions for stunning design results.