Droidcon2014 - Android UX

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The eternal question: Android or iOS first? Android, but take care of UX and follow design guidelines Piervincenzo Madeo 07.02.2014 - Turin

description

Seriously, you should start your mobile-related startup with an Android app, but there are many challenges that you need to fight to be competitive. First things first, you need to create a magical user experience solving a real problem. We will discuss why starting from Android could be the right strategy and how to use a lean approach to design a better user experience.

Transcript of Droidcon2014 - Android UX

Page 1: Droidcon2014 - Android UX

The eternal question: Android or iOS first?

Android, but take care of UX and follow

design guidelines

Piervincenzo Madeo 07.02.2014 - Turin

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Piervincenzo Madeo

Founder of Eyeonplay http://eyeonplay.com

User Experience Specialist of Life Interaction http://life-interaction.com

Google Developer Live Italia - Android UX http://developersitalia.blogspot.it/

Startupper and Android enthusiast

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First challenge in the mobile app market

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A REAL TIME PLATFORM FOR FOOTBALL lovers

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create game track events share match report

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Let’s talk about mistakes!

iOS first

Not designed for users needs

Launching too late with too many features

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Let’s talk about mistakes!

iOS first

Not designed for users needs

Launching too late with too many features

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iOS first. Why?

Started in 2011… iPhone is so cool

Hard to find an Android developer

Fragmentation and UX/UI ‘anarchy’

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Smartphone OS Market 2011Q3

Source: http://commons.wikimedia.org/wiki/File%3AWorld-Wide-Smartphone-Market-Share.png

By Milominderbinder2

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Android hits 81.0% smartphone share in Q3 2013

Source: http://thenextweb.com/

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Awesome things happen

Android 4.0 and Holo Theme

“Before Android 4.0 the variance in system themes from device to device

could make it difficult to design an app with a single predictable look and feel.

We set out to improve this situation for the developer community in Ice Cream

Sandwich and beyond.”

Adam Powell, Android Framework engineer

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Official Design Guidelines

http://developer.android.com/design/index.html

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Beautiful applications and great UX

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Official Resources and Doc Community resources

Design http://developer.android.com/design/index.html

Develop http://developer.android.com/develop/index.html

API Guides http://developer.android.com/guide/index.html

Android Developer Videos http://www.youtube.com/user/androiddevelopers

Android Design in Action Series http://www.youtube.com/playlist?list=PLW…

GitHub https://github.com/search?l=Java&o=desc&q=andro...

Q&A http://stackoverflow.com/questions/tagged/android

Newsletter http://androidweekly.net/

Inspiration http://www.android-app-patterns.com/

Android Developers Blog http://android-developers.blogspot.it

Awesome Android Developer Community

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We’re changing and Android will help us

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Our future plan with Android in mind

Consumer apps for football lovers

Solid backend framework

Business intelligence for game statistics

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Android is for startups. No doubts!

Free and open source

Free resources that help you in creating great products

Thousands of new device activations

Immediate go to market

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Dark side of the…

Monetisation strategy (in-app purchase)

Fragmentation

Competition

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Take care of the User Experience

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UX ≠ USABILITY

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UX

User Experience is not about features. The perfect UX meets the exact needs of the user

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USABILITY

is a quality attribute that estimate how easy is to use your user interface. It’s defined by: learnability,

efficiency, memorability and error repetitions

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Mental Model

“Mental models are what people really have in their heads and what guides

their use of things”

Donald Norman, 1983

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Mental model

What user thinks she knows about a UI impacts how she uses it

Additional experience with the system can change the users’ model

Mental models of your app is influenced by other apps

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Courtesy of Nadav Savio | Gian Ant Design | CC | http://goo.gl/HX9EDa

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Mobility constraints

Users have intermittent attention while using apps

It’s a multitasking scenario that means a lot of interruptions

Device constraints: battery, display and network

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Your goals designing a new application

Make the UX of your app conform to users' mental models

Improve users' mental models

Offer relevant mobile-only functionalities

Design for user needs through highly specific tasks

Design apps that have a consistent and predictable behaviour

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What a good UX can’t solve

Wrong product

Team structure and balance

Wrong strategy and inappropriate go to market

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Android Patterns & Best Practices

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Pay attention to your top level screen

Start screen requires always special attention

Put content and frequent actions forward

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Top level switching with view controls

Make it easy to navigate and switch between top level view

Introduce the user to the major functional areas

Avoid duplication and mixed solutions

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Action Bar

Display key actions in an accessible way

Actions should have clear and predictable behaviour (add item, search)

Expose brand identity

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Swipe between Detail Views

Navigate between detail items in succession using the swipe gesture

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The Contextual Action Bar (CAB)

Useful to select data items by touching them

Trigger action to selected items

Perform specific and predictable action

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Notifications

Keep the user informed about events

Use it for smart alerts

Users hate unwanted and not informative alerts

Notifications are now really flexible. Use responsibly

Always! Allow users to disable notifications

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Pull to refresh

Swipe down to update recent items in your ListView

Use the Action Bar to keep updated the user

Add a visible loader

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Undo Bar

Show up just after a potential destructive action

Allow users to undo the most recent action

Show it in an easy-to-tap position

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Please, forget pixels!

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Use Density Independent Pixels

DIP or DP units keep things the same physical size across any screen size

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Use Density Independent Pixels

1px is just 1dp at 160dpi

_____ px = [ ____ dip * ___dpi ] / 160dpi

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48dp for touch target

Touchable UI targets are generally laid out along 48dp units

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8dp for your grid

Spacing between each UI element should 8dp (multiple of 4)

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1 scale-independent pixel unit is equal to 1dp with a 100% globe text scale

User can select a system-wide scaling factor for text in Settings

Always use scale independent pixel unit for text

Text and scale independent pixel (sp)

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Hello, Roboto

Roboto Thin & Thin Oblique

Roboto Light & Light Oblique

Roboto Regular & Oblique

Roboto Medium & Medium Oblique

Roboto Bold & Bold Oblique

Roboto Black & Black Oblique

Roboto Condensed & Condensed Oblique

Roboto Condensed Bold & Condensed Bold Oblique

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Support multiple screen

Explicitly declare in the manifest which screen sizes your application supports

Provide different layouts for different screen sizes

Provide different bitmap drawables for different screen densities

http://developer.android.com/guide/practices/screens_support.html

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My typical workflow

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1. Sketches, wireframes and UX flow

Describe the intent of each single view

Visualise the entire use flow

Tell a use case using personas

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2. UI prototype

Create a more detailed UI prototype

Define the look and feel

Tell a use case using personas

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3. User tests

Test your assumptions with real people

You need no more than 5 tests

Create clever tasks for the user

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SVG and JavaScript - Live demo

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Keep in touch!

http://twitter.com/piervix

http://dribbble.com/piervix