Easy Mobile

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Easy Mobile Making your app easier to use Tuesday, May 28, 13

Transcript of Easy Mobile

Page 1: Easy Mobile

Easy MobileMaking your app easier to use

Tuesday, May 28, 13

Page 2: Easy Mobile

I’ll Cover

‣ The cost of bad usability

‣ Data on successful apps

‣ Examples of good and bad usability

‣ How to easily improve usability

‣ Your apps & problems

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My Goal

‣ Help you understand usability

‣ Make it simple to improve

‣ Everyone leave here with 3 practical

things they can do to improve their

app THIS WEEK.

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After the Break

‣ How visuals support brand

‣ Applying this to mobile

‣ Making your apps better

‣ The importance of icons

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A Little About Me

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I like chaos

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She does the hard work

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We make cool stuff with cool people.

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I also like

‣ Change

‣ Technology

‣ Simple solutions to complex problems

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We’re agile

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Agile Can Be ScaryHere’s what it means to Gravity Switch

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WORKING SOFTWARE OVER COMPREHENSIVE DOCUMENTATION

CUSTOMER COLLABORATIONOVER CONTRACT NEGOTIATION

RESPONDING TO CHANGEOVER FOLLOWING A PLAN

INDIVIDUALS & INTERACTIONS OVER PROCESSES & TOOLS

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A StoryUsability = Retention

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Reten%on  -­‐  10  Most  Popular  iOS  Apps

0%

25%

50%

75%

100%

13%

24%26%29%31%32%

37%38%38%

67%

DAY  1DAY  7DAY  30

 App1              App2                App3                App4              App5                  App6              App7                  App8                App9              App10    

@robertjweber

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0%

25%

50%

75%

100%

13%18%18%

22%27%27%28%

31%35%

52% DAY  1DAY  7DAY  30

Reten%on  -­‐  10  Most  Popular  Android  Apps

 App1              App2                App3                App4              App5                  App6              App7                  App8                App9              App10    

@robertjweber

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Getting Started Screens

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Getting Started Screens

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Getting Started Screens

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Getting Started Screens

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We have to do better

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We have to do better

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We have to do better

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We have to do better

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We have to do better

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We have to do better

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We have to do better

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We have to do better

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We have to do better

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We have to do better

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We have to do better

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WORKING SOFTWARE OVER COMPREHENSIVE DOCUMENTATION

CUSTOMER COLLABORATIONOVER CONTRACT NEGOTIATION

RESPONDING TO CHANGEOVER FOLLOWING A PLAN

INDIVIDUALS & INTERACTIONS OVER PROCESSES & TOOLS

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Why 1 Week?

We tried the software & user tested

Pain points were SUPER obvious

Perfect is the enemy of good

Winners ship

We don’t need longer

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A Little About You

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Why’d ya come?

Existing App

New App

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Whacha building?

Game

Utility

Productivity

Music/Photo/Video

Other

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$0.00

$.99 - $2.99

$3.99 - $9.99

$9.99+

Other (internal app)

Pricing

$

$

$

?

Free!

$

$$

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Company size

Lone Gunslinger

2-10 Employees/Partners

11-100 Employees

100+ Employees

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Android only

iDevices & Android

Anything else? HTML5?

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Your superpower?

Programming

Design

Usability

Other

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Want to learn more

Some experience

Conducted software testing

Measured results

Usability experience

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Overview

UserNeeds

BusinessNeeds

Brand

Easy to use.

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⇥ Technology ⇤ Design ⌅ Usability ⇧ Business

Geeks start it.

(Programmers, NASA

engineers, etc.)

You won't hit the majority until you

have a commercially viable product!

The building blocks of technology

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The mobile difference

Small

Portable

Personal

Bandwidth matters

Interrupted

Typing sucks

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Apps that “get it”

Interrupted (2 mins)

No Internet Needed

Uses Touch

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Apps that “get it”

In 2008, Pandora built an iPhone app that let people stream music. Almost immediately, 35,000 new users a day joined Pandora from their cellphones, doubling the number of daily signups.

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Apps that “get it”

Personal

On the Road

Avoids Typing

No Internet Needed

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Successful AppsTraits

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Top iPhone apps

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Top iPhone apps

94% Are useful because they’re mobile

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Top iPhone apps

94% Are useful because they’re mobile

56% Use touch meaningfully

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Top iPhone apps

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Top iPhone apps

3% Use video

3% Use the camera meaningfully

4% Use tilt meaningfully

11% Use GPS

15% Are multiplayer

4% Use two of these features

0% Use three or more

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What don’t you do?

The most successful

companies have a list of

things they DON’T do.

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More Features = Hard to Use

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Are You Focused?‣ Useful BECAUSE it’s mobile?

‣ Uses touch to *enhance* experience

‣ How many of the following does it use?

- Camera

- Video

- Tilt

- GPS

- Multiplayer

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Whatever

... What about Android Apps?

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Why buy Android?

4. Need reading glasses

3. Geek / Tinkerer

2. It’s not Apple

1. International availability

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21 Games (+9)

4 Photo (+2)

2 Social networking(+2)

1 Education (+1)

1 Entertainment (+1)

1 Weather (+1)

0 News (-2)

0 Music (-3)

Apple “Hall of Fame”

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28 Games (+6)

4 Angry Birds

3 Word games

1 Music (+0)

1 Utility (+1)

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Top 20 are ALL gamesGames (+10)

Music (-3)

Social media (-2)

News (-2)

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9 Utilities (+0)

5 Geeks (+4)

5 Games (-3)

3 Music (+0)

1 Camera (-1)

1 Office docs (+0)

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Goals Before UsabilityWhat are you trying to do?

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Why?

Fame?

Fortune?

Your boss?

Ask why 5 times

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Trinity of UsabilityStorytelling, wireframing, testing

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1. StorytellingUse case vs. user scenario

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Storytelling

Use case = How features work

User scenarios = How people work

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2. WireframingTo wireframe or not to wireframe

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Wireframing

‣ “Paper prototyping”

‣ Easy to test

‣ Easy to change

‣ Hand-drawn

‣ No colors/fonts/pictures

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Wireframes

spec => wireframe => prototype => experience

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3. Usability TestingWhat’s useful and what’s not

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Tap-TapFirst mobile app

developer to make

$1m profit every

month.

Started with 4 apps,

and built out the one

that tested the best.

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When to test

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When to test

KnownUnknown

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When to test

KnownUnknown

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When to test

KnownUnknown

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When to test

KnownUnknown

Test

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When to test

KnownUnknown

Test

Steal ideas first!

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Usability testing

1. Focus Groups

2. Surveys

3. A/B Testing

4. Usability Testing

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Focus groups are not useful for testing.

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focus groups

‣ set goals

‣ get buy-in (stakeholders)

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Surveys are only useful for specific questions.

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surveys

‣ do we call it refresh or reload?

‣ does this make us look like hacks?

‣ which tagline works best?

‣ which icon gets the most traffic?

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surveys

‣ do we call it refresh or reload?

‣ does this make us look like hacks?

‣ which tagline works best?

‣ which icon gets the most traffic?

you can A/B test

these too

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A/B testing rocks.

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A/B testing

‣ Sanity check big changes

‣ Fine-tune details

‣ Find problems for usability testing

‣ Get buying early from stakeholders

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A/B testing

David Hyman (CEO) of

MOG’s #1 tip for mobile

usability is to “reduce

barriers”

How can he increase the

number of PAID members?

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A/B testing

‣ Expensive (time consuming)

‣ Requires good statistic tracking

‣ Requires large(ish) sample size

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Usability testing

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Usability testing

‣ Cheapest and most useful testing

‣ Find out where users get lost

‣ Sanity check yourself

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This all sounds good, but what does real testing look like?

who has an app to test?

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Do it now

‣ Test early

‣ Test often

‣ Find biggest problem

‣ Find simplest solution

‣ Repeat

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Best PracticesTips from the masters

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AccessibilityLaws and business

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The Laws

Under Section 508 (29 U.S.C. ‘794 d),

[government] agencies must give disabled

employees and members of the public

access to information that is comparable to

access available to others. 

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The Laws

ADA Title III governing public

accommodations for private entities

prohibits discrimination, requires access to

services and facilities, and requires effective

communication.

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The Laws

Twenty-First Century Communications and

Video Accessibility Act of 2010

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Title I - Communication

‣ Advanced Communication Services

(VOIP, text, email, IM, Video

communication, etc.)

‣ Web browsers on mobile devices

‣ (Hearing aid happens at system level)

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Title II - Video

‣ Mostly about TV

‣ TV => Internet must maintain captions

‣ Emergency Information (i.e. 911)

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The Numbers

‣ 0.3% of the US is blind

‣ 0.3% of the US are functionally deaf

‣ 2.3% of the US are hard of hearing

‣ Many Android Users on Gingerbread

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How important is it?

Lots of wiggle room

Small audience

(Potentially) significant work

HIPPOs

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My Rule of Thumb

Would you use your app hands-free

while driving?

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AnalyticsWhat is measured improves

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Your drop-off by time?

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Your weak points?

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Write it down

If you don’t have analytics, get them!

If you have them, look at them!

If you look at them, change your behavior!

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Screen SizesThe “F” word again

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breakpoints

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always rethink tablets

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responsive

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responsive

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Users = BloodhoundsThe scent of information

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What’s the 3-Click Rule?

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What’s the 3-Click Rule?

it’s a myth

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The 3 usability sins

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The 3 usability sins

1. dead-ends

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The 3 usability sins

1. dead-ends

2. backtracks

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The 3 usability sins

1. dead-ends

2. backtracks

3. thinking

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Navigation & MenusGiving them the scent of information

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Main Menu = Good

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Consistent Navigation

labels Android

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Fitt’s LawThe first rule of computer usability

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Fitt’s law

distance

button size

corners = infinitely large

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touch changes it

no abstraction (mouse)

same distance to everything

corners are HARDER to hit

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Tiff’s law

poke position

thumbs

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poke position

Distance and location don’t matter!

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thumbs

arch of thumbs = easy

all others = hard

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horizontal vs. vertical

82% of top

Apple apps

lock the

orientation

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horizontal vs. vertical

if lots of typing - responsive

if one-handed - vertical (or responsive)

otherwise just pick one and ship it

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The first 2 minutesDon’t loose people before you hook them

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people are lazy and you don’t want unhappy

users.

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Key TakeAwayIf you do one thing, do usability testing

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usability testing

test early

test often

find your biggest problem

do the least work possible

do it again

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18 mobile sites

1,000 #Fails

147 recommendations

m-commerce

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There will be a Quiz

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scannable home page

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Declutter

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Give Context

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Avoid Dropdowns

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Long Pages

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Clear Buttons

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Careful w/AutoCorrect

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Big Data Entry Fields

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Show a damn calendar

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Example

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What did you learn?

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Does everyone have 3 ideas?

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Ask me questions

http://gravityswitch.com/[email protected]

@jasonNmark

Visual Design - up next!

eBooks (Thursday 8:30)

Tuesday, May 28, 13