Mobile UX Design

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Mobile UX Design Boulder Digital Works May 27, 2010

description

Juan Sanchez's presentation on mobile UX Design, held May 27, 2010, at Boulder Digital Works

Transcript of Mobile UX Design

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Mobile UX Design

Boulder Digital WorksMay 27, 2010

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Hello.Juan SanchezUX Architect at EffectiveUI

@juansanchezjuanchez.com

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Gartner reported that the global mobile phone sales last year reached around 1.21 billion units.

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Vendors shipped a total of 54.7 million units in the first quarter of 2010 (1Q10), up 56.7% from the same quarter a year ago.

via International Data Corporation

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What is mobile?

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Ah, technology

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These are...

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And these...

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Are these?

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More on the way

Left to right: Windows Phone 7, Kin, Nokia Morph Concept

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What does it take to create a great mobile experience?

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Know the hardware

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Best Buy makes a great device lab.

Form Factor

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Screen Size

Images via gamesradar.com

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Screen Resolution1024 x 768 at 132 ppi

480 x 320 at 163 ppi

800 x 480

480 x 320

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Orientation

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Input MethodsKeyboard, wheels, touch, multi-touch, earbuds...

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Other capabilitiesGPS, accelerometer, microphone, light, camera...

Applications from left to right: iHandy Level, Stickybits, Square

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Human FactorLeft vs. right handed, proximity of reach, fatigue...

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Connected?

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Define the app

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Not a scaled down website

≠Option + “=” on a Mac will give you a ≠

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Web app vs. native

Left to right: Twitter Mobile Web and Tweetie iPhone App

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What’s the soul of the application?

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Mobile is the main source of traffic.

Primary touchpoint?

Applications from left to right: Ramp Champ, Convertbot

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Mobile app augments other experiences.

Companion

Applications from left to right: Starbucks, iHome

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Same functionality but in an optimized way.

Optimized UI

Applications from left to right: Evernote, Gowalla

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How, where, when is an app going to be used?Who is using the app?

What’s the use case?

Image via mindingthegaps.com

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From icon to user interface

Be clear on the use

AOL Radio

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Mobile apps can be a test bed for new features in other experiences. Design mobile first.

Mobile informs

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What’s their technology ecology?iPhone? Android? Mac OS? Windows? Laptop?

Where are people coming from?

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Think about design

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Consider brand

Chipotle

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There’s more than the UI. There’s the icon, startup screen, app store screens, etc.

Consider the whole experience

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Left to right: Wordpress, Epicurious

Native UI vs.Custom UI

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Android, iPhone, Web OS, etc. all have different UIs

Understand the different platforms

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Review the HIG and other design guides

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Areas of interaction need to be big enough to easily interact with.

Make it touchable

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Design for the best experience in different orientations.

Orientation

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Promote the primaryEliminate extra noise by subduing secondary actions.

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Resolution is higher

Image via informationarchitects.jp

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★ Metaphors can create a shallow learning curve, but aren’t always appropriate

★ Use metaphors that make sense★ People are coming from the web if not from another

device

Rethink the metaphor

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How do people know to interact with things?

Think affordance

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★ People enter with different gesture vocabularies.★ If you’re not sure, go default.★ You may be competing with other apps.

Use default gestures

Image via Touch Gesture Reference Guide on lukew.com

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iPhone vs. iPad

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On-the-go vs.on the couch.

Iamge on left via iLounge.com

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Unlike a laptop, an iPad has no flip up screen to block interaction with others.

View from all sides

Scrabble image via engadget.com

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Things can get lost on larger screens.More space means more chances to get lost.

Wide open spaces

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Each screen has its own purpose.

Focussed views

Apps from left to right: NewsRack, Dictionary.com, Nike + iPod

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Split views, limited views, etc. on the iPad

Single Views

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Presents information that would normally be in a whole other view on a phone.

In-context Popovers

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Another way to surface information without “leaving” the current view.

Modal Cards

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Beyond design

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Review designs★ Create an HTML website with hotspots and share

the URL for review★ Email images to be reviewed on a device

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★ Get set up with the dev environment★ Test and run on the simulators★ Even better, load on to a device★ Even add assets and commit

Get as close as you can to the real thing

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Test interactions★ Gestures and inputs★ UI overload/fatigue★ Scrolling and selecting★ Navigation flow

Image via scopeblog.stanford.edu

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Physical prototypes★ Don’t have the physical device? Fake it.★ Made a wooden iPad to test before device was

available

Image via Jonathan Branam

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Get user feedback★ Form a user testing plan★ Try to get “true” users★ Conduct your own “guerilla” user testing

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Thanks!Questions?

effectiveui.com

@juansanchezjuanchez.com