Scott gayer mobileinformationdesign
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Transcript of Scott gayer mobileinformationdesign
MOBILE PHONE INFORMATIONDESIGN
PART 1: WHY IT MATTERS
SCOTT GAYER Reynolds School of Journalism Master’s Project
How critical is mobile information?
http://video.ted.com/talks/podcast/JanChipchase_2007.mp4
Up until 5:17
http://video.ted.com/talks/podcast/JanChipchase_2007.mp4
Numbers and habits tell all
In 2007, over 4 billion people were mobile Mobile convenience transcends time and space Mobile convenience is linked to survival Over 799 million illiterate worldwide use mobile Many third world communities depend on mobile
So how well are we doing?
The majority of the web is not mobile-friendly We are in the middle of emerging mobile design Cross platform war is unfinished Search mobile web vs. apps mobile web is undecided Deregulated mobile internet is untapped potential
What can we do in the meantime?
Infuse principles of good print and web design Practice usefulness, discoverability and usability Think about someone other than yourself Finally, consider the cognitive throughput problem
Solve it with: simplicity, learnability and predictability
What makes mobile design different?
There are increased design tradeoffs Input gestures are unique compared to computer People use mobile in short focused bursts The unique access to personal data informs design Users have higher usability expectations than web
because of familiarity For a good lecture on the unique process of mobile
application design and development visit: http://www.youtube.com/watch?v=SEwCRpTEgA0
Re-imagining Mobile Design
Cross-platform push emphasizes a template driven mobile design landscape (ex. iPhone interface)
Could mobile design be the fertile ground for new forms of web design?
Could mobile interfaces become informative usable and engaging without becoming typical?
MOBILE PHONE INFORMATIONDESIGN
PART 2: PRACTICE
SCOTT GAYER Reynolds School of Journalism Master’s Project
Client : Grace Church
Designing my own application
Step 1: Choose an audience I’m passionate about Step 2: Decide what that audience might need Step 3: Design and test..design and test
Phase 1: Usability/design education
Steve Krug’s “Rocket Surgery Made Easy. Design classes in RSJ, additional design readings Software training in Adobe CS Keeping up with news in the mobile design
industry within the past 6 months
Phase 2: Test the pros, test screenshots
Mars Hill Church app was tested to get an idea of what people like in church app and what doesn’t work.
Wireframes were tested early to get initial impressions
Phase 3: 1st Homescreen wireframe
Lessons learned: Make titles clear Don’t oversimplify Color counts 1st user impressions
help avoid pitfalls
Phase 4: 2nd Homescreen Wireframe
Lessons learned: Emphasize the most
important Use real-estate
wisely The mobile web is
not the desktop web
Phase 5: 3rd Homescreen Wireframe
Lessons learned: Clarify titles Be unafraid to
employ better design that enhances usability
Keep in mind people’s fingers
Limit cognitive throughput
1st navigable mockup
Lessons learned: Unity is still important Win and doubt…make
it bigger Overemphasize
readability
2nd navigable mockup
Lessons learned Unity matters User feedback
can be great for new content
Familiar standard device interfaces are important to usability at times
What could I have done differently?
If I could have done it all over again Tested sketches earlier Conducted more surveys to gauge needs Interviewed more current mobile developers Tested more often and designed less
Conclusions
Mobile information will see increased demand in all areas of society and increases in global knowledge
The emphasis we place on users must become greater than ever before
The collision of mobile computer programming and information design must happen so that both worlds benefit users in the best way possible
Churches have huge potential to enable members a more fluid communication portal through pursuing mobile.
MOBILE PHONE INFORMATIONDESIGN
SCOTT GAYER Reynolds School of Journalism Master’s Project