2013-02-05 ux design for mobile apps

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UX Design for mobile apps

KAMIL ZIĘBA, Co-founder & Head of Product @ UXPin

KAMIL ZIĘBACo-founder & Head of Product @ UXPin

PREVIOUSLY: Freelancer & UI/UX Designer Grupa Nokaut S.A.

USER EXPERIENCE

USEREXPERIENCEDr. Donald Norman

All the aspects of how people use an interactive product: the way it feels in their hands, how well they understand how it works, how they feel about it while they’re using it, how well it serves their purposes, and how well it fits into the entire context in which they are using it.

User Experience

“App users have a big app appetite, downloading about 10 apps per month on average, but they rarely use these apps frequently or for long.”

Josh Clark “Tapworthy: Designing Great iPhone Apps”

47% easier to use than a mobile browser

http://appdevelopersalliance.org/files/pages/The%20Growing%20App%20Market%20Slides%209-17-2012.pdf

46% most entertaining way to use their mobile device

44% fastest way to get information

THINGS TO REMEMBER

IDENTIFY YOUR CUSTOMERS

Who is your target audience?

THINK ABOUT THE CONTEXT OF USE

A mobile device can be used at anytime, anywhere.Context affects the interaction between the people

and the interface.

ON THE GOON THE COUCH

This request couldn’t be completed.

AVOID “ENGINEERSPEAK”

This request couldn’t be completed.

WTF?

AVOID “ENGINEERSPEAK”

KEEP IT SIMPLE

If your UI requires instructions - it’s badly designed.

80/20Generally, 80% of app users will use just

20% of its functionality.

Identify the single, most important task to your app.AND MAKE IT DEAD SIMPLE.

LESS IS MORE

KEEP IT SAFE

Default buttons in alert boxes shouldfavor the safest option*

CANCEL DELETE ALL

MAKE IT BRIEF AND CLEAR

Keep alerts brief and clear, explain them what happened and what they can do next.

USE DESIGN PATTERNS

Follow conventions and patterns to reduce the learning curve and to make the experience more

intuitive.

“When it comes to mobile forms, be brutally efficient and trim, trim, trim.”

— Luke Wroblewski, “Mobile First” (2011)

DESIGN FOR TOUCH

Areas of interaction shouldn’t be smaller than 44pt.Smaller elements = bigger distance between them.

DESIGN FOR TOUCH

Place most important actions in “thumb zone”

CONSIDER ORIENTATION

Consider both portrait and landscape orientations while designing an interface.

YOUR ICON IS YOUR BUSINESS CARD

“Make your icon colorful, make it memorable, make it fun, but whatever you do, don’t make it mysterious. The app icon is fundamentally an advertisement, and like any good ad, it has to be clear what it’s selling.”

WHAT’S WRONG WITH THESE DOORS?

AFFORDANCE

Design aspect of an object which suggest how the object should be used; a visual clue

to its function and use.

DESIGN FOR EFFICIENCY

Enable people to navigate to the most important content and functionality in as few steps as possible.

1 2 3

DESIGN FOR EMOTION

“It is not enough that we build products that function, that are understandable and usable, we also need to build products that bring joy and excitement, pleasure and fun, and, yes, beauty to people’s lives.”— Don Norman

♥ ♥

Customers care about their problems - not your solution.— Dave McClure

Don’t try to solve a problem if there isn’t one.

WHAT’S THE PROBLEMWE’RE TRYING TO SOLVE?

Get out of the Building

Talk with people, ask questions

Build landing page*

HOW?

Build your “MVP” and test it!

IS IT WORKING?

Sketch it

HOW?

Create prototype

Build working demo

THINK CHECKMAKE

ITERATE!

THANK YOU!ANY QUESTIONS?kamil@uxpin.com

@ziebak

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