introduction to mobile usability

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Introduction to mobile usability @ThomasGohard | Learn Hack YOW

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Thomas Gohard's presentation at Learn Hack YOW on December 8, 2012

TRANSCRIPT

Page 1: Introduction to mobile usability

Introduction to mobile usability

@ThomasGohard | Learn Hack YOW

Page 2: Introduction to mobile usability

Learning objective

Make you think about:● Who you're designing for and what their

needs are.● How to work within the limitations of mobile

devices to meet your users' needs.● How you can use features offered by mobile

devices to better meet the needs your users.

Page 3: Introduction to mobile usability

Usability

Page 4: Introduction to mobile usability

ISO 9241-11 definition of usability

"The extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency, and satisfaction in a specified context of use."

Page 5: Introduction to mobile usability

User research

Page 6: Introduction to mobile usability

User research is...

... Finding out:● Who your users are.● What they're trying to do.● How they're trying to do it.● Where they're trying to do it.● Etc.

Page 7: Introduction to mobile usability

User research methods

Source: http://www.useit.com/alertbox/user-research-methods.html

Page 8: Introduction to mobile usability

User research deliverables

Source: http://semanticstudios.com/publications/semantics/000228.php

Page 9: Introduction to mobile usability

Exercise 1: User identification

Imagine you're building an application using the garbage and recycling schedule:● Who are potential users?● What is their goals?● What is their context of use?

Page 10: Introduction to mobile usability

Designing formobile

Page 11: Introduction to mobile usability

Some important considerations

● Screen size and orientation.● Input method (touch, keyboard, voice).● Technical limitations (processing, memory).● Network connectivity (speed, availability,

data caps).● Context of use (inside, outside, on the go).● Focus and attention.

Page 12: Introduction to mobile usability

How people hold mobile devices

http://www.lukew.com/ff/entry.asp?1649

Page 13: Introduction to mobile usability

How people hold mobile devices

http://www.lukew.com/ff/entry.asp?1649

Page 14: Introduction to mobile usability

How people hold mobile devices

http://www.lukew.com/ff/entry.asp?1649

Page 15: Introduction to mobile usability

How people hold mobile devices

http://www.lukew.com/ff/entry.asp?1649

Page 16: Introduction to mobile usability

Some new capabilities

● Always-on; always-there.● Location-awareness.● Time-awareness.● Still/video camera.● Voice recording/recognition.● Access to user data:

○ Contacts.○ Calendar○ etc.

Page 17: Introduction to mobile usability

Exercise 2: Designing an interface

Design one or more screens for a garbage and recycling schedule mobile application for one or more of the users from Exercise 1.

Remember to consider your user's goal and context of use.

Page 18: Introduction to mobile usability

Usability testing

Page 19: Introduction to mobile usability

Usability testing is...

... Evaluating how your design:● Meets the needs and expectations of your

users.

Page 20: Introduction to mobile usability

Usability testing methods

Ways to test:● In-person, moderated.● Remote, moderated.● Remote, automated.

Page 21: Introduction to mobile usability

Usability testing methods

Types of tests:● Usability test.● Click test.● Tree test.● Heuristic evaluation.● Etc.

Page 22: Introduction to mobile usability

Let your imagination run wild

Running usability testing is like running an experiment. You are only limited by your imagination.

Page 23: Introduction to mobile usability

The two most important thing to remember about usability testing

1. You're testing the design, not the user.2. Test early, test often.

Page 24: Introduction to mobile usability

Exercise 3: Doing a heuristic review

Let's evaluate some of the interfaces you created in Exercise 2 against Nielsen's 10 heuristics.

Page 25: Introduction to mobile usability

Nielsen's heuristics

1. Visibility of system status2. Match between system and the real world3. User control and freedom4. Consistency and standards5. Error prevention6. Recognition rather than recall7. Flexibility and efficiency of use8. Aesthetic and minimalist design9. Help users recognize, diagnose, and recover

from errors10. Help and documentation

Source: http://www.useit.com/papers/heuristic/heuristic_list.html