mobile ux design
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Post on 05-Dec-2014
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DESCRIPTIONAn overview presentation on designing mobile user experiences.
- 1. Mobile UX Design Boulder Digital Works May 27, 2010
- 2. Hello. Juan Sanchez UX Architect at EffectiveUI @juansanchez juanchez.com
- 3. Gartner reported that the global mobile phone sales last year reached around 1.21 billion units.
- 4. 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
- 5. What is mobile?
- 6. Ah, technology
- 7. These are...
- 8. And these...
- 9. Are these?
- 10. More on the way Left to right: Windows Phone 7, Kin, Nokia Morph Concept
- 11. What does it take to create a great mobile experience?
- 12. Know the hardware
- 13. Form Factor Best Buy makes a great device lab.
- 14. Screen Size Images via gamesradar.com
- 15. Screen Resolution 1024 x 768 at 132 ppi 480 x 320 at 163 ppi 800 x 480 480 x 320
- 16. Orientation
- 17. Input Methods Keyboard, wheels, touch, multi-touch, earbuds...
- 18. Other capabilities GPS, accelerometer, microphone, light, camera... Applications from left to right: iHandy Level, Stickybits, Square
- 19. Human Factor Left vs. right handed, proximity of reach, fatigue...
- 20. Connected?
- 21. Define the app
- 22. Not a scaled down website Option + = on a Mac will give you a
- 23. Web app vs. native Left to right: Twitter Mobile Web and Tweetie iPhone App
- 24. Whats the soul of the application?
- 25. Primary touchpoint? Mobile is the main source of traffic. Applications from left to right: Ramp Champ, Convertbot
- 26. Companion Mobile app augments other experiences. Applications from left to right: Starbucks, iHome
- 27. Optimized UI Same functionality but in an optimized way. Applications from left to right: Evernote, Gowalla
- 28. Whats the use case? How, where, when is an app going to be used? Who is using the app? Image via mindingthegaps.com
- 29. Be clear on the use From icon to user interface AOL Radio
- 30. Mobile informs Mobile apps can be a test bed for new features in other experiences. Design mobile first.
- 31. Where are people coming from? Whats their technology ecology? iPhone? Android? Mac OS? Windows? Laptop?
- 32. Think about design
- 33. Consider brand Chipotle
- 34. Consider the whole experience Theres more than the UI. Theres the icon, startup screen, app store screens, etc.
- 35. Native UI vs. Custom UI Left to right: Wordpress, Epicurious
- 36. Understand the different platforms Android, iPhone, Web OS, etc. all have different UIs
- 37. Review the HIG and other design guides
- 38. Make it touchable Areas of interaction need to be big enough to easily interact with.
- 39. Orientation Design for the best experience in different orientations.
- 40. Promote the primary Eliminate extra noise by subduing secondary actions.
- 41. Resolution is higher Image via informationarchitects.jp
- 42. Rethink the metaphor Metaphors can create a shallow learning curve, but arent always appropriate Use metaphors that make sense People are coming from the web if not from another device
- 43. Think affordance How do people know to interact with things?
- 44. Use default gestures People enter with different gesture vocabularies. If youre not sure, go default. You may be competing with other apps. Image via Touch Gesture Reference Guide on lukew.com
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