ncdevcon2012_designing the mobile experience
TRANSCRIPT
Designing the mobile experienceFrom a UX/UI perspective
Tuesday, October 2, 12
Dee SadlerAdobe Community Professional
Adobe Certified Expert / InstructorAdobe Freelancer Program
Conference Organizer - D2WC.comUI Strategist/Android/HTML/CSS geek for Sprint
Total Training and Adobe TV (CS6) video tutsHybrid
@DeeSadler
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TopicsUnderstanding how the user uses their devices
Rules of UX - Human Factor guidelines, Orientation etc.
Sizes - from fingers to pixels
Prototyping
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Who are the users?
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If you are going to bother making a web app, consider the experience
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How does it all work “together”
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Decide things like,How is the user going to navigate?
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“The Rules”Human Interactioin
Guidelines
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Mobile Design Life CycleThis isn’t your dad’s website
1.Assess current user requirements
2.Understand your users
3.Prioritize mobile features
4.Design with mobile considerations
5.Prototype / preview / refine / test
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User RequirementsAgile, Story Boards and User Stories
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Touch eventsNo rollovers, but does the user know
they clicked on something
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What is the experience as they move through pages
Multi-pane views
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Tablet multi-plane views
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NativeDon’t mimic other platforms, stay true to the OS
Don’t try and make a new interaction from one that already exists and keep it consistent per OS
SAMPLE OF IOS, ANDROID AND WINDOWS UI
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Think top down
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Think top downWhere is their hand going to be?
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Think top downWhere is their hand going to be?Make usage easy and logical
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Think top downWhere is their hand going to be?Make usage easy and logicalDesign using physicality and realism
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Think top downWhere is their hand going to be?Make usage easy and logicalDesign using physicality and realismAlways work at a higher resolutionthan you need.
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Think top downWhere is their hand going to be?Make usage easy and logicalDesign using physicality and realismAlways work at a higher resolutionthan you need.Be aware of orientation
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Think top downWhere is their hand going to be?Make usage easy and logicalDesign using physicality and realismAlways work at a higher resolutionthan you need.Be aware of orientationAdd detail and depth
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Think top downWhere is their hand going to be?Make usage easy and logicalDesign using physicality and realismAlways work at a higher resolutionthan you need.Be aware of orientationAdd detail and depthTypography is just as important
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Think top downWhere is their hand going to be?Make usage easy and logicalDesign using physicality and realismAlways work at a higher resolutionthan you need.Be aware of orientationAdd detail and depthTypography is just as importantThink twice before you designa standard control!
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Think top downWhere is their hand going to be?Make usage easy and logicalDesign using physicality and realismAlways work at a higher resolutionthan you need.Be aware of orientationAdd detail and depthTypography is just as importantThink twice before you designa standard control!Create a great brand experience
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4 step processDesigning for multiple screens
Define device groups by grouping screens with similar widths together resulting in a manageable number of groups,
Create a default reference design that will adapt to smaller and larger screens,
Define rules for content and design adaptation for it to display well and
Opt for Web standards and a flexible layout.
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What elseSimplify navigation
Be succinct with the content
Minimize user input
Form efficiency
Can they use it offline?
Don’t use high res images for everything
Don’t forget to test!
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Device Sizes
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Sizes (some examples) iPhone 3GS, iOS 4.3.n, 320x480px (no retina display)
iPhone 4, iOS 5, 320x480px (retina display)
iPad, iOS 5, 1024x768px (10" tablet, no retina display)
Android 2.1 — Motorola, 480x600px (popular)
Android 2.3 — HTC, 480x320px (QWERTY)
Android 2.3 — Huawei, 320x480px (low CPU)
Android 3.0 — Samsung, 320x480 (low CPU, low dpi)
Android 2.3.4 — Kindle Fire, 1024x600 px (7" tablet, proxied browsing)
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Android - trouble x 10xlarge screens are at least 960dp x 720dp
large screens are at least 640dp x 480dp
normal screens are at least 470dp x 320dp
small screens are at least 426dp x 320dp
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Pixel Density/Screen sizeTo get the ppi, you first need to find out how many pixels there are diagonally.
This is the square root of each side squared, added together (from a2 + b2 = c2)
Android densities: low, medium, high and extra highDensity-independent pixel (dp)A virtual pixel unit that you should use when defining UI layout, to express layout dimensions or position in a density-independent way.
The density-independent pixel is equivalent to one physical pixel on a 160 dpi screen, which is the baseline density assumed by the system for a "medium" density screen. At runtime, the system transparently handles any scaling of the dp units, as necessary, based on the actual density of the screen in use. The conversion of dp units to screen pixels is simple: px = dp * (dpi / 160). For example, on a 240 dpi screen, 1 dp equals 1.5 physical pixels. You should always use dp units when defining your application's UI, to ensure proper display of your UI on screens with different densities.http://developer.android.com/guide/practices/screens_support.html
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HTML5 Image issuesWhich method to use? Scale. replace images at each break point, what?
Start with small and then serve up larger at each break point?
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Solutions
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<picture>
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ProsMimics other media syntax like <video> and <audio>, which makes sense.
The fallback makes it backwards-compatible with browsers that don't support it, which is extremely important. We can't have images that just don't work in older browsers.
Gives us web authors the control to show exactly what we want under situations we specify.
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ConsIt's a whole lot more complicated than <img>. Harder to teach, harder to learn, more code to write. Easy to screw up.
Muddies the water of CSS and HTML a bit, by bringing the media query syntax into HTML.
Similar issues to why inline styles are bad. Makes future updates more difficult. Not a reusable abstraction.
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Adaptive Images
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Skeumorphism
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DesigningUse vector shapes where possible
Start with large artboards
Get rid of unnecessary metadata on images
Decide which format of images works best for the images. Are they opaque, transparent, etc.
If Android, keep consistent naming conventions for different density images
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SHOWING BAD PATCHES
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CSS Sprites
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PrototypePrototype
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jQuery Mobile Starter Pages
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WireframeToolsBalsamiq
AxureFireworks
OmmnigraffleEightShapes for InDesign
iMockups for iPadSketchyPad for iPad
Keynottopia for Keynotemany, many more
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FIREWORKS ANDROID TEMPLATE
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Fireworks CS6
CSS Sprites
CSS Properties Panel
jQuery theme creation
New wireframing tools
Gesture icons
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Example: Title Bar
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Thanks!
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