ncdevcon2012_designing the mobile experience

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Designing the mobile experience From a UX/UI perspective Tuesday, October 2, 12

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Page 1: NCDevCon2012_designing the mobile experience

Designing the mobile experienceFrom a UX/UI perspective

Tuesday, October 2, 12

Page 2: NCDevCon2012_designing the mobile experience

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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